Streets of Rage 2
Description official descriptions
After Axel Stone, Blaze Fielding and Adam Hunter destroyed the evil Syndicate leader, Mr. X, the city became a peaceful place to live, and each one of them followed their own paths. One year later, after their reunion, Adam's brother Sammy returned from school to find their apartment in a mess, and Adam nowhere to be seen, and after calling his two friends, one of them notices a photo of Adam chained to a wall, next to someone they knew very well - Mr. X, who returned to turn the peaceful city once again into a war zone. Now, Axel, Blaze, Sammy, and Axel's good friend Max, a pro wrestler, must head out to stop Mr. X once again...hopefully for good...
Streets of Rage 2 differs from the previous title in several ways. There are changes in both graphics (characters now are bigger, more detailed and with more animation frames, and scenarios are less grainy) and gameplay (the rocket move was replaced by a special move that doubles in offense and defense along several new moves), along other new features such as life bars (and names) for all enemies and the radically different new characters.
Spellings
- ベアナックルII - Japanese spelling
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Credits (Genesis version)
31 People (25 developers, 6 thanks) · View all
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Planning |
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Main Program |
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Main Enemy Program |
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Enemy and Demo Program |
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Sound Driver |
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Project Management |
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Object Design |
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Main Design |
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Background Design |
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[ full credits ] |
Reviews
Critics
Average score: 83% (based on 52 ratings)
Players
Average score: 4.0 out of 5 (based on 196 ratings with 11 reviews)
The Good
I'm not really the one for fighting games and very few have ever managed to impress me. However, this did. Sega have real gem with this game here and it's fantastic.
The idea is that you are on a street with a character, (4 to choose.) and you fight different people, with different health and moves. The game boasts 3 different difficulty levels and it's AI is ahead of it's time.
Different moves are good against different people and the enemies counter your moves, and have some have their own items. Speaking of items, there are many you can pick up and use against your enemy. The enviorments are interesting and you can smash up chairs and bins with your weapons. Each character has unique moves too. With multiplayer co-op and fighting avaliable, who wouldn't love this game?
The Bad
Nothing I can recall.
The Bottom Line
If you're looking for a fun, classic and strong beat 'em up. Get this game, for cheap. It rivals new games and has aged well.
Genesis · by Exeox (38) · 2004
The dev team have managed to hit the sweet spot between diversity and simplicity
The Good
Gosh, where to begin...
Let's start with the controls. First of all, all of the characters are controlled more or less the same way. (save for special circumstances like Skate's overhead throw or Max's inability to pole vault over enemies) That is you learn the controls for one character, you pretty much know the controls to another character.
What this means is that the entry barrier to learning a new character is actually fairly low. But this doesn't mean the characters don't PLAY differently. Oh no sir. That cannot be more different from the truth.
In fact, considering the control scheme is so uniformed, the characters play like night and day in terms of tactics and strengths.
What's even crazier is that despite this massive differences in gameplay, ALL of the characters are viable even at the highest difficulty.
Which leads to me to my next point: the difficulty.
I have never seen any game able to ramp up the difficulty so smoothly with such drastic differences. Try playing the game on hardest and then on Mania (the highest difficulty). The difference is HUGE. And yet, the game does an excellent job prepping you for it so that the skip in difficulty is not one that will just overrun you and make you throw down your controller.
Often times, you will get a situation where the added difficulty is just giving the players more numerical disadvantages and the enemies more numerical advantages. This game? The enemies will actually behave differently depending on the difficulty level. Higher level enemies will be far more efficient in their movements and attacks, and will try their best to surround you ASAP.
Which leads me to my next point, the AI.
For a game with this fairly simple attributes (simple by today's standards), the game AI is incredibly well put together at pushing the limits on those attributes.
The AIs all react to situations differently, and you can tell they have wildly different personalities, which combined with their existing movesets, make those differences even more stark.
Combining all of these attributes together, and you have a brawler that has rock solid tight gameplay, with incredible polish. This is one of those games that deserves to played again and again, not because each time you play you see new content, but because each permutation you make (i.e. character and difficulty) creates a whole new experience on the game.
For a game that only uses 3 buttons, it is incredibly deep because it is apparent that the devs have really made sure every move they put in there is accounted for in the game play experience.
In a lot of games, people will just add more content just to add more. But this game is a textbook example on how to use what you have and make it all count.
Designers now a days can learn a thing or two from games like this.
The Bad
one minor nitpick: the attributes you see in the character picking screen is more or less useless beyond the speed and stamina attribute. (The rest are highly dependent on the move you're using and the fashion you play) Imagine playing Street Fighter, and seeing a "strength" ranking on ryu's profile. Sure, you can certainly do that, but chances are it will mostly be irrelevant and meaningless. It's not even useful as a barometer for beginners because it doesn't even tell you that much. i.e. what does having a high "technique" score mean?
The Bottom Line
This game is the textbook example of milking every bit of game play out of a relatively small set of attributes. A lot of games out there will add more for the sake of more, not realizing it doesn't always add to the game play experience. This game is different.
Chances are, you will never find a better brawler with this streamlined of a system.
Genesis · by Elliott Wu (40) · 2010
The Good
It's hard to get started, as there are so many things to choose from. Graphics are now true 16-bit quality, with large, well defined and animated characters, crisp backgrounds and great presentation, of near arcade quality. Some levels include some interesting visuals, such as the foggy Alien House, but for the most part, the style of the game follows the first, except a lot more detailed.
Gameplay, however, was the most improved part, mostly thanks to three things: the larger characters made the playfield smaller and by extension, gameplay faster, the rocket-attack was replaced by a more useful special attack (which doubles in both offense and defense) along a wider array of moves, and finally, names and life bars for everyone. Weapons are also more useful with some characters than with others: Max can make a huge deal of damage with a pipe, while Skate can barely do anything with it. These two characters also add more variety than in the previous game: while Blaze was only a little less strong and a little more fast than the two guys, Skate is lightening fast (and in fact, the only one with the upcoming dash move) but very weak, while Max is... well, saying "a walking battletank" does justice to him.
Music was once again provided by Yuzo Koshiro, and needlessly to say, it is again a wonderful piece of work, both inside the game and on it's own. The man himself considers this one to be his best work, so who are we to disagree ?
The Bad
For some reason, the difficulty level was tweaked down a lot. I sincerely doubt that anyone but a real novice in the genre can finish the game without losing more than a couple of lives in the process. If the players picks Axel, then things get even easier: his "Grand Upper" move is incredibly devastating, able to inflict a load of damage without much risk. One of the most difficult parts in the first game was dealing with the fat fire-breathers, as they were difficult to dodge if you were not ready, and couldn't throw/slam them. Well, now they are easier to dodge, and can throw them at will. It would make sense if Max could, but Skate? I don't think so.
Levels, while now visiting more than a place in each one, lack the traps of the first. The bridge gaps are sealed, and you can't get rid of some of the most annoying punks by "inviting" them to go head-first into the first floor, and the factory is lacking the presses, so most of them only change graphically, all being plain side-scrolling efforts (except the elevators).
The Bottom Line
This second installment in the series does exactly what a sequel should do: find out what was missing or wrong in the first, fix it and improve what was already good. The result is the best in the series, one of the best games of the platform and of the genre, to boot. While it is too easy for pretty much anyone (which only hurts those looking for a challenge), the gameplay goodness combined with the quality graphics and music make up for it. A true classic.
Genesis · by Luis Silva (13442) · 2006
Trivia
Cut fighting moves
In early beta versions of Streets of Rage 2, Axel had two very different (and familiar) attacks: a move VERY similar to a Shotokan Dragon Punch, and...a Shotokan Hurricane Kick?
Looks like Sega axed them for good reason: legal action from Capcom for unauthorized teachings of Shotokan moves to their characters. (Shotokan, by the way, is the fighting technique Ryu, Ken, and Akuma use in Capcom's Street Fighter series).
MC.K
In Stage 1, there is an enemy called MC.K who only appears once in the entire game. He is worth about 10,000 points, much more than any other non-boss character.
Music
Yuzo Koshiro claims to have been influenced by early 90's European club music while producing the soundtrack for SoR 2. This is mostly visible with the music in the first part of level 4, which bears an uncanny resemblance with the dance hit Move Any Mountain by The Shamen, released two years before.
References
- Two fat thugs in the game are called Talk and Wanter. They're named after Talk Uchimura (Planning & System design) and Wanta (Project management).
- Before the Round 4 Stadium, you can see a sign that says "It's like Boo!". This may be a reference to "Fat Boo" from Dragonball Z, which looks an awful lot like the SoR2 character Big Ben.
- The character Skate resembles DJ Boy (from the game DJ Boy, another side-scrolling beat-em-up game). This arcade game developed by Kaneko was later published by Sega on the megadrive. In fact, Sega changed the name of the character from 'Sammy' in Bare Knuckle 2 (Japanese release) into Skate in Streets of Rage 2 (US release) and the US publisher for the Megadrive conversion of DJ Boy was the company "Sammy".
- It's no coincidence that the fat enemies in the game often go by the name of 'Heart'. It's a reference to the popular manga Fist of the North Star (Hokuto No Ken), which featured an extremely overweight martial artist also called Heart.
Version differences
- Sammy "Skate" Hunter was renamed to Eddie "Skate" Hunter in the U.S. and European versions of the game.
- Max Thunder, the hulking pro wrestler, doesn't appear in the 8-bit versions (Game Gear and SMS) of SoR2.
- Only in the Japan version, the final boss smokes a cigar
- In the US version, the jump kick animation of Blaze was changed. Originally her legs are wider apart and reveal her panties.
Awards
- 1993 Buyer's Guide - Hottest Video Game Babe (Blaze)
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Related Sites +
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Game Map (Game Gear) on SMS Power!
Maps of all the levels of the Game Gear version. -
Game Map (Sega Master System) on SMS Power!
Maps of all the levels of the Master System version. -
OC ReMix Game Profile
Fan remixes of music from Streets of Rage 2. -
Video review of Sega Game Gear and some games
Mike Matai reviews the Sega Game Gear and some games, including Streets of Rage 2 on Game Gear. -
X360A achievement guide
X360A's achievement guide for Streets of Rage 2.
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Contributors to this Entry
Game added by Satoshi Kunsai.
Windows added by Duduzets. PlayStation 3 added by Lain Crowley. Nintendo 3DS added by Michael Cassidy. iPad added by Rik Hideto. Nintendo Switch added by Kam1Kaz3NL77. SEGA Master System, Game Gear added by RKL. iPhone added by Sciere. Macintosh, Linux added by Foxhack. Arcade added by Kohler 86. Wii added by gamewarrior. Android added by Deleted. Xbox 360 added by Ben K.
Additional contributors: chirinea, Sciere, Alaka, lights out party, LepricahnsGold, Patrick Bregger, Starbuck the Third, Thomas Thompson, Jo ST, Harmony♡.
Game added June 7, 2002. Last modified December 7, 2024.