Hot on the heels of Ninja Gaiden’s own 2D revival with the excellent Ragebound, Double Dragon Revive comes off more like a tribute band for the series rather than a proper reunion tour. It doesn’t play the hits how you remember it, instead putting its own spin on things – from how it looks, to how it sounds, to how it plays. All of those aspects not only fail to live up to my admittedly mild expectations for a new Double Dragon, but after hours of its out of tune meandering, started to cement the idea that maybe we should put a little more distance between attempts to revitalize this series.
Even though I’ve been playing these games for most of my life it’s sort of jarring how straightforward Double Dragon Revive is. Side scrollers of this arcadey, “belt scroll” variety have found a lot of ways to spice up the “punch your way to the right” recipe, and Revive seems interested in keeping as much of that new seasoning away from its plate as possible. It’s a basic protein packed with eight non-branching levels, accompanied by starchy combat that’s filling but has barely any sauce.
Picking up any of the four playable characters is simple and intuitive, with normal attack strings that can be mashed out on one button alongside special attacks and hyper blows that can be used to punctuate these combos, or in some instances extend your offense into wall bouncing juggles. All of these actions are unique to each fighter. Well, Billy and Jimmy Lee have distinctions that don’t translate into mechanical differences, but former damsel-turned-headkicker Marian and ninja frenemy Ranzo have attacks that are a little more flashy and utilitarian. I rarely felt it necessary to use more than basic combo loops on Normal difficulty, though. As long as an enemy didn’t have an annoying shield or hyper armor protecting them as they wound up a big attack (something ubiquitous in the later levels), they were reliably vulnerable to a good old fashioned fist to the face.
There are limited options for those who do want to attempt to style on these street thugs, but they all rely on bouncing enemies off of walls to keep them in the air long enough to string more hits together as they come down. It often felt like enemies kind of just went wherever they wanted after a launch or a throw as opposed to where you directed them to go, making a laborious task out of trying to set up simple combo extensions, jamming enemies into background environmental hazards that take them out of the fight instantly, or taking advantage of the super powerful wall strike and wall crash options.
There’s no air combos to be had either, so chasing a launched bad guy skyward only allows you a single, disappointing smash down to earth so you can wait for them to stand up and let you hit them again. Everyone can get a free hit on downed enemies, if you can finagle the finicky button prompt to do so that is unresponsive and unreliable. If there’s the right kind of wall around – the right kind being the one they decide is right based on no reliable context clues – you can do a super sized air dropping attack, but even getting the wall kick off that’s required to get the requisite height is a dice roll.