

The character models however, are very limited. There’s plenty of texture in the environments and various businesses tied to the story help make the different stages more than just bland cityscapes. As you progress, you will earn and find cash that can then be used to learn new moves or enhance your attributes such as health and instinct capacity and the amount of damage that you can inflict.Ĭontrol-wise, the game handles well during fights, but the right analog sticks’ camera angles can often be wonky in tight areas such as alleys and narrow hallways. This is refilled by defeating enemies or finding/purchasing energy drinks, sodas and alcoholic beverages. You are also given “instinct”, which is a fillable meter that allows you to counter moves and make more powerful attacks. When you’re down on health, you can always rely on that hamburger laying on the street or various food items that can be purchased in liquor stores. In the area of power-ups, you are able to pick up weapons that range from knives to bats to handguns and more. My one major gripe is the jack of jump attacks. Attacks range from fast/weak striking to strong/slower striking to grapple moves. One of the pit fights even features a random cameo from Cammy of the Street Fighter series. You’ll be taking on opponents one on one in sanctioned pit fights and in mobs of up to seven enemies at once on the streets. The game’s fights are the strong point of the story mode. This was satisfying and added some welcome challenge to the game. After four tries, I was able to squeak by with 12 seconds to spare. This requires you to put out fires with an extinguisher to progress while fending off enemies before the clock runs out. In one part of the game, you are tasked to escape a burning dojo. The missions, however, are well paced and don’t drag on for too long. These do add variety, but also add a sense of mindlessness to a game that is already based on button mashing. While some of these are optional, most stand in the way of progressing the story and tend to pop up multiple times throughout the story mode. The classic car destruction mini-game returns, but isn’t as satisfying. Another mini-game involves deciphering an infuriatingly difficult slide puzzle to help a tattoo artist come up with a new design.

Mixed in for variety are mindless mini-games, such as arm wrestling a clerk at an adult theater to ridding businesses of giant rats or cockroaches that are drawing unwanted attention from the health inspector. You’ll be given clues as to finding Cody’s whereabouts and will go on various missions in numerous locations to progress. It follows the trend of 3D sandbox beat-em-ups.
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Where the story does shine is the inclusion of familiar characters from the original series such as Cody, Haggar and Guy.ĭespite the inclusion of “Final Fight” in the name, this is not the 2D Metro City that you remember. The story is weak and the voice acting is laughable. Add various gangs, a religious fanatic and a new street drug called “glow,” and you have Final Fight: Streetwise. The story centers around pit fighter and newcomer to the series, Kyle Travers, whose brother and Final Fight mainstay, Cody, winds up missing after being released from prison. Released in 2006 by Capcom for the Xbox and PS2, Final Fight: Streetwise aimed to bank off the trend of 3D sandbox games such as Grand Theft Auto and its many copycats while trying to strike a nostalgic chord with fans of its definitive beat-em-up series, Final Fight.
