Connect with us

Games

‘Super Mario Kart’: Skill in Simplicity

Advertisement

Published

on

Mario Kart is a franchise often considered by fans to improve with each entry. In a sense, they aren’t necessarily wrong. The very nature of Mario Kart– the recycling of former tracks and the lateral development of core mechanics– signifies that the series understands how to logically improve itself while also catering to the attachment fans are bound to have to individual entries. Of course, this isn’t to say that each installment is inherently better than the last, but that Mario Karts gradual, game to game, improvements are ones rooted in a fundamental understanding of the core concepts at play.

Every kart need not be created equally, nor should they be; tracks should teach a player just as much as they challenge them; and controls should be tight and precise so that gameplay flows as naturally as possible at all times. These principles are as relevant today as they were in 1992 when Super Mario Kart originally released for the Super Famicom. Initially designed as a multiplayer counterpart to F-Zero’s single player focus, Super Mario Kart’s track design had to simplified in order to accommodate the Super Famicom’s hardware limitations. With two players actively playing on the same plane at once, Nintendo needed to show moderation with their level design.

Which, in itself, is quite the blessing. True creativity flourishes under limitation. While Super Mario Kart’s tracks are simpler than F-Zero’s on a surface level, they are by no means worse. The simplicity at play in any given track’s design is a massive boon in the game’s favor. Beyond simply twisting and turning or going with the flow of the race while trying to speed past other racers, Super Mario Kart placed an emphasis on a degree of dynamic gameplay that the racing genre had been lacking in 2D.

super mario kart

With simpler tracks comes shorter tracks which, in turn, result in a gameplay loop where players are perpetually drifting as turns come fast and frequent. Of course, the game does ease players in quite generously. Mario Circuit 1 in the Mushroom Cup effectively opens the franchise and does so with a grace. There are only five major turns per lap, allowing players the opportunity to learn the controls, understand the importance of drifting, and acclimate themselves with the use of items.

By Ghost Valley 1, the first cup’s third track, the safety net has more or less been removed as racers now have to deal with pits and tight turns with tighter curves. The early tracks showcase that although Super Mario Kart is easy to play, it is not easy to master. This is pushed even by the cc system. Split across three separate classes, the cc system determines how fast the game plays. In 50cc, karts move at their slowest possible fastest pace, allowing players quite a bit of time to think ahead and react; 100cc speeds up the pace considerably, highlighting the importance of quick reflexes; and 150cc ups the speed to its possible max, acting as a player’s final challenge.

While these are universal truths for the whole franchise, Super Mario Kart not only has its own design oddities, its brand of difficulty is quite different when compared to later entries. 150cc in particular, when compared to Mario Kart 8 Deluxe’s depiction of the class, is in a league of its own. There is next to no room for error in Super Mario Kart’s version of 150cc. What 200cc, a bonus mode, is for Deluxe, 150cc, the final intended tier of challenge, is for Super. Later entries in the series offer a bit of leeway when it comes to 150cc, but Super Mario Kart demands a master’s level of skill.

super mario kart

This is to say nothing of Super Mario Kart’s control scheme. There is a sensitivity to the kart’s movements, one that might not be noticeable on 50cc. In later classes, it becomes quite clear just how much control the player has and just how precise they need to be in order to maneuver properly. A genuine amount of skill is required to clear tracks in 100cc, let alone actually place well in 150cc. Super Mario Kart’s skill ceiling is far higher than any other game in the franchise, at least in terms of mandatory content.

Although it can be argued that Mario Kart 8 Deluxe’s 200cc class is the greater challenge, it is important to consider its nature as an additional mode. MK8 was not designed with 200cc in mind, only releasing after the fact in a free update. As a result, while 200cc is a greater tier of challenge, it is not a part of the core experience. Super Mario Kart, on the other hand, actively builds up to 150cc as the game’s end goal. Super Mario Kart isn’t truly over until players complete 150cc’s Special Cup. Which in itself speaks to how unique SMK’s role in the series is.

While, of course, every entry in the series is designed with a dedicated single player mode in mind, Super Mario Kart has its fair share of eccentricities to flesh out a solo player’s experience. For starters, CPU racers actually have their own, distinct items that cannot be used by the player (for the most part.) Bowser can shoot fireballs; Yoshi can shoot out eggs; and while players can also grab their own stars, Mario and Luigi both have their own unique stars to trigger when in a pinch.

super mario kart

This may seem like a trivial distinction, especially considering how later entries simply have the CPUs use their own set of items, but it’s a distinction that gives Super Mario Kart a very specific identity. CPU racers are not homogeneous and are, more often than not, actively antagonistic towards the players. They target racers with their own unique abilities meaning players can strategize around which CPUs are racing well. If Peach or Toad are doing particularly well, players know to look out for their poison mushroom, as touching it will shrink them and cause them to lose speed.

It may seem simple, and it is, but that simplicity is exactly what makes Super Mario Kart such an engaging racer. It doesn’t have the depth of its successors (both in terms of physical space and mechanics,) but it isn’t lacking in depth either. Rather, Super Mario Kart’s depth comes from what could be done with the Super Famicom’s 2D space. In fact, SMK is almost arcade-like in its design when compared to later entries, Mario Kart 64 especially.

The shift from 2D to 3D for Mario Kart was an important one as it marked a definitive end to Super Mario Kart’s very specific formula of gameplay. While the series would briefly return to 2D with Mario Kart: Super Circuit, the franchise would never quite again center itself the way it once did during the Super Famicom era. This is not to say that later entries stray away from some gold standard that the original game set, but that Super Mario Kart’s arcade-like structure— the emphasis on progressing difficulty, CPUs using set abilities that can be planned around, and reflex based gameplay that depends an understanding of each track— was never quite revisited with the same fervor.

super mario kart

In changing so little between console generations, Mario Kart changed so much. It goes to show just how different 2D and 3D game design can be. Mario Kart 64 is more or less a perfect interpretation of Super Mario Kart in a 3D space. All the core concepts translate well, creating a racing game that lives up to the spirit of the original while taking advantage of a 3D plane. At the same time, the shift to 3D meant that certain 2D sensibilities wouldn’t necessarily work. Or at the very least, were no longer necessary in any sense.

A 3D plane allows players to interact with the space with more freedom. As a result, turns, while certainly tight, are inherently less demanding. There is more room for error just on a geometric level. This doesn’t make either style worse or better, but it does create quite a difference. It’s also worth noting that Mario Kart 64 is difficult in its own right, and compares better in challenge to SMK than other entries in the series. At the same time, is isn’t as difficult nor is it difficult in the same ways. Super Mario Kart’s challenge relies staunchly on just how much Nintendo expected its audience to master the mechanics at play.

Mario Kart as a whole tends not to carry a skill heavy label, but the franchise is rooted in a need for skill. It’s important to consider not just how a title’s core mechanics work, but how a game is structured. 50cc may as well be a borderline tutorial given just how much 100cc ups the difficulty in Super Mario Kart. 150cc isn’t even playable until players conquer 100cc, meaning that it genuinely is the final challenge. One that needs to be earned; built up to. It’s an incredibly simple structure, but one unique to Super Mario Kart in all respects. Later entries offer 150cc from the get-go (rightfully,) and aren’t inherently designed with players tackling each cup in each class one at a time to better themselves.

super mario kart

In that sense, Super Mario Kart is designed as a more traditional single player experience despite the fact that it was specifically designed with multiplayer in mind. But that, in itself, speaks to the changing of generations, the shift from 2D to 3D design sensibilities, and the very nature of progression within the medium. Why shouldn’t a modern, competitive racing game allow players access to every mode right from the offset? Logically, fans of Mario Kart want the full Mario Kart experience right away as expected from the eighth entry in a decades long franchise. That’s the thing, though, Super Mario Kart was its own, new beast entirely, unburdened by fan expectations.

Without anything other than F-Zero to look back on for inspiration, Super Mario Kart was essentially creating the modern kart racer, a genre still alive to this day— albeit primarily through Mario Kart itself. Naturally, no first step is going to be completely refined and will often feature its fair share of oddities. Along with the aforementioned qualities more or less exclusive to the original, Super Mario Kart was also home to: perpetual split screen due to a mini-map that took up half the screen even when playing alone; item blocks that would only respawn after every single block on the track was triggered; and five tracks split into five laps each for the available cups.

Since item boxes wouldn’t just respawn at the end of a lap like in later titles, players either had to use their items strategically or alter their course to seek boxes once they started dwindling. What seems like a design oversight on Nintendo’s part actually lends itself to a more dynamic style of racing. Items aren’t a given, they’re a legitimate luxury the longer a race lasts. As races are five laps long, it can be nerve wracking to miss that one remaining box all while knowing that CPUs have their own unique items they can call upon at any given moment. It’s quite the stressor and it makes sense why Nintendo would fine-tune item boxes (technically item panels in Super Mario Kart,) but it nonetheless makes for gameplay loop unique to SMK.

super mario kart

The mere fact that laps and tracks are both longer than average when compared to the successor games is also worth noting. Cups in Super Mario Kart feel like endurance matches where the tides can and will turn from lap to lap. Of course, five laps and five tracks are done mainly to mask just how short some tracks are, but even Mario Circuit 1 is long enough where a genuine back and forth is bound to happen. Once players hit 150cc, chaos naturally erupt and each race turns into a battle to not just reach first place, but stay in it. Carelessness is relentlessly punished at every literal turn.

Which, frankly, is what makes Super Mario Kart so engaging twenty-odd years after the fact. Super Mario Kart is a game so clearly limited by its hardware and by its genre’s infancy where it might make mistakes that seem obvious at a first glance. At the same time, these “mistakes” more often than not lead to creative solutions and outcomes which allow SMK to flourish in a way completely specific to itself in the context of the greater Mario Kart franchise. There have been decades of Mario Kart games since, but Super Mario Kart remains in a class of its own.

An avid-lover of all things Metal Gear Solid, Devil May Cry, and pretentious French lit, Renan spends most of his time passionately raving about Dragon Ball on the internet and thinking about how to apply Marxist theory to whatever video game he's currently playing.

Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Advertisement

Games

PAX South 2020 Hands On: ‘Ghostrunner,’ ‘Everspace 2,’ and ‘Wrath: Aeon of Ruin’

Published

on

‘Ghostrunner,’ ‘Everspace 2,’ and ‘Wrath: Aeon of Ruin’

We’ve already covered a wide variety of the games on display at PAX South this year, from retro revivals to unorthodox romances to everything in between – and we’re not done yet! In this next roundup article, we cover three more ambitious, action-packed games: Ghostrunner, Everspace 2, and Wrath: Aeon of Ruin.

Ghostrunner

Ghostrunner

Ghostrunner was one of the most in-demand games at PAX, and after playing it, it’s easy to see why. This first-person action slasher, developed by One More Level and produced by 3D Realms, lets players dash through the air, run across walls, and slash through enemies at blistering speed all while exploring a dystopian cyberpunk world. It’s gorgeous, lightning fast, and feels amazing to play.

Ghostrunner begins in a broken future, where the remnants of humanity have hidden away in a single condensed tower. Naturally enough, you’re put in the role of the one rebel who dares to rise up against the forces oppressing humanity. As you begin your uprising, you’ll also encounter a grand mystery – why is humanity the way it is now? Just what happened to the rest of the world? And what’s that voice you hear in your head?

Ghostrunner

My demo didn’t offer much illumination to these mysteries, but the 3D Realms team assured me that the story plays a significant role in the main campaign. What my demo did offer, however, was a look into the fast-paced, brutal gameplay that defines the game. Combat is so dynamic in Ghostrunner. Your arsenal of moves is massive and varied – of course you can run, jump, and slash with your katana, but you can also run along walls, dash over chasms, slow down time to dodge bullets, and more.

When all the moving pieces flow together, Ghostrunner achieves a visceral, almost hypnotic flow of battle. There are a few obstacles to this feeling. The controls took a bit of getting used to on my end, but that would be because, console peasant that I am, I’m not used to playing 3D games on a keyboard instead of a controller. Also, this may be an action game, but at many times it feels more like a puzzle game. With bloodthirsty enemies scattered around each environment, you’ll often need to take a step back and methodically evaluate which abilities to use in each situation. This can take some trial and error – it might have taken me more than a few tries to clear out the final wave of enemies. But when the solution works out, it’s a beautifully exhilarating feeling, and that’s what sets Ghostrunner apart.

Wrath: Aeon of Ruin

PAX featured plenty of retro-styled games, but not many quite like Wrath: Aeon of Ruin. This retro-style FPS is a throwback to the simpler, faster days of shooters, built entirely in the same engine as the original Quake. It was even based off the work of Quake community modders. If you’ve played any classic FPS like the original DOOM or Wolfenstein, then you should have a good idea of how Wrath plays: it’s brutal, lightning fast, and action packed.

My demo got straight to the point. After teleporting me to a distant hellscape, I was faced with a horde of demons, ranging from simple skeletons to more aggressive ogre-like enemies and flying laser monsters. Thankfully, I was also given an assortment of weapons to take these creatures down with, including a simple handgun, a powerful blade arm, and my personal favorite, a shotgun. Each one of these felt good to control, and like any good old-fashioned shooter, they gave me a great feeling of power.

PAX South

Like any good, brutal FPS in the vein of Quake, Wrath features an insane amount of mobility. Movement is extremely fast and fluid, allowing you to zip across and above stages with reckless abandon. This extra speed will be necessary, especially considering that enemies can slaughter on with reckless, overwhelming abandon.

Of course, being built in the original Quake engine, Wrath is a delightfully retro treat to behold. It features all the signature hard polygonal edges of PC shooters from that bygone era, but with the added smoothness and fluidity of modern hardware. The game feels great to play and is a unique treat to behold. Wrath is currently available on Steam Early Access, and there’s plenty of new content that can be expected throughout the year, including new levels, enemies, and even a full online multiplayer mode. Stuffed with violent retro action, Wrath: Aeon of Ruin is absolutely worth watching out for.

PAX South

Everspace 2

Space is the final frontier, offering limitless exploration This’s the exact feeling that Everspace 2 captures. This sandbox open world space shooter dumps you in outer space and leaves you to figure out the rest, allowing you to fight, scavenge, and explore as you will, all with an incredible amount of freedom.

It’s a remarkably beautiful game too, boasting of extremely detailed 3D graphics that wouldn’t look out of place in a full 3D AAA experience. It’s extremely ambitious, offering a wealth of customization options through parts that can be scavenged from fallen space craft or space debris. There’s alien life to discover and a wealth of locations to explore, with the full game apparently featuring more than 80 unique environments.

PAX South

These environments will always be interesting to explore thanks to a mix between handcrafted worlds and randomization. The original Everspace was a pure roguelike, and as developer Rockfish Games told me, this constantly changing design has often been fundamental to previous great space shooters. Although Rockfish opted for an intentionally designed open world for the sequel, they want to maintain some of those same roguelike elements. That’s why whenever you venture through the many galaxies of Everspace 2, the galaxies and planets will be the same, but the items you find or enemies you encounter within them may change each time.

It took me some time to get used to Everspace. It immediately offers a great amount of freedom, with the demo simply dumping me in space and only requiring that I take down some enemy units and pick up some loot. Yet once I got the hang of the controls and the environment, it became extremely fluid and natural to zip through space, upgrade different components, and experience all the free-flowing action that it has to offer. Space is the ultimate freedom, and Everspace 2 is set to represent that.

Continue Reading

Games

PAX South 2020 Hands On: ‘Windjammers 2,’ ‘KUNAI,’ and ‘Young Souls’

Published

on

PAX South

PAX South 2020 attracted tons of exciting publishers to San Antonio, and even with such a crowded lineup, the DotEmu and Arcade Crew booth easily stood out as some of the show’s very best exhibitors. Streets of Rage 4 might have been their standout demo, but the French boutique publisher and developers brought a fantastic selection of games to the show, including their signature retro revivals and some promising original indie games of their own.

PAX South

Windjammers 2

Sequel to the much-beloved arcade classic, Windjammers 2 takes all the hectic frisbee-throwing action of the original and updates it for the modern generation. For those unfamiliar with the art of windjamming, it’s effectively pong, but instead of balls, you toss discs back and forth across the court. It pits two players against each other on opposite sides of the court, tasking you with mercilessly hurling your disc back and forth until it gets into your opponent’s goal.

You can just throw the disc directly at your opponent, but Windjammers 2 gives you many more options besides that. To really excel at the game, you’ll have to make use of the most extravagant moves you can, dashing across the court, leaping into the air, tossing the disc above you before slamming it down into your opponent, to list only a few of the uber-athletic abilities at your disposal. The game can move extremely quickly when both players take advantage of these capabilities, yet things never feel overwhelming. I always felt in control of the action, even when my quickest reflexes were put to the test. It’s fast-paced disc throwing insanity, and I couldn’t get enough of it.

Animated GIF

Just like the rest of DotEmu’s catalogue, Windjammers 2 combines classic gameplay with gorgeous modern aesthetics. It has the same hand-drawn style that makes other DotEmu titles stand out, like Wonderboy: The Dragon’s Trap. The original Windjammers was a time capsule of garish 90s style, and that design is retained for the new release, with characters looking even more colorful and absurd than ever thanks to the revitalized art and animations. Hectic to play and beautiful to behold, Windjammers 2 is already set to be a multiplayer hit.

PAX South

Young Souls

Streets of Rage 4 was certainly the premier beat ‘em up on display at DotEmu’s booth, but it wasn’t the only one. Alongside this retro revival was an all-new take on the genre: Young Souls, an extremely stylish action game that blends fast-paced fighting with deep RPG customization and a charming, emotional narrative.

Beat ‘em ups might not be known for deep storylines, but Young Souls aspires to something more. Along with its satisfying combat mechanics and plentiful flexibility for character builds, it also boasts of having “a profound story with unforgettable characters.” While my demo didn’t give me much of a look at this deep narrative, it’s reasonable to assume that the story will at least be quality, since it’s penned by none other than the author of the Walking Dead games, Matthew Ritter.

Animated GIF

However, I did get a substantial feel for combat. Young Souls features more than 70 monster-filled dungeons, and I got to venture into two of them in my demo. The action feels weighty and solid when going up against enemies, yet precise at the same time. Like any classic beat ‘em up, there’s a mixture of light and heavy attacks, along with blocks and powerful special moves, along with items and spells to exploit during combat as well. In between battles, you’re able to deck your character out in equipment and items, allowing for an element of roleplaying depth that isn’t typically associated with action games like this. In my short time with the game, it was fun to experiment with different character builds, which could determine the speed and abilities of my fighter, promising combat for the final game.

I played the demo both solo and co-op; in single-player, you’re able to switch between the two twins at will, while two players can each take control of a sibling. In both playstyles, the gameplay was just as visceral and satisfying as one would expect from a classic-style beat ‘em up like this, but the addition of a deep story and RPG mechanics put a unique spin on this entry. That’s not to mention that, like every other game at the DotEmu and Arcade Crew booth, it’s visually beautiful, featuring stylish 2D characters in 3D environments that are all rendered in gentle, washed-out colors. Young Souls might not have a release date or even any confirmed platforms as of now, but it’s absolutely worth keeping an eye on in the meantime.

KUNAI

KUNAI takes the typical metroidvania formula and boosts it to hyperspeed. It has all the hidden secrets and massively interconnected world exploration that you’d expect from the genre, and it gives you the ability to speed through that faster and more dynamically than ever. Its main gimmick is right in the name – by giving you two kunai hookshots, you’re able to traverse up and down your environments with speed and freedom, making for a uniquely vertical method to explore.

KUNAI starts out with the end of the world. In a dystopian future where technology has taken over, you control Tabby, a sentient and heroic tablet that’s dead set on liberating the planet. This serious plot is filled with plenty of personality, however, from the silly faces that Tabby makes in action to the charming dialogue and quirky character designs. This personality is rendered in appealing detail thanks to the game’s simple yet effective pixel art.

PAX South

It’s in the gameplay where KUNAI truly shines. With the eponymous kunai, you’re able to latch onto vertical surfaces. Combine this with the additional abilities to dash, bounce off enemies, or wall jump, and it provides for a uniquely dynamic method of exploring the world. Using the kunai feels easy and intuitive, fast enough to gain speed but never too floaty. It’s a balanced approach to speed and movement that never gets out of control, resulting in what it is perhaps the best-feeling movement of any metroidvania I’ve played recently. My demo was brief, and ended very soon after first getting the kunai, but the gameplay felt so smooth and natural that I can’t wait to experience more of it. Thankfully, it’s not long to wait, since KUNAI hits Switch and PC on February 6.

Continue Reading

Games

PAX South Hands-On: ‘Streets of Rage 4’ Balances Legacy and Innovation

Streets of Rage 4 embodies the original series’ elegant, action-packed design and revives it for a new generation.

Published

on

Streets of Rage 4

From the moment I began my demo with Streets of Rage 4 at PAX South, it felt like coming home. It might have been more than two decades since the first three games in the Streets of Rage series perfected the beat ‘em up formula on the Sega Genesis, but courtesy of developers Lizardcube, DotEmu, and Guard Crush, this legendary series is back and in good hands. This brand new entry aims to recapture all the style and balance of the originals, while introducing innovations of its own. If my demo is any indication, the game is set to achieve that.

Streets of Rage 4 uses the same elegant level design that set the original trilogy apart back on the Genesis. The gameplay is simple: keep walking to the right, taking out every enemy in front of you with all the jabs, kicks, jumps, and special moves at your disposal. If anything, the controls feel better than ever before, with an added level of precision and fluidity that simply wasn’t possible on older hardware.

Streets of Rage 4

That’s not to mention the new move sets. Beat ’em ups might not be the most complex genre around, but Streets of Rage 4 adds the perfect level of depth to the combat. It has the same simple jabs and kicks found in the original games, but spiced up with the potential for new combos and even a handful of extravagant new special moves. With new and old fighting mechanics, this new entry features plenty of room to experiment with combat but never loses the simple, arcade-like charm of the originals.

Streets of Rage 4 revives the series’ rage-filled and action-packed style for the twenty-first century

The demo included series staple characters like Axel and Blaze, yet I opted to play as an all-new character: Cherry Hunter, a guitar-wielding fighter whose move set felt very distinct from classic characters. Her movement is speedy, certainly faster than Axel but slower than Blaze, and her guitar provided for some unique melee moves. Like the new mechanics, her addition to the character roster helps shake up the Streets of Rage formula just enough, while maintaining the core beat ’em up simplicity that made the series special in the first place.

Streets of Rage 4

Streets of Rage 4 might innovate in a few areas, but one thing that’s clearly remained true to form is the difficulty. It boasts of the same old school difficulty that characterized the original games. The classic and brand new enemies are just as ruthless as ever, mercilessly crowding in around you and can easily overwhelm you if you’re not careful. However, just like the originals, the fighting feels so satisfying that it’s easy to keep coming back for more action.

Amid all these changes and additions, perhaps the most obvious (and controversial) change is the visual style. While the original series used detailed pixel art, Streets of Rage 4 instead boasts of an extremely detailed handcrafted art style, in which every frame of character animation is painstakingly drawn by hand and environments are colorful and painterly. Thousands of frames of animation go into each character, and the effort certainly shows, making every punch, kick, and other acts of violence a breathtaking sight to behold.

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences.

Some fans have complained that the game loses the series’ spirit without pixel art, but DotEmu marketing director Arnaud De Sousa insisted to me that this simply isn’t the case. Pixel art wasn’t an artistic choice back then – it was a matter of necessity. If the developers could have designed the game to look exactly as they wanted, regardless of technical limitations, then it likely would have looked just like the luscious hand-drawn visuals of the current Streets of Rage 4.

That’s not to mention that, as De Sousa emphasized, the Streets of Rage games are defined by looking different from one another. The third game looks different from the second, which looked different from the first – and now this new entry has twenty years of change to catch up on. Thus, it only makes sense for this new entry to adopt a radically new graphical style after all this time.

Streets of Rage 4

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences. The difference between De Sousa and myself is perfect evidence of that. He grew up playing the games in the 90s, whereas I wasn’t even born when the original trilogy became such a phenomenon and only played them years later in subsequent re-releases. Yet here we were, standing in the middle of a crowded convention and gushing about decades-old games. We might have had extremely different experiences with the series, but that didn’t stop us from appreciating the joys of stylish beat ’em up action.

“A good game is a good game,” De Sousa told me, “no matter how old.” That’s the attitude that Streets of Rage 4 exemplifies. It revives the series’ rage-filled and action-packed design for the twenty-first century. And with a release on all modern platforms, more players than ever will be able to rediscover the simple pleasure of wielding your bare knuckles against thugs of all types. Between the new art style and the solid gameplay, Streets of Rage 4 is looking like an incredibly welcome return for this iconic franchise.

Continue Reading

Popular