The release of Double Dragon Gaiden: Rise of the Dragons marks an unexpected comeback for one of the most iconic and enduring beat 'em up series. It joins other popular titles like Streets of Rage and River City in receiving a modern update. What sets Double Dragon Gaiden apart is its inclusion of 13 unique playable characters and a non-linear progression system, similar to the recent River City Girls series. To gain insights on how the game compares to recent beat 'em ups such as Streets of Rage 4, Game Rant interviewed Raymond Teo, the lead developer at Secret Base.
Teo first connected with Arc System Works during the development of his previous game, Streets of Red. This fruitful collaboration ultimately led to Secret Base being entrusted with the development of the next Double Dragon installment. In our interview with Teo, he shares details about how his studio is approaching the creation of this highly anticipated addition to the beloved and influential gaming franchise. The following edited transcript provides a concise and clear account of the discussion.
Q: Can you share some insights into your background in game development and how it led to your involvement with a widely recognized and cherished franchise?
Teo: My journey in game development began over 10 years ago. Back then, Singapore didn't have much of a games industry, so I was primarily engaged in multimedia design. However, an opportunity arose when we received requests from clients to create game advertisements using Flash. As a dedicated lifelong gamer, I never expected that I would eventually become a game creator.
After dedicating a significant amount of time, the Singapore government began to actively promote the development of indie games, an innovative concept at the time. They even offered government grants to support individuals interested in creating their own games. Intrigued by this opportunity, I decided to give it a try and started my journey with developing Flash games. Eventually, I progressed to creating a game for Xbox Live indie games. This happened quite a while ago.
Subsequently, I transferred that game to Steam, specifically Tobe's Vertical Adventure, one of my earliest creations. As time went on, I found myself immersed in the development of a thrilling zombie beat 'em-up titled Streets of Red. Interestingly, during this period, Arc System Works, a renowned publisher, expressed interest in partnering with indie game developers. They approached us to discuss the possibility of bringing our game to consoles. However, at that moment, we were already committed to a different partnership, and thus, their proposal did not materialize.
A few years later, I discovered that they had acquired the Double Dragon IP. Coincidentally, they had recently released Double Dragon 4, which followed a very traditional gameplay style. This got me thinking, "What if they were open to exploring a different direction for the game?" Encouraged by this notion, I reached out to them once again, sharing my innovative ideas and making my pitch. It took some persuading, but after about a year, they finally granted us permission to embark on the project.
Q: When you were given the franchise keys, were there specific elements of the Double Dragon franchise that you believed were essential to uphold and protect, while also introducing innovations?
Teo: There were numerous aspects to consider. It was quite challenging to analyze the various components of the game and determine which ones should be maintained and which ones should be enhanced. Double Dragon served as a foundational game for the beat 'em up genre, and many subsequent games have already built upon its foundation.
Upon beginning the game project, I immediately embarked on a comparison between Double Dragon, whether it be the NES version or the classic arcade version, and various other beat 'em up games from both the 90s and the present day. The objective was to identify the disparities between them.
One noteworthy observation was the distinctive combat experience. It possessed a certain weight that set it apart, coupled with the inclusion of a multitude of environmental elements and terrains as one traversed different locations. This realization fueled our desire to incorporate those aspects into our own game.
How can we incorporate slower, heavier combat while still maintaining a fast-paced feel? The challenge lies in finding a balance between the two. For instance, if a certain move is faster and deals less damage, there may not be as much commitment required to perfect it. To illustrate this, consider the act of jumping. When performing a regular jump, the landing and recovery happen quickly. However, with a double jump, there is an extended landing state that holds the character for a bit longer. This introduces a need for more careful decision-making, especially when it comes to significant choices.
Meanwhile, we provide you with exhilarating, high-speed action. Should you possess a special move, you have the option to cancel your current action, ensuring a balanced experience with these tactical decisions.
Q: Did you encounter any limitations while developing this game in collaboration with the Double Dragon IP holder?
Teo: The lore was the most important aspect for us. Arc System Works has been very generous in allowing us to be creative with the game. They don't restrict us in terms of gameplay, but they do want to maintain consistency in the lore. For instance, we had to ensure that Billy and Jimmy's hair color and clothing were accurate. However, we had some freedom when it came to their personalities, storylines, and other elements.
Initially, we had a dilemma whether to make this game Double Dragon 5 or Double Dragon 0. It posed a challenge because we needed to keep the lore consistent with the established storyline while including the characters we wanted. It was difficult to find a solution that wouldn't disrupt the storyline. Eventually, Arc System Works suggested that we make this a Double Dragon Gaiden.
We were able to start the story from the beginning, which was our intention. Additionally, we had the freedom to make some modifications here and there, allowing us to tell the story we wanted while still bringing back all the characters. In fact, this gave us even more creative freedom to experiment with the game. Considering the nonlinear progression and cash features, were games such as River City Ransom or any other titles influential in the development of Double Dragon Gaiden?
Teo: When I initially conceived the idea, I conducted research not only on Double Dragon but also various beat 'em ups from the 80s and 90s. I made an effort to experience as many of these games as possible. My approach involved analyzing the gameplay mechanics and reconfiguring them into a more comprehensive package for players. Hence, in our game, there is a feature where you can earn cash.
By performing well, you have the opportunity to accumulate more cash, which can be utilized for revival purposes if necessary. If we examine arcade games, even from that era, some of them would grant an extra life upon reaching a specific score. This particular game mechanic caught my attention, as it embodied the essence of the old gameplay. However, I realized that only the more seasoned players truly grasped its significance. Therefore, the challenge was to develop a more extensive system that would engage and resonate with all players. Subsequently, I expanded upon the concept and it evolved into what it is today.
A plethora of mechanics, exemplified by this particular instance, derive inspiration from various vintage games and the nostalgic experiences they provided. I am able to tap into the sentimentality of players, evoking those emotions once again. Moreover, it's also about the concept of how much money you bring to the arcade in order to play games. If, for instance, I were to bring five bucks today, it would grant me approximately five opportunities to engage in gameplay. Once all chances are spent, it's game over. This is where the idea originated, and it has since been expanded to offer a more gratifying feature for contemporary players.
Teo: I can't recall the exact origin, but I first experimented with this concept in Streets of Red. However, in this upgraded version, I incorporated the valuable lessons I learned from that experience.
It really boils down to replayability. I understand that in the past, beat 'em up games used to last for a long time in our memories. However, the truth is that many of these games were actually less than 60 minutes long. Players would then have to replay them over and over again. This time, my goal was to ensure that when you replay the game, there are various things for you to explore and different routes to take.
With each playthrough, players have the ability to switch to a different character or try out different combinations of characters. They can also venture down different paths. Every time they play, they will encounter new elements that enhance the overall experience and keep them engaged in the game.
Teo: That's a much simpler question to answer. To create a Double Dragon All-Star Experience, I carefully considered the games in the mainline series and Return of the Double Dragon on the SNES, and handpicked the most iconic characters.
The game drew heavy inspiration from The Warriors, a timeless movie, which led me to anticipate the presence of gangs. Therefore, I thought, why not incorporate them into Double Dragon 1, Double Dragon 2, Double Dragon 3, and so forth? This seamless integration of characters became possible thanks to that initial spark from The Warriors.
Teo mentioned that the key approach to developing the move sets in the game is to maintain simplicity. Unlike modern games with multiple buttons for different attack types, Teo aimed to keep the game simple and stress-free for players who want to unwind after a hard day of work.
If you press a different direction along with a special button, you can execute various unique moves. Managing this should be relatively easy for players. Typically, we consider the archetypes of characters we want, assigning fast characters to small sizes, medium speed to medium-sized characters, slower movement to heavier characters, and rushes to zoners. However, incorporating desired characters into the game can sometimes disrupt this archetype. Take, for example, Burnov and Abobo, two large characters that can potentially unbalance the game.
To address this, we also take into account the history of these characters in games. We analyze their appearances in comics, cartoons, movies, and previous fighting games to determine their various iterations. In the case of Burnov and Abobo, Burnov was previously represented as a big yet agile character in a fighting game. So, I aimed to incorporate some of that identity into Burnov in this game, allowing players to still feel that connection. At the same time, I ensure that Burnov and Abobo have distinctive characteristics, applying this approach to all other characters as well.
Q: Can you discuss the intensity and creative process behind the story of this Double Dragon installment without giving away any spoilers?
Teo: I believe that, compared to previous narratives, this one is relatively more realistic. In the classic Double Dragon, many of us recall Billy and Jimmy's quest to rescue Marian, who was abducted by Willy for the purpose of teaching them Kung Fu or similar motives. It had a strong 80s vibe, reminiscent of many Hong Kong films with similar backstories. Explaining such a concept to someone in 2023 can be a little challenging.
We shift the focus away from that aspect and instead place greater importance on the initial source of inspiration, namely The Warriors film. Presently, we delve deeper into the notion of gang identity within the city, where various gangs sport distinct appearances, and your objective is to locate them throughout the urban landscape. I believe this approach holds greater appeal for the younger generation, and I am hopeful for its success.
Q: Co-op is a significant aspect of the franchise, but there is also a feature that allows players to bring in a partner even when playing single-player. What was the thought process behind designing this element?
Teo: This concept was one of the earliest ideas I had. It was already included when I presented the game to Arc System Works, and this is where the experience of creating previous Beat 'Em Up games becomes valuable. I noticed that people typically expect these games to only be enjoyable with a friend, but I used to play beat 'em ups by myself, especially when I was younger. My goal was to develop a Beat 'Em Up that is equally entertaining when played alone.
What sets Double Dragon Gaiden apart from other Beat 'Em Up games?
Teo: In recent years, there has been a notable resurgence of impressive classics. These are not mere remakes, but rather sequels or innovative reimaginings of the originals. The approach usually involves presenting the original material in a meticulously polished manner, which I find immensely enjoyable. However, our approach is quite distinct. We aim to take the original content and explore new ways to interpret and present it.
Many games aim to inject new ideas while still evoking the same emotional response. In this sense, Double Dragon Gaiden offers a unique experience. If you have already tried other games that follow this trend, I believe this one will bring something fresh to the table. Alternatively, if you haven't explored these types of games, this might pique your interest.
[END]
Double Dragon Gaiden: Rise of the Dragons releases on July 27 for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X.