I’d really like to see this series go back to more hardcore platforming and puzzle solving. I get why they went in the direction they did and it’s enjoyable enough for what it is, but I think it would function much better with more specific focus there. It can still have enemies because that does add an extra dynamic, and a story is important but never if the gameplay has to take a backseat to serve it.
The problem with the new
TB games is that they went full
Uncharted. You never go full Uncharted.
I've been playing
The Takeover and
Streets of Rage 4 back to back to see the differences in game play.
The Takeover was the unofficial
SOR4, before the latter got announced. I've noticed the differences and similarities between the combo systems. Both encourage juggling and stringing large combo hits for a bigger score. To add to this,
The Takeover has two attacks buttons & 1 special button (you lose health if it connects), directional inputs that launch an enemy or slam them down for more damage (yet no combo potential or using it as an ender), a rage meter where you're invulnerable for a duration, and a super meter (a screen clear a la
SOR1). You also get guns, a side arm for each of your characters, and you can pick up a machine gun. If you know what you're doing, guns can become a vital part of juggling and keeping that combo going. The universal dash and rolls help add to that.
SOR4 on the other hand lack universal rolls or dashing, aside from the unlockable SOR3 characters (except Shiva). Adam, SOR2 Skate, and Cherry are the only ones that can run or dash. The other characters you're better off using jump exploits to make them move faster. To make up for this, you can wall bounce enemies, even on invisible walls to keep your combo going. Everyone has their own air special now too (except for the retro characters)The combo system has a bigger risk/reward system. Sometimes it's best to let a high combo end without getting hit or attacking, so you can get those extra lives. Because if you get hit in the middle of large combo string, that's it, you lose it. You miss out on extra lives, and you lose the possibility of getting an S rank. This becomes a huge problem on Hardest or Mania mode, if you have not figured out the system yet. Easier said, than done on Mania.
For which one is better is really up to you.
The Takeover's main problem is weapon variety and pacing. You can tell melee weapons were added in at the last minute, and don't flow well when doing combo strings. As opposed to SOR4, where everyone has certain strengths or weakness depending on the weapon they are wielding. The Takeover' might mix it up a bit with it's arcade vehicle and After Burner section, but there is some clear padding in to the game. SOR4, despite having 12 stages, never outstays its welcome and is more replayable. Also, you can select any stage no matter what, so long as you completed whichever stages on whatever difficulties. In The Takeover, you can't stage select on Hard; it has to be done all on one go. That is a huge design flaw, and I don't know why they decided to do that. SOR4 has slightly better bonuses with all the character unlocks, arcade mode, and boss rush.
TT has one character unlock, practice mode (in an update), challenge mode, and survival mode. It also has better enemy variety than 4. SOR4 has decent variety, but I felt that they could have added at least two more enemy types, and done less repeat on bosses. Looking at you stage 7 & 8. Stage 8 especially should have been Onihime & Yasha (the twins from 1 & 3). Instead of the double diva fight with flame and toxic elementals. And named after Beyonce and Rhianna. Regardless, I highly recommend both.