

Underneath that grind lies stage design and combat that function but don't achieve much more than that. At that point, you'll be forced to grind on the easier difficulties, banking money and mixtapes in order to level up your characters enough to have a fighting chance against more aggressive (and more cheap) AI opponents. These only unlock after completing Double Dragon Neon'sdefault mode. Save for the final boss, you won't even need the help, until, you start a new game on the harder difficulties.

There are even achievements and trophies for finishing Double Dragon Neon without using the special moves at all, underlining their nature as a sort of bolted-on addition. Each special move and stance can be leveled up by finding more of the same mixtape, or by spending cash earned from defeated enemies at specific stores scattered throughout the game. Other more specific styles give the player more life for every hit they land, for example. Other mixtapes yield different stances, which nudge your stats toward offense, defense, or the middle ground between. These range from a souped-up version of the original Hurricane Kick to fireballs or lightning attacks. But Neon also adds dedicated buttons for ducking, running, and special moves, which is where WayForward has attempted to add some depth to a 25-year old formula.īy finding mixtapes dropped by defeated enemies - I'll get to that in a minute - Billy and Jimmy learn new special moves. The punch, kick, and jump buttons are joined by a throw button, which is more practical than revolutionary. In a nod to the modern character action title, Double Dragon Neon's controls are a bit more complicated than before. THERE'S NOT MUCH MORE TO THE FUNDAMENTALS THAN THAT. There's not much more to the fundamentals than that. As you make your way through the game, you'll kick the hell out of a variety of Williams, Lindas, Abobos, and more. In this respect, Double Dragon Neon takes after its namesake. You control Billy and Jimmy Lee, walking through levels from left to right, encountering a variety of enemies and beating the ever-loving crap out of them with your fists, feet, or the weapons you take away from them. Double Dragon Neon's basic play is what you'd probably imagine it to be.
