Streets of Rage 4

A Masterclass in Kinetic Nostalgia and Modern Grit

by Dotemu, Guard Crush, Lizardcube

Action gameiOSSteamAndroidSwitch$24.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Streets of Rage 4 is an Action game for iOS, Steam, Android and Nintendo Switch. It scores 8.2 out of 10 — Great.

8.2Great#286 of 758 Action games

How it scored How we score

  • Design9.0
  • Innovation7.5
  • Value8.5
  • Utility7.0

In one line

Streets of Rage 4 is a superb genre revival, blending hand-drawn artistry with mechanical depth that puts it among the strongest modern brawlers — recommended, with real reservations about its linear structure and touch controls.

Released Apr 30, 2020

The verdict

What we liked

  • Spectacular hand-drawn aesthetic
  • Deep risk-reward health mechanics
  • Superb, high-fidelity soundtrack

What could be better

  • Occasional frustrating environmental hazards
  • Strictly linear, repetitive level structures
  • Lack of four-player online co-op

Is it for you?

Best for

  • Brawler enthusiasts seeking a deep mechanical challenge.
  • Cooperative players who enjoy local couch gaming.
  • Nostalgic gamers wanting a high-effort retro revival.

More reviewed in Action

Overview

Streets of Rage was the undisputed king of the Sega Genesis brawler era, defining the gritty, neon-drenched aesthetic of early-90s console gaming. For twenty-five years, the franchise remained dormant, frozen in 16-bit amber while the rest of the industry transitioned to complex three-dimensional worlds. Enter the development collective of Dotemu, Lizardcube, and Guard Crush Games. They revived a beloved relic with a highly delicate, successful resuscitation. By replacing the iconic pixelated sprites of the past with hand-drawn vector animation, they have reimagined Wood Oak City not as a low-res memory, but as a living, breathing graphic novel.

Set a decade after the defeat of the nefarious Mr. X, the narrative follows series mainstays Axel Stone and Blaze Fielding as they return to clean up the streets, which are now controlled by Mr. X’s offspring, the Y Twins. Yet, nostalgia is a cheap drug. Many legacy revivals fail because they rely entirely on sentimentality rather than mechanical rigor. Streets of Rage 4 avoids this trap with deliberate intention. It positions itself as a contemporary evolution of the beat-‘em-up genre rather than a sterile museum piece. The developers preserved the tight, horizontal-lane navigation of the original trilogy while layering on a sophisticated combat engine that demands tactical precision. With five distinct primary fighters and twelve unlockable retro iterations, the title bridges generational divides and sets a strong standard for the modern side-scroller.

Key features

  • Risk-Reward Health System: Special moves cost hit points, but players can fully recover this lost health by immediately landing subsequent offensive strikes without taking damage.
  • Dynamic Juggle Mechanics: The introduction of advanced wall bounces and “Off the Ground” (OTG) systems allows players to execute intricate, high-yield combo chains against airborne or downed enemies.
  • Bespoke Audio-Visual Design: A striking aesthetic featuring hand-drawn, comic-book-inspired illustrations married to an eclectic electronic soundtrack composed by legendary industry veterans.

Analysis

The Economy of Violence

What makes Streets of Rage 4 mechanically compelling is its rejection of mindless button-mashing in favor of deep, mathematical combat. At the center of this design is the brilliant risk-reward health system. In classic brawlers, using a special move was a panic-button mechanism that drained a fixed portion of the health bar to clear out surrounding enemies. Here, activating a special move turns a portion of the health green. That green health is temporary; if a player lands consecutive normal attacks, they claw that health back. However, if an enemy clips them before recovery finishes, that health is permanently lost. This simple tweak turns every encounter into a high-stakes calculation. It pushes players to play aggressively exactly when they are most vulnerable, transforming defense into a desperate, thrilling offense.

Combine this with the fluid combo system, and the game approaches the mechanical depth of a traditional 2D fighting game. Wall bounces allow an enemy to be slammed against the screen edge and caught on the rebound, continuing a combo chain that would have ended in previous games. The “Off the Ground” (OTG) mechanics allow strikes against enemies who have already hit the dirt, extending juggles and maximizing damage output. Each character feels mechanically distinct. Axel is a slow, heavy-hitting powerhouse; Blaze offers excellent reach and aerial agility; Cherry Hunter uses lightning-fast dash attacks and her guitar to control space; Floyd Iraia acts as a slow-moving tank with devastating grappling capabilities. The variety of playstyles ensures that mastery requires actual study, not just muscle memory.

The Friction of Flow

Yet, this mechanical brilliance highlights the static nature of the genre’s structural layout. Brawlers live and die by their pacing, and Streets of Rage 4 occasionally stumbles in its stage design. Certain levels rely too heavily on environmental hazards—like falling debris, toxic puddles, or shield-bearing police officers—that disrupt combat flow. These elements feel less like organic challenges and more like artificial speed bumps designed to halt momentum. While the combat loop itself is excellent, the progression remains strictly linear, offering little in the way of branch paths or narrative deviation. Players march from left to right, beating up waves of punks, culminating in a boss fight. While the execution is pristine, the underlying skeleton is still an arcade machine from 1992, with all the repetition that entails. This is not laziness; it is a devout adherence to genre tradition, but modern players accustomed to roguelite variety may find the campaign’s loop fatiguing after a few consecutive runs.

The multiplayer dynamics deepen the strategic landscape. Locally, the game supports up to four players, turning the screen into a chaotic, beautiful riot of colored streaks and flying bodies. In this environment, friendly fire becomes a major tactical consideration rather than a minor annoyance. Players must coordinate their spacing to avoid interrupting each other’s combos, requiring a level of spatial awareness rarely demanded by modern cooperative games. Online play is limited to two players, which is a sensible decision given the precise timing required for the juggle system, but the lack of a four-player online mode feels like a missed opportunity for a game built around online co-op. The juggle system depends on single-frame inputs, so online stability and latency are critical to whether advanced combo extensions hold up — a consideration worth weighing before committing to online play.

Visuals & performance

The hand-drawn visual style by Lizardcube is a striking artistic achievement. The thick ink outlines, dynamic lighting, and expressive animations give Wood Oak City a palpable, dirty, neon-drenched soul. Characters have weight and personality in their walking cycles. Axel’s heavy footsteps, Blaze’s fluid spins, and Cherry’s energetic bounces are realized with impressive clarity.

Technically, a 2D game of this scope is light on hardware, and the keyframe-based animation is built for readability — essential when dodging incoming projectiles or timing a parry. The lighting engine is a subtle star, casting real-time neon glows onto the characters as they move past streetlights and burning barrels, grounding these 2D drawings in a physically cohesive space.

Platform nuances

On Steam, the lane-based combat is built around precise inputs, and a dedicated gamepad or arcade stick is the sensible choice; a keyboard is a poor match for this kind of control scheme.

On the Nintendo Switch, the handheld form factor suits the game’s short, punchy stages well, though the small Joy-Con analog sticks are not ideal for the precise diagonal inputs the combo system demands.

The mobile ports (iOS and Android) appear to be handled with care, but virtual touch controls are a poor substitute for physical buttons by design. The risk-reward health system and the tight timing required for OTG combos demand split-second inputs that touchscreens struggle to register reliably, so a Bluetooth controller is close to a necessity on mobile.

Final verdict

Streets of Rage 4 is not a mere nostalgia trip; it is a confident reclamation of a forgotten genre. By prioritizing mechanical depth over superficial modern trends, Dotemu, Lizardcube, and Guard Crush Games have delivered a brawler that stands proudly alongside the best of the era it seeks to honor. It has some minor structural flaws and a strict adherence to a linear arcade format, but the kinetic joy of its combat engine easily outshines these grievances. We rate it a Great — clearly recommended, with reservations. It is a bruising, beautifully drawn return to form.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Store facts (checked Oct 2026)

Store ratings
17,387

Quick facts

Developer
Dotemu, Guard Crush, Lizardcube
Publisher
Dotemu
Released
Apr 30, 2020
Price
$24.99
Genres
Action, Adventure, Arcade, Indie
Age rating
12+
Store rating
4.9 ★ · 2,987 ratings
Metacritic
84

Questions about Streets of Rage 4

Is Streets of Rage 4 worth it?

Streets of Rage 4 is not a mere nostalgia trip; it is a confident reclamation of a forgotten genre. Our editors scored Streets of Rage 4 8.2 out of 10, which puts it in our Great band.

Why does Streets of Rage 4 score 8.2 out of 10?

With a score of 8.2 out of 10, Streets of Rage 4 lands in our Great band. Design is its strongest category at 9.0 out of 10. Utility is the weakest at 7.0.

What do our editors like most about Streets of Rage 4?

Spectacular hand-drawn aesthetic. Deep risk-reward health mechanics.

What do our editors say is Streets of Rage 4's biggest weakness?

Occasional frustrating environmental hazards. Strictly linear, repetitive level structures.

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