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Double Dragon Dojo Forums • View topic - Double Dragon Neon

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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Sep 13, 2012 1:14 am 
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Yellow Belt

Joined: Thu Jan 19, 2012 1:42 am
Posts: 10
As a hardcore double dragon fan and an old school beat em up gamer forever. i am actually really enjoying the game. i am missing a few of the old moves like the hair pull knee and elbow punch..but the game has some cool moves and even though its not the same formula as the previous double dragons its still a fun game on its own. and the sound track is really neat as well with cool remixes of arcade dd 1 and 2 and even double dragon f1 and 2 for the nes throughout.

i say don't listen to the haters and bad reviews. :)


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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Sep 13, 2012 3:37 am 
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White Belt

Joined: Wed Nov 11, 2009 10:45 am
Posts: 9


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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Sep 20, 2012 8:27 am 
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White Belt

Joined: Wed Nov 11, 2009 10:45 am
Posts: 9
Completed the game yesterday, don't normally play platformers anymore and there was a lot going on on what you have to find out to progress. I stronglty encourage cloudman to review it, If I were to Rate it it would be:

Graphics A
Sound A (voices A-, music A+)
Enemies B+(In the end there are Abobo's in large number and every color of the rainbow, and Skel... Skullmageddon(already appeared his obvious inspiration's wiki) is a bit too hard in his ultimate form, if this game was a coin-up you are better off with buying the cabinet.)
Weapons: A+
Controls: B ("run" around and manouver while avoiding death from above, it's frustrating)
Conclusion A-

The mixtape/stances is an interesting feature, and I had to resort to health recharging stance and accelerated magic boosting stance and utilizing the dragon, as well as oldfashionad roundhouse asskicking to win the final fight(solo), and that still took well over 8 minutes(The final boss can take a up to a life if you make a single mistake). The fiction also covers the absence of hair-grabbing and knee-to-the-face-actions, and at's a great 80's atmosphere.


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 Post subject: Re: Double Dragon Neon
PostPosted: Sun Sep 23, 2012 11:56 pm 
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White Belt

Joined: Wed Sep 12, 2012 9:21 am
Posts: 2
Finally, after a sequence of blunders the PS europe store finally managed to publish Neon and I've been able to play it a fair bit over the weekend - mostly in bro-op, I haven't completed it yet, but am really enjoying it so far.

I haven't bothered reading any 'proper' reviews, but I was a bit worried to read on here the comparison to Renegade 3 - it made me think that it had been made into some sort of dodgy platformer only called a beatemup because the player can just do one badly animated kick move! But having played it, I can sort of see what was meant - it's not played as a 'straight' urban brawler like the original, or other classics like Final Fight or Renegade. But there are lots of good beatemups that IMO are made even better by having a sense of humour eg Captain Commando, Vendetta, Dynamite Deka or God Hand.

TBH I'm not all that invested in the Double Dragon series, so I guess I don't mind the humourous approach (it's certainly preferable to what was done with the 'gritty' Final Fight Streetwise) The 80's parody theme is very consistent and well thought through, and it actually adds to the gameplay - how else would you implement the life share if not by high fiving? Or revive your bro if not by reeling back a cassette tape with a pencil? I just don't see a gritty realistic way of doing this.

There are some very good innovations especially the life share/ steal feature - has this ever been done before? genius IMO. And things like the shops (which I didnt much like in the original DD), powerups and revisiting levels add some depth. Perhaps more could have been done with the stun & grapple mechanic of the original, but maybe I havent figured out the moves completely yet. And a few more enemy types (as opposed to recolors) would have been nice, but it still stands a very good example of how to do a remake of a beatemup game.(at a good price too), and I hope it inspires more publishers to make games of this genre.


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 Post subject: Re: Double Dragon Neon
PostPosted: Mon Sep 24, 2012 2:38 am 
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White Belt

Joined: Wed Nov 11, 2009 10:45 am
Posts: 9
I think some gauntlet-like games feature the share/stealing of health(Marvel Ultimate Alliance 1/2, Justice League heroes, get medieval), but it is not needed to beat those games.

Using the stances can upgrade your stun-blows, and you'll need some magic/special attacks later.. At least I needed them to beat the boss in the final fight.. I played single player(hope the link-up patch gets done soon)

You might have noticed that you can only play "normal" mode, not "dragon" or "double dragon", you have to unlock those.. But you'll transfer your character on your next playthrough, since you'll need the stances and songs to even make it through the first mission in "Dragon" difficulty.


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 Post subject: Re: Double Dragon Neon
PostPosted: Tue Sep 25, 2012 3:49 am 
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Purple Belt

Joined: Mon Nov 29, 2010 5:23 am
Posts: 45
Location: Sin City
Does Waypoint have a forum or anything? If they plan on patching things up maybe they'll consider adding some of the missing stuff from previous games or upgrade the gameplay a bit. Who knows, they did say with enough demand they might add the toads.


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 Post subject: Re: Double Dragon Neon
PostPosted: Wed Sep 26, 2012 7:35 pm 
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Black Belt
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Joined: Sun Apr 08, 2012 8:36 pm
Posts: 284
Overall, in spite of this game not having a true double dragon "feel" to it, I think it's a worthy remake. The 80's nostalgia blends well with the Double Dragon sounds and imagery, and the gameplay innovations are clever. My main complaint, besides the absence of online multiplayer and the omission of Willy, is just that some of the programming seems shortcutted.

The dialogue does not use plural tense during two player games, some of the levels seem to abruptly end without warning, and many of the powerups were scattered in nonsensical locations. All of these could be fixed with relative ease, but its possible these are the results of the game being rushed. Double Dragon IOS fixed some of these similar problems with subsequent patches as well.

If there is a way to provide proactive feedback to the developers at Wayforward, this would be very helpful.

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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Jun 27, 2013 5:43 pm 
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White Belt

Joined: Thu Jun 27, 2013 3:58 pm
Posts: 3


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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Jun 27, 2013 5:54 pm 
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Black Belt
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Joined: Tue Dec 21, 2010 2:04 pm
Posts: 207


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 Post subject: Re: Double Dragon Neon
PostPosted: Thu Jun 27, 2013 9:40 pm 
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Black Belt
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Joined: Sun Apr 08, 2012 8:36 pm
Posts: 284

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