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River City Ransom on the NES (or Street Gangs as it was called here) was
Technos' attempt to reproduce the beat 'em up genre they had established with
Renegade and Double Dragon onto a home format. Gaining a cult following, the
game was an eclectic mix of fighting, item management, RPG elements and
customisation that has rarely been matched since. Now Million, formed mainly
from ex-Technos employees, aim to repeat the success of their Double Dragon
Advance update with another handheld reworking.
The plot is about as offbeat as the game itself. River City and its school have
suddenly been taken over by vicious gangs, and the girlfriend of Ryan, who lives
in the neighbouring city of Cross Town, has been kidnapped. Alex happened not to
be at school that day in River City and bumps into Ryan as he is about to set
off to rescue his girlfriend. Both are deadly rivals in the martial arts, but
put aside their differences here to liberate everyone held. You get to choose to
play as either Ryan or Alex, or have both of them start out together.
The first thing that hits you is just how much flexibility and customisation the
game allows. Right from the start there is a choice of whether to go alone or
partner up at the beginning; how many allies and enemies on screen at a time;
the difficulty level and AI of your CPU controlled allies; and so on. Within the
game there is an even greater amount of choice, even down to specific behaviour
patterns and whether or not certain features or aspects are allowed or
triggered. In essence, each time the game is played, you get to choose the mix
and how easy or difficult it will be.
This customisation also encompasses the development of your character throughout
the game. Each character has a number of statistics such as strength, willpower,
punch, kick, and charisma that can be either permanently or temporarily boosted.
Buying and using food, magazines, CDs and other items during the game affects
various parameters, along with supplying new special moves. These are vital for
certain sections of the game and should be bought when money allows. Half the
fun here is discovering what each item does, and with a large assortment of
stuff to buy, it should take some time to catalogue them all.
The other half of the fun is figuring out how to properly defeat everyone
encountered, how to trigger certain game paths and recruiting new allies to the
cause. For example, if you start out alone as Alex, beat the first two screens
and return to where you began, then a friend called Gary is waiting to join and
help you out (complete with special moves). This brings incredible replay value
to the game and no two games may well be the same. Your stats can also be a
factor in negotiations, and with sufficiently high reputation, defeated bosses
may even switch sides.
Control is exactly the same as the NES version, which means just the front two
buttons are used. Whilst none of the moves are that difficult to pull off, it
would have been nice to have jump, for example, mapped to either shoulder
button. Moves are executed very much like Double Dragon, with combinations of
punch, kick and direction having different results. You can even pick up prone
enemies and swing them around to knock others down. Coupled with the special
moves that can be bought, there is a wide range of attacks at your disposal
which means that combat does not get repetitive after a while. Combat itself can
be as judged or as mindless as you want it to be, and many enemies are no
pushovers even on lower difficulty levels.
Presentation is tight, if a little confusing initially as there are plenty of
menus to access whilst setting up and playing the game. It becomes second nature
after a while as to where to go to choose a certain option though. Graphically
the game is a joy to behold for those familiar with the NES version; the
original style has been retained and essentially tarted up for the new
technology. Super deformed type characters flying over the screen and pulling
strange faces when hit always raises a smile, and overall the graphics are
smart, clean and in some ways, cute.
Despite how good the game is overall, there are two things sorely lacking.
Firstly the co-op ability of the original is missing, which is a mini-travesty
in itself. How difficult could it have been to implement this successfully over
connectivity? Whilst it has been compensated for by the clever ally system, it
is always great to be able to team up with a friend at the same time, and
success (or failure) is down to your skill rather than relying on the AI of your
joinees.
Secondly, in the old school tradition again, there is no save game option. There
is the ability to save your game character and reload them in through multiple
plays to build up the stats, but the game has to be played through in one
sitting to complete it. Admittedly the game isn't that long or big (roughly an
hour or so when you know what you're doing), but for a portable format more
known for bite-sized gaming, it can be problem allowing that period of time in
one session. Whether or not it flies with the newer gaming crowd is to be seen,
but it is another indication that the game wants to be a challenge from the
get-go.
This new realisation of the game fifteen years on from its initial release is a
partial breath of fresh air. It is still as fun, engaging and occasionally
humorous as it always was, and with the new additions to the pot, makes it all
the better for it, despite the already mentioned omissions. Consider them missed
opportunities rather than actually detracting from the game itself. Replay value
is immense due to all the factors in play, and all the hidden aspects will take
a long time to discover. A must-buy for old NES fans and a definite
consideration to those new to the series.
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