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Review of Fight'N Rage on PlayStation 4

by Chucky Chucky photo Dec 2019
Cover image of Fight'N Rage on PS4
Gamefings Score: 8.3
Platform: PS4 PS4 logo
Released: 03 Dec 2019
Genre: Beat 'em up / Side-scrolling
Developer: SebaGamesDev (with console ports by BlitWorks)
Publisher: SebaGamesDev (console ports via BlitWorks)

Introduction

Fight'N Rage arrives on PS4 like a cassette tape of rage and retro charm shoved into a modern stereo. It's the sort of game that looks like it was stitched together from pixelated memories of arcade cabinets, parenting advice manuals about 'discipline', and the developer's stubborn refusal to let go of 1993. Built primarily by Sebastián García under the SebaGamesDev banner and brought to consoles by BlitWorks, Fight'N Rage wears its influences (Streets of Rage, Double Dragon, Final Fight) like a vintage band tee: obvious, slightly sweaty, and oddly comforting. The core promise is simple: hit things, hit things harder, and occasionally hit things with a chair. The PS4 version lands with the confident whack of a well-aimed throw; it doesn't pretend to be an open-world drama about feelings, and the world is perfectly fine with that.

Gameplay

Gameplay in Fight'N Rage is the console equivalent of a high-five to the face. It supports up to three local players, which means you either recruit two willing friends or play with one friend and one extremely patient cat. The basics are familiar-light and heavy attacks, throws, dashes-but the real meat sits in the blend of fighting-game precision and beat 'em up chaos. Each character has special moves that cost health, which is a neat gamble: sacrifice a slice of vitality for a payday of destruction, or nervously clutch your health bar like it contains your student loan documents. If you don't enjoy self-harm by way of special moves, there's a secondary meter that fills over time and grants the same moves for free when full. The game also borrows a parry system from fighting games; time a parry correctly and you not only deflect pain but instantly refill that special meter. This means you'll often be deciding between reckless health-burning glory and patiently waiting for your meter like a polite gambler. Arcade Mode is the main event: a branching set of stages where choices determine what you fight and which of eight endings you stumble into. The story is straightforward: humans versus mutants-anthropomorphic animals with aggression problems-while three protagonists (Gal, the quick martial artist; F.Norris, a ninja so serious his name is an equation; and Ricardo, a minotaur who eats chairs for protein) punch their way to an eventual confrontation with the mutant rebellion's leader. The characters feel distinct, with Gal and F.Norris favoring speed and massive combos, while Ricardo plays like a bulldozer who reads personal space as a suggestion. To keep players grinding for more than nostalgic dopamine, the game uses a points-and-coins economy. Rack up points for stylish violence, and the game converts them to coins on game over or completion. Coins buy outfits and modes, which is the modern way of saying 'unlockables' without having to shout into a 1997 forum thread. The game tracks speedrunning stats too, which is a nice wink to the subset of players who enjoy completing the emotional arc of a run in record time. Variety comes in the form of six difficulty levels and multiple secondary modes: Training (tutorials that actually teach useful things), Practice (replay stages you've seen before), Battle (one-on-one fights), Time Attack, Score Attack, and Survival. There's also a delightful cheeky feature where you can unlock and play as many enemy types-most with limited movesets-either for the lols or for a self-inflicted difficulty spike. Controls are unusually fluid for the genre, enabling long combo strings and frantic movement across the screen. Enemies are cleverly designed to require adaptation rather than pure button mashing, and the parry+meter loop rewards learning the timing instead of brute forcing fights.

Graphics

Graphically, Fight'N Rage is committed to pixel art like someone who still has a rotary phone but insists it 'really works'. The sprites are detailed and expressive; enemies and bosses have visual personality instead of being palette-swapped furniture. Backgrounds evoke the neon-soaked, grimy stages of 80s and 90s beat 'em ups-alleyways, warehouses, and the occasional mutant-occupied carnival-without overdoing the grime to the point of irresistible nostalgia suffocation. Animation is smooth, especially during combos and special moves, which is crucial when the game asks you to string together long sequences of attacks without everything turning into a slideshow. On PS4 the port by BlitWorks is stable and faithful to the original, with crisp framerate and responsive controls. The HUD is readable without being intrusive, and character effects (sparks, screen shakes, etc.) are used to make blows feel meaningful. The soundtrack, composed by Gonzalo Varela, includes over 40 tracks spanning metal, rock, funk, and occasional flamenco detours. It's loud where it needs to be, varied enough to avoid repetition, and energetic enough to make you feel slightly guilty for enjoying violence so much. If pixel punch-ups had a soundtrack that made the stage feel like a legitimate battle arena instead of a second-rate theme park, this would be it.

Conclusion

Fight'N Rage on PS4 is the kind of beat 'em up that remembers why you liked the genre in the first place and then teaches it to do more push-ups. It's challenging without being cruel, layered enough to reward practice, and charming in a way that suggests the developer made every decision with both reverence and a smirk. The game isn't trying to reinvent the wheel; it's trying to punch the wheel into orbit and then high-five it. With solid local co-op, multiple modes, deep combat mechanics that borrow from fighting games, and a soundtrack that refuses to be background noise, Fight'N Rage earns its place among modern love letters to arcade brawlers. The PS4 version lands cleanly at an 8.3 out of 10: not perfect, but it hits hard and looks good doing it. If you enjoy learning systems, landing stylish combos, and occasionally using a broom as a short-term solution to complex political issues, this one is worth your time.

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