Reviews

Double Dragon Revive | Review

Despite having a Double Dragon game release only a couple of years ago in Double Dragon Gaiden: Rise of the Dragons which did an admirable job of bringing some relevance back to the franchise, Arc System Works decided to just…make another one? If it was a sequel to the 2023 game I’d be a little more understanding but this is something wholly different, a revival supposedly. Not many – if any, outlets got review codes for this game before or at launch (or at all) which doesn’t generally bode well. Does Double Dragon Revive buck this trend? Let’s find out…

I’d like to start by saying, the first reveal of this game didn’t garner a lot of excitement. It had a really odd, janky look to it and there was something not quite right about the visuals either. It also seems strange that publisher Arc System Works tapped Yuke’s on the shoulder for development on this game. A developer known for developing almost exclusively wrestling titles for 40 years is definitely an interesting choice.

Maybe they wanted penance for Double Dragon IV? Despite owning the Double Dragon IP, they weren’t seemingly involved at all in Gaiden Rise of the Dragons. Maybe they didn’t like being shown up? Eh…I digress

A Tale as old as time

Now, this game is called Double Dragon Revive, which seems to indicate a reboot or reimagining perhaps? I only say that because I assume it’s still set in a post-apocalyptic world (although the original was set in New York) “15 years after the nuclear war” and apparently everything is now just some hodgepodge of random colonies which are ruled by powerful people who make their own rules.

We happen to be in one of the colonies on “the coast” (again, of where?) where the Shadow Warriors Gang rule with an iron fist. Our story begins with the famous Lee brothers Sosetsuken dojo standing in the way of the Shadow Warriors expansion plans. I think. But where Marian was kidnapped in the original game, she joins us in our quest this time. As does Ranzou, one of the bosses from Double Dragon III. Hopefully now you’re getting a better idea of why I just skip the cutscenes.

Ambition was attempted

I have to say, Yuke’s did a pretty admirable job with the combat in this game. Some of their wrestling game lineage definitely creeps it’s way into the combat. Despite a very simple and stremlined control scheme, there’s a decent amount of depth to be discovered, a heap of weapon pick ups and a really surprising amount of interactivity with the environment. You can kick a random paint can into an enemy (for which you’ll get an achievement) or launch an enemy into a basketball ring. Maybe you want to swing around a stripper pole kicking everyone surrounding you? These are all possible.

Your hits have real weight and impact, it actually doesn’t feel too bad. But there’s definitely some real issues with the 3D plane and your hits not going in the right direction towards your intended enemy. I’m not sure if maybe Yuke’s just struggled with the increased pace and group based combat of a scrolling beat ’em up given they’re used to slower paced 1 v 1 arena combat, but you will definitely feel some frustration relatively often with missed hits and just some general jank that can get in the way of what is really surprisngly solid combat.

Something fairly unique in the genre is the block button. I made my way through the entire game almost never using it because it’s so rarely implemented in scrolling beat’em ups that you generally just don’t think to use it. It doesn’t help that it’s implementation here isn’t the best. If you’re not blocking in the general direction of the attacker, it might not block the attack anyway. It also doesn’t work against weapon attacks or aura (super) attacks. So it honestly seems somewhat pointless having it outside the very earliest stages.

Mixed bags

Now, I’m not sure how to feel about the games visuals. It’s not an ugly game per se. But it has that (and I say this with all due respect) “made by one guy at home in Unreal Engine” look to it. Which again, is strange given it’s Yuke’s. They’re no stranger to making pretty good looking games. They were the main developer of the WWE 2K games for quite a while so they’re no slouch.

The environments are generally really vibrant and varied and as mentioned previously, contain a tonne of interactivity, which adds a layer of meta to the combat as you start to aim for those spots in the surroundings. Sending some brute through a slot machine can often look hilarious.

But it’s more the characters that have that real…”first time Unreal user” look to them. I almost wish they went with a cel shaded look to align closer to the cutscene visuals. Would have looked a lot nicer.

The music is actually shockingly good. The game smartly tugs at nostalgia with a revamped rock take on the original stage one theme before introducing it’s own mix of electronic infused dance, hip hop and rock beats. I’m not gonna lie, I might have found myself “reversing the car” during Chapter 5. Yeah it’s no Streets of Rage II, but it’s actually not that far off either? I was really pleasantly surprised at the soundtrack. Great stuff.

The general sound effects are also really distinct and help add to the impact of the combat as well as help you as the player understand what’s going on in the environment. The audio combined with the visual effects on special moves make for some really nice moments on screen that can often distract from what can sometimes become a frustrating affair when the game might lose touch with who you should be attacking at any given time. Specials take out everyone on screen so you’ll find yourself trying to build them meter up as quickly as possible.

Revival on hold

Look, let me just say, I actually don’t dislike this game. The combat is just solid enough to make playing through it an ok experience. What might ruin it for you is the absolutely insane difficulty spike on the final boss. I played through the entire game on east and cruised through fairly casually without really getting anywhere near death. Then hit the final boss who took at least ten tries to take down. That’s just….yeah. No ramp up to him, no practice/teaser boss battle, nothing. 0-100 in a single encounter.

It’s a little light on for content too. It has local and online co-op which is great, but outside that there’s little else. There’s the Extra mode (yeah that’s all it’s called) where you do small missions of varying and increasing diffculty like taking down a Boss fight using combos, or taking out a specific number of enemies within the alloted time. It’s fine and a decent time waster if you enjoyed playing through the game.

There was also an option called “Episode” within the Gallery mode that I couldn’t figure out. Even though I’m pretty sure I met the requirements to unlock these “Episodes” they just stayed locked away from me. So sorry on that one I don’t know what it is.

Ultimately I don’t think Double Dragon Revive is going to bring the revival to the franchise the title claims. There’s something here and I reckon another year of development, polish and tweaking could honestly result in a legitimately great scrolling beat ’em up. But as it is right now – especially at an asking price of around $50AU, it’s difficult to justify for anyone outside hardcore Double Dragon fans or scrolling beat ’em up fans that just want something to play before something better comes along.

Double Dragon Revive | Review

Played on
Xbox Series X
Double Dragon Revive | Review

PROS

  • Solid combat mechanics
  • Hilarious environment interactivity
  • Great soundtrack

CONS

  • Can be quite janky
  • Ridiculous final boss difficulty spike
  • Light on for content
5.5 out of 10
MEDIOCRE
XboxEra Scoring Policy

Nick "Shpeshal Nick" Baker

Australian gamer, AFL Football fanatic and father of 2. Follow me on Twitter @Shpeshal_Nick

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