Retro Done Right – Final Fight: Double Impact Review
SeanNOLA’s Take: When I was in sixth grade, I lived in a town in Alabama called Enterprise. There was a kid in my school named Kareem who was twice my size, very athletic and a snappier dresser than me. Needless to say, we ran in different circles and never said a word to each other. One day, while I was in the Dothan Mall with my parents, I took my allowance to the arcade and started feeding tokens to the Simpsons Arcade game. I was halfway through the first level when Kareem appeared out of nowhere and threw a token into that very same machine. Although we had never carried a conversation before that time, we talked about school, the Simpsons and the Braves for close to an hour, until we had reached Robot Mr. Burns (spoiler?). Halfway through the final boss battle, I reached into my pocket – I had no quarters left! Before I could even say goodbye, Kareem added a credit and hit start for me. “We’re almost there!” he said. The next thing I knew, we were entering our names to the top scorers’ list and watching the Simpsons, once again reunited with Maggie. I’m not going to say that Kareem and I became stalwart companions after that, but it was a shared experience, and every time we saw each other in the hallway, he’d give a nod, as if to say “thanks for helping me save Maggie from Mr. Burns. I’ll make sure the basketball team doesn’t give you a swirly.”
It has been a while since arcades were declared dead, and since then, it is harder and harder to share an experience like that. Competitive death-match style games don’t lend themselves well to conversation, and most cooperative action games require too much planning and coordination between the players to play with a stranger. Arcade beat-’em-ups were perfect social lubricants, because very little cooperation was required, but having a companion made the games significantly easier. Leave it to Final Fight, the original beat-’em-up, to help me rediscover that.
Final Fight: Double Impact sports largely similar features to other retro rereleases, like Sonic’s Ultimate Genesis Collection or The Data East Collection, such as graphics filters, an art gallery and in-game save states, but what makes Double Impact truly unique is its drop-in/drop-out coop mode. At any time, a player can set the game to allow strangers to drop quarters into their machine and hop start punching punks alongside them. The resulting experience is just like playing in an arcade – you meet people, you talk and you have fun for an hour or two. The feature works especially well in Magic Sword, which can take an entire afternoon to conquer, and is filled with nifty secrets that I never would have known about if helpful adventurers had not shown me the way.
The only major downside for Double Impact is that it only includes two games, Final Fight and Magic Sword. Although they are impeccably presented and hold up surprisingly well, the experience ends quickly. Some might have a hard time shelling out $10 for two 20-year-old games, especially when other, similarly priced compilations offer dozens of titles. My greatest hope is that this release serves as a proof-of-concept, and we start to see Capcom release a library of classic arcade games with this great social feature. Is anyone else up for a game of Captain Commando?
DesertEagle’s Take: Long before arcades deteriorated into homogenized locales lined with lightgun shooters, steering wheel-augmented racers, and the sporadic Dance Dance Revolution machine, they were the de facto venue for gamers. Before console technology blurred the distinction between arcade diversion and home conversion (thereby necessitating gimmicky hardware) paradise was never more than a token drop away. As SeanNOLA adeptly indicated- friendships were forged amid the glow of flickering phosphorus in a manner than cannot be replicated in online cooperative matches.
Final Fight: Double Impact may be the closest retro revisionists have come to imitating the arcade experience. While most modern recreations are content with merely emulating memorable titles, the developers of Double Impact clearly went to great lengths to offer an exceptionally polished experience that recalls a visit to the token-taking rooms of 1990.
Whereas most restoration struggle with the conversion of aspect ratios from arcade monitor to widescreen display, Double Impact offers a number of feasible variations. Players may duplicate the game’s original 1:1.17 ratio, complete with arcade instruction of the borders of the screen. Others may take delight in the view which offers subtle scanlines, a curved playfield and a nostalgic glow, carefully mimicking the distinctive look of a vintage display. No matter which option is chosen, the game can display a pixel-perfect rendition, or extended a refined coat of anti-aliasing; the choice is yours.
One element that hasn’t changed over the years in the difficulty of the two diversions included in the game. Neither Final Fight nor Magic Sword have been eased from their token- devouring heyday; although the title offers limited continues, both games will offer a serious challenge to contemporary players. Luckily, each amusement still holds up amazingly well- especially when a second player joins Final Fight’s pugilistic proceedings. Players can either bond over local enemy pummeling, or indulge with the game’s fantastic online co-op, which offers a seamless arcade-like experience.
Double Impact is retro done right. With a myriad of customizable graphical options, a wealth of in-game achievements which unlock goodies, and flawless co-operative play, players seeking to relive the halcyon days of yesteryear will find few revitalizations better than this title. Now, if Capcom brings us either a U.N. Squadron/Gun.Smoke collection or a 194X compilation they just might win over the hearts and minds of a generation of aging arcade aficionados.
Great review, guys. Did you two play together, too?
“Leave it to Final Fight, the original beat-’em-up, to help me rediscover that.”
Um, Double Dragon guys?!?!
What if you guys disagree on the final review score? I would have given the game an A.
Kung Fu Master was the first.
RESPECT!
Two man review FTW!
I’ve been meaning to pick this up.
Yeah, a 1942-1944 collection would be great. The remake didn’t cut the mustard.
$5 a game I don’t have a problem with. Had it been Final Fight for $10, I would have passed.
Are the girls back in the game. I remember my brother was shocked at guys punching girls in the arcade.
So you guys were both nerds as kids?
Great review. You clowns should start a magazine.
I bought this after playing the trial. First time I’ve done that in a long time.
Whatcha think about Gameroom?
Is Karnov waiting for the Karnov remake?
So it’s still fun to play. The Turtles remake got old REAL quick. And I liked that game back in the day.
You guys should post your gamertags.
A Simpsons Arcade XBLA game would be really sweet.
A bit late with the review. Didn’t this come out over a week ago?
This just reminds me of how much money MAME has saved me.
Is Captain Commando related to Commando at all? You know the guys who moves up the screen, throwing grenades like halloween candy…
Hopefully, were one step closer to a ToeJam and Earl remake.
I’m sure you can ad TideGear to than mix. I can say that beacause I was a geek myself. Still am.
Now, Kareem writes for UGO, right? LOL.
Seems deserving of 800 space bucks.
Thanks for the review guys. Great write-up.
I like the double reviewer approach to games. I’m surprised more site dont do it.
I probably played FF more than any other beat em up.
How come games with Final in the title always have sequels/remakes?
Oh, those arcade memories! I agree with desert this us probably the closest we’ve come to going to an arcade with the always on MP. When someone jumped into my game I was really surprised.
I hope Sony puts this on sale. Even $7.50 would get me to buy it.
Never heard of Gun.Smoke until this article. Played the NES and arcade versions, and it’s pretty cool.
Okay, okay, you got me. Maybe “original” wasn’t the best word to use, but c’mon, there’s a reason they call them “Final Fight Clones” back in the nineties!
Capcom did this weird thing for a while where they tried to relate everything to Commando. Captain Commando was their mascot in the NES days, and we all know they renamed “Top Secret” to have a tie-in with Commando. So, no – there is no REAL connection there, just a wonky Capcomnection.
Good point. I’ve used that expression before.
Captain Capcom would have sounded so much better.
Now is there a link between Commando and Bionic Commando?
Bionic Commando (“Top Secret: The Revival of Hitler” in Japan) was renamed in the US to forge a link to the existing Commando franchise. Super Joe is actually a character from Commando, and the top-down stags were actually added to the US version to solidify that link.
The more you know!
If they ever have Who Want to Be a Millionaire video game edition, SeanNOLA will be my lifeline.
Great work from the power twins of gaming!
Graphics look pretty decent even when zoomed in.
Great review, guys.
I’ll try the demo. I always liked Final Fight-ing
How the hell can you review this WITHOUT mention the DRM issues on the PS3. The other day PSN was down, and I couldn’t play a game that I payed GOOD MONEY FOR!
To those that don’t know, you have to be signed in to the PSN to play the game. Also, there’s no gamesharing.
Capcom, if your listening, know that you have fooled me ONCE, but I will not buy another game if you continue to do this.
Jimmy
That is a point that should have been address by Capcom.
The Sega CD version of Final Fight is still best. That’s the one they should have ported. It had the time attack stage with the new backgrounds. Capcom should have came out with Knights of the Round instead of Magic Sword.