Double Dragon Gaiden: Rise of the Dragons

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A new DD game, that looks to be a continuity reboot. This game is different from the usual DD fare by having rouge-lite elements and tag team mechanics. I am interested in the tag team combos and combat, but iffy with the rouge-lite stuff. There's an optional permadeath mode, so it will be separate from the main campaign. Game comes out July 27th, 2023.







 
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Gotta respect a girl who brings a handgun and rocket launcher to a street fight šŸ˜† .
Peak pragmatic fighting!


Many developers have ā€œgotten their handsā€ on Double Dragon over the years. Weā€™ve seen entries from Arc System Works, Gravity, Million, Technos, and WayForward. Now Secret Base is stepping up as the creator of the upcoming game Double Dragon Gaiden: Rise of the Dragons with a whole new vision. To learn more about how the game will work ahead of its July debut, Siliconera spoke with Founder Raymond Teo about the title.

Jenni Lada: How long have you been working on Double Dragon Gaiden, and what led to the team working on a new Double Dragon game?

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Raymond Teo: I have been working on Double Dragon Gaiden for more than 3.5 years now, but if weā€™re talking about how this all happened, then thatā€™s a much longer story.

I released a parody beat ā€™em up called Devilā€™s Dare on Steam in 2014/2015. It was a time when the genre was considered dead. It didnā€™t sell very well, but it was really well received by our players and critics. That caught the attention of Arc System Works, who I believe was scouting for interesting titles to bring to Japan. He liked the game, but I already had a publisher for the console version, so we couldnā€™t work together at that time. Bummer.

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Unfortunately, things werenā€™t smooth, and it took 4 years of struggle and a change of publisher to finally launched the console version of Devilā€™s Dare, renamed Streets of Red: Devilā€™s Dare Deluxe. Thanks to the new Nintendo Switch, it did much better and allowed me to continue making games again. During this time, I learned that Arc System Works had acquired the Double Dragon IP and released Double Dragon IV in 2017. It was a homage to the classic games, but I wondered if Arc System Works would be open to a new direction and a fresh start, so I contacted Arc System Works again and pitched my idea for a new Double Dragon game, with a mock-up video of the game design and art style.

I like to think that the team at Arc System Works was impressed by my pitch, but it wasnā€™t easy to convince Arc System Works to trust me with such a legendary IP. And it took almost another year of on-and-off discussion and familiarizing, until they finally gave me the green light in late 2019, just before the pandemic hit. Talk about timing.

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Iā€™m very grateful to Arc System Works for giving me this opportunity. Itā€™s a rare and amazing story in this industry, and Iā€™m honored to be part of it. And yes, I still pinch myself every morning to make sure this is real.

WayForward and Abstraction, Arc System Works, and many other developers have worked on Double Dragon games before. What do you hope to accomplish to help set your entry apart?

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Teo: The main feature that sets our game apart would be the Tag Team mechanic, which adds more depth and strategy to the combat. We also wanted to create a feeling of fighting against a huge horde of enemies without losing control or clarity.

But beyond the combat, my personal goal is to recreate the arcade-like experience of short, intense and memorable gameplay sessions that make you want to play again and again. We have implemented many systems to achieve that, such as randomization, unlockables, different routes and more. I hope that even single-player gamers, or even non-fans of the franchise, will enjoy replaying the game multiple times.

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Interview: What Went into Designing Double Dragon Gaiden
Image via Secret Base and Modus

Which past Double Dragon games did you find most influential?


Teo:
I studied all the previous Double Dragon games, as well as other media like movies, comics and the animated series, so they all influenced the choices I made for this game.

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But I would say that I was especially inspired by the three Double Dragon games on NES, because they were some of the few beat ā€™em ups that were redesigned for a console experience and not just a direct arcade port.

They made the terrain a lot more interesting and painful, they let you to learn new moves as you progress and they even had additional characters to join you in your journey. We look at all these and ask how we can bring them in and make this a game that players can enjoy at home.

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When creating Double Dragon Gaiden, what returning elements from past games did you feel were most important to preserve?

Teo:
Unlike some other classic beat ā€™em ups, I think the Double Dragon franchise has already gone through quite a few iterations of ā€œpreserving the classic elements while updating it with modern design.ā€ In fact, Iā€™d say that many of the later beat ā€™em ups in the 1990s arcades were pretty much trying to do that, building on top of Double Dragon.

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My approach this time was to look at Double Dragon and try to reinterpret it. For example, the idea to create the Tag Mechanic was simply looking at the title Double Dragon, and thinkingā€¦ well, what would make this a DOUBLE Dragon game? What about controlling two characters? Or what do we expect from a beat ā€˜em up? Well, it should be about fighting lots of enemies and having the ability to manage the crowd.

Interview: What Went into Designing Double Dragon Gaiden
Image via Secret Base and Modus

How do Double Dragon Gaiden characters differ from each other in terms of movesets? How did you handle balancing as a result of them being individual characters?


Teo:
The goal was that no two characters are the same, so although everyone had their regular combo, jump attack, run attack and special moves, in truth, they all do different things. For example, Billy would perform a dive kick and knocks down his target, but Jimmy would do a ground pound that pushes all nearby targets away.

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And because of how different they are, and how many of them there are, it was quite a massive workload balancing the characters. Of course, the usual trick is to categorize them in size and archetype. But we also wanted to showcase some of the well-known characters, and they donā€™t always fit well into the archetype we wanted, so we needed to look at the characterā€™s lore or other spin-off titles to draw inspiration from to give them new moves. Not only that, but there were also many moves that were created, tested and thrown away because they werenā€™t as fun as originally imagined.

Beyond that, itā€™s back to good old playtesting, rebalancing, and playtesting again.

How did you decide which characters would be playable in Double Dragon Gaiden, and how far back in the game seriesā€™ lore did you go when picking unlockable characters?

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Teo: The idea back then was to create a ā€œDouble Dragon All-Starā€ game, so I naturally looked at all the most well-known and memorable characters of the franchise and studied them all. For the longest time, my solution would be to make this a prequel to justify why these characters would come together again. However, there were complications with the storyline that were hard to resolve.

In the end, Arc System Works suggested that we should make this a Gaiden side story. This allowed us to bring all these characters together in sort of an alternate timeline and retell the franchise in a new way. This would appeal to both new gamers, who could get into the series easily, and older fans, who could enjoy a fresh take on a classic adventure.

Double Dragon Gaiden: Rise of the Dragons will appear on the PS4, PS5, Switch, Xbox One, Xbox Series X, and PC on July 27, 2023.
 

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@Worgen, I have to say, after seeing more of the features revealed and what the game has in store, I have way less trepidation than before. I'm actually excited for this. What probably helps is that they're changing it up, but the Core essence are still the same, but definitely adding in something new with the tag team mechanics. Not to mention all those unlockable characters. That'll definitely extend the replay value.
 

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@Worgen, I have to say, after seeing more of the features revealed and what the game has in store, I have way less trepidation than before. I'm actually excited for this. What probably helps is that they're changing it up, but the Core essence are still the same, but definitely adding in something new with the tag team mechanics. Not to mention all those unlockable characters. That'll definitely extend the replay value.
Hmm, interesting. Well, I'll keep my eye on it.
 
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I have to say: I love this rouge-lite! Not to mention, it's my first rouge-lite brawler! Technically my first was Mr. X's Nightmare from SOR4, but that's a separate bonus mode. DD Gaiden entire campaign is built around it. For my first playthrough I chose Jimmy and Marian, while my boss order was: Okada, Triangle Gang, Duke, and finally Willy! You can choose any stage you want, but the further you go, the more elaborate stages get, and bosses become harder with different phases. Willy for example, uses an attack helicopter, if you do his stage last! He never does this if you select him first or early.

Marian is fun to play and almost a game breaker, except she can't take a hit for shit. She's the glass cannon of the group. You have special attacks you can combo end to and tag out with another character to chain combos together. Your Tag Meter and Special Meter used the same bar, and the bar has to be full to tag. SP attacks can be performed with simple directional inputs, and there is a run button too. After beating each section and stage, you will get 1 of 3 random upgrades to choose per character. From increased health, doing more damage, SP regeneration, etc. What's cool about the levels changing is that platforming gets more elaborate is actually....good. Platforming in a DD game is actually good for once, and not just average, basic, or very terrible.

You can adjust the difficulty parameters however you like. Obviously, the harder you make the game, the more rewards you get. Even on the default setting, the challenges rises quickly, and you are given a lot. There is an alternative ending, if you choose continue after beating all 4 stages, but I am going to wait on that. Quitting after beating all of the regular stage, let's you end the game with $10,000 bonus added to your overall cash. The cash is converted into tokens to unlock characters, art, music, and tips. I focusing on unlocking characters first.

Some minor complaints: when you character gets hit, they will sometimes be knocked back hard. I say this, because when you are near bottomless pits, they suffer from Belmont/Ryu Hyabusa knockback disease! You can do the same to enemies and bosses, the player characters seem to go further they should at times. Some enemies are overpowered, if you're not careful, and I don't care much for the fat guys. Nor enemies like the rats and scorpions. Thankfully, those got down quickly; especially if you have Marian. There is no online as well, but that will come as later update, and it does not bother me at all.

@Worgen, get this brawler as soon as you can!
 

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@Worgen, get this brawler as soon as you can!
Good to hear its good, but its gonna be a while since there is so much coming out and I just grabbed Ratchet and Clank.
 
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For once, IGN gave a new Double Dragon game more than 3 by adding 4 more points. The end of review doesn't match to what the guy says, sounds like he gave it a 7, so they wouldn't face backlash like they did the last two times.
 
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Hm hm...
I don't know. Looks weird. I mean artstyle and animations. Can't put my finger on it exactly. Looks somehow cheap and uninspired - Like, it looks way cleaner ans crisper you know - "modern" but still has these low details and ill-fitting environments like older games. Harsh backgrounds and ~chibi-style characters. I don't know really seems off that i can't really say where it clashes for me. But eh, that is just visuals.

But i guess if BrawlMan says it plays well and is fun, who am i to amateur-opinion the expert? I will wishlist it and see what happens. Last sideway brawler i got was like... Fist of Jesus? Played that for like 20 minutes or so...

Oh also (Man i am old - this is fourteen years ago?):

 

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Hm hm...
I don't know. Looks weird. I mean artstyle and animations. Can't put my finger on it exactly. Looks somehow cheap and uninspired - Like, it looks way cleaner ans crisper you know - "modern" but still has these low details and ill-fitting environments like older games. Harsh backgrounds and ~chibi-style characters. I don't know really seems off that i can't really say where it clashes for me. But eh, that is just visuals.
Don't let the visuals fool you. The game actually does have nice detail. Especially when the levels start expanding. No matter what order you choose, you're going to see the expansive version of each level at least once, depending on what order you choose. Besides, Double Dragon never had a consistent look. Aside from the first two arcade games, and the GBA remake, all of them are different in some way. Hell, even the arcade originals had the big heads and smaller bodies, just semi-realistic looking.

Not to mention the characters have tons of animations. The game did have a long development cycle, so they knew what they were doing. It wasn't easy either. See Top Hat Gaming's video review for all the details (it's the second video posted of the four).

You want cheap looking? Nothing looks cheaper than the 3d Double Dragon 2 remake on xbla. It looks cheaper and far worse than almost any other DD game. Keep in mind, that thing came out not too long after Neon. Arc System really had no reason to outsource cities developers to do a 3D remake nobody was asking for.


But i guess if BrawlMan says it plays well and is fun, who am i to amateur-opinion the expert? I will wishlist it and see what happens. Last sideway brawler i got was like... Fist of Jesus? Played that for like 20 minutes or so.
Please do whenever you get the chance. We really don't get that many Double Dragon games anymore. These games come out about every 5 years now. Last game was in 2017, and the one before that was in 2012. Also, I need to get you up to speed on some more brawlers. Let me know.


Oh also (Man i am old - this is fourteen years ago?):
Oh yeah, one of the other Double Dragon fan movies on YouTube. Good times. The best Double Dragon movie though, will always be Double Impact.
 

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I went back to Double Dragon Gaiden. I managed to beat the true final boss, but The Mysterious Warrior and the stage cheap. For the final battle, I stuck with Jimmy and Marian. Like I said before, she is kind of a game breaker, but can't take a hit. I was down to my last continue and last blip of life. I don't think I am ever doing the true final stage ever again. Not without some patch update.

I like the game, but there are issues. Certain enemies can't get whiff punished and will auto-dodge/attack again, even though your fists clearly made contact. And certain other ones get way too overpowered come end game. I hate the large hammer and uzi enemies! Also, there should have been some universal vertical dodge roll/dash. I am glad a run button exists, but certain enemies do have diagonal attacks that you can't exactly counter, and can be hard to dodge depending on the character. I end abusing the jump or tag mechanics to damage or stun enemies. There's even an upgrade to do more damage, if you get it. There's one more playthrough I have to do, and that is beating the Triangle game last. I'll save that run for another time.
 

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Double Dragon Gaiden - I am learning more about how the combat works, the gameplay has been much smoother. I did path where the Triangle Gang is the last stage, and surprisingly, the end boss version of Anubis ain't too bad. I was able to do a 1CC run for the first time with Billy and Jimmy. I didn't bother with the true final boss time; not in the mood, even with the high cash amount I earned. Pro Tip: You want to give both of them the upgraded running attack and dive attack (especially Billy). Those upgrades are overpowered, even at just one upgrade. Though upgrades are random each playthrough, though from what I've seen, the running attack upgrade comes up at least once or twice per section. When you do an upgraded running attack, you can enemies into each other, and stage hazards. Similar to Viewtiful Joe's Rock-On Combos. You can even chain cancel into running attacks with the twins, and finish off with a special KO when the set up is right, multiple times. I still have to try some of the boss characters later.

I know my opinion has fluctuated somewhat, but I am still enjoying the game overall, yet it needs some ironing out for certain bosses. Also, I changed my mind on how certain platforming or environmental hazards work for certain stages, depending on the order of the stage. Granted, it didn't change that much, but they can get annoying, if you're doing the Okada Clan last or next-to-last. The game itself is addicting and fun. I've heard some players complain about the stage hazards the late versions of the Triangle Gang, but honestly they barely gave me any trouble beforehand, nor on my recent run.
 
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