Every child who has been to an arcade for once in his life will spend the rest of his life missing that hall from the moment he leaves the hall. The same is true for me as well. Although fighting games such as Street Fighter and Mortal Kombat were more popular in my time, my pleasure was to finish progressive fighting games. It would not be an exaggeration to argue that Cadillacs and Dinosaurs, which I knew as “Mustafalı” at that time, the King Arthur-themed game whose name I can’t remember, the fighting game of Dungeons and Dragons and of course the Punisher shaped my childhood. That’s why I played by flying, so to speak, whatever came from these progressive fighting games, which are now becoming an extinct medicine. After saying Scott Pilgrim vs The World, Castle Crashers and Streets of Rage, a team game with the same past and similar memories came up with me. Mayhem Brawler is not a game that should be supported just because it is local. It is a game that has analyzed its genre very well and has successfully done both familiar things and original changes.
In this era, where we write success stories in the portable gaming segment, valuable games for PC and other platforms are starting to come one after another. It is quite possible that you have heard the name Hero Concept before; They had a successful entry into the department with Doughlings, which were simple to look at and complex to play, and received quite a lot of positive feedback. Of course, transitioning from an easy puzzle game to progressive fighting games isn’t easy.
Although beat’em ups seem easy to do from afar, they are actually extremely complex and gameplay-oriented works. Imagine that while it is possible to introduce new mechanics and game features in different games over time, you will go to the end no matter how you start in these style games. Of course, there are stronger enemies and different level monsters, but all of them are only barriers that can be passed as you master. Moreover, the work does not end there only. There are so many things that can go wrong in a game like this… If the properly working fighting mechanics and keyframes of movements such as attacking and blocking are not compatible, the player may rightly think that the system does not work correctly. Attractive section designs and end-of-stage monsters with different characteristics are also valuable on the road to success. Of course, while doing all of this, it is equally critical that the game be different from its peers and remain original.
What is a beating and why is it thrown?
These are just some of the challenges you have to deal with when producing a game like Mayhem Brawler. Knowing how deep even a seemingly easy game actually has made me appreciate this game even more. The world of Mayhem Brawler has a well thought-out content of mutants, vampires and werewolves, giving the feeling that the story begins long before the game. Of course, with the world filled with so many supernatural creatures, the police force needs to be one click away from ordinary people. Three different members of the police force, Dolphin, Trouble and Star, will appear in the game as three playable heroes.
Each character has a different style, as you can get used to from these style games. If Dolphin had a counterpart in any other game, it would probably be Final Fight’s Haggar. Although it is heavy, it has powerful blows and easily manages to stick it to the ground when holding the enemy. Although Trouble seems to be the most stable character, he can strike both fast and effective blows with his claws that bleed the enemy. The prettiest of the cluster, Star, on the other hand, although she looks delicate, is able to run and strike fast, especially with her telekinetic features.
When you choose a character one way or another and start the game, you inevitably find yourself comparing with Streets of Rage, one of the last and best examples of the genre. There are so many things that SOR does right, and learning from them and trying to understand what might be more appropriate by dividing the game into modules has been the right approach. Mayhem Brawler, of course, analyzed the examples that came before him, but he also did not forget to reflect his own form. What it did better than its predecessor games was to keep the created world and characters alive. The characters talk, engage in dialogue and make comments not only in the middle scenes but also during the parts. In this way, you are lucky to see the world not only from your own eyes, but also from the eyes of the characters.
Did someone say Comix Zone?
Getting used to Mayhem Brawler is not a problem. It is possible to make combos by using the corners and jamming the enemies and to gain an advantage by using the throws in different positions. All of the characters can block attacks with little damage. It is also possible to use it to quickly take down enemies that attack quickly after falling to the ground, or to fend off ranged attacks. Of course, block attacks also work very well against employers whose tempo is more certain. A different gameplay mechanic from its predecessors came with special attacks. Regulars of the breed know, since the earliest examples, hitting everyone and making attacks where the player is not wasted definitely comes at a cost. Sometimes this means a loss of health that will gradually fill up, and sometimes it means that a one-time right that is not filled unless this coin is thrown away is completely lost. In Mayhem Brawler, however, the bar of these moves is filled with items as they make combos and there is no significant cost to use them. Although this change seems easy on paper, it actually had a huge impact on the game. As you progress through the levels, the number of monsters that neutralize the character by holding them increases. Although the way to avoid them is of course to stay away from them, thanks to these superior moves, even if someone hits you, it is possible to get out of the stalemate you are in by responding instantly. Therefore, the most logical thing to do when you have a real werewolf or a pureblood vampire is to stay away from him for a while and take on other weak creatures and gain great strength.
As you play Mayhem Brawler, the little icons hovering over the characters will inevitably draw your attention. Even if they don’t make much sense at first, they all have significance. For example, enemies with a punch mark take off from the ground by attacking. This means that after you drop them on the ground, you either have to stand by the block or get away from it. While enemies with a plus sign can regenerate themselves, foes with a duck sign take a little longer to stand up than usual. There are about 12 odd symbols in this format. You will have to play the game from start to finish at least 2-3 times to learn all of them and understand how to play, but when you finally win that reader authorship, the game becomes unbearably fluent.
I just mentioned that you might have to play Mayhem Brawler from start to finish over and over, and that might have scared you a little. Fortunately, you have a very good reason to play the game over and over. At certain points in the game, you have to make decisions within the story. In the midst of these decisions, there is choosing whether to imprison a character, and deciding where to raid. There are 12 parts in total, but you can only play 7 parts according to your preferences. In other words, you can have a different game experience with different routes, and you also get the chance to see the monsters and parts that you have not seen before. Of course, one inevitably wonders about the characters’ reactions to stories and events.
It was both a blessing and a curse that Mayhem Brawler was too focused on the in-game story. If you are a player who plays the game with his normal face and finishes it easily, there is no problem. However, if you are playing from scratch again and again at high difficulty, the static dialogues that always stay the same can be a bit of a headache. It is bearable to a certain extent that Star dies four times in 10 minutes and gives a childlike reflection each time.
The Hero Concept group mentioned that the game will continue to develop after its release and that new features are planned. This is a pretty neat development because although the Arcade mode that comes after finishing the main story is positive, it is not enough content in my opinion. To compare with Streets of Rage, whose name I have mentioned a lot, I would be very happy if there was a game mode with different variable effects that will ensure replayability, or a survival mode with an open-ended wave defense theme.
To be honest, I don’t have many complaints about the game. Especially when it was first shown at the Steam Demo festival, there were some people who mentioned that the animations were too artificial because the number of frames was low and the strokes of the characters were not reflected properly. Personally, this didn’t even bother me, but since those who take their time and make these stylistic comments are usually the patients of the variety, it would be useful to consider a possibility when buying the game.
As a casual player I think a single difficulty could be a little more stable. For example, while playing the game, I passed some parts with difficulty, while I had no difficulty in parts that should have been more difficult on paper. This also takes away a bit of a sense of improvement. It can be frustrating when the game is too easy at times, and sometimes it’s suddenly too difficult when I feel like I’ve mastered the game.
I beat it, but a question why did I beat it?
Mayhem Brawler has become a game that has the quality to easily cope with the big names of its type. As an actor who definitely plays four or five different Beat’em ups each year, less than half of what I’ve played more than once stays in my mind. I am sure that Mayhem Brawler will be one of the games that will leave its mark and leave a place in my memory with its different characters and interesting living world; moreover, since it is a local game, I can say it with peace of mind without favoring it. After Doughlings, Hero Concept, which has signed another ambitious (and successful) game, continues to increase the quality in this state, I can’t even imagine how they will work after 2-3 projects.
Who Are They?
Mayhem Brawlers has three main heroes with different gameplay styles. If you are undecided about who to play with, this information will probably help you decide.
Dolphin: Although Dolphin’s attacks are a bit heavier, he is the most effective character in capture movements. It can easily carry the enemies it catches. He can grab someone and steal on their gluttons without having much contact with the enemy. His attack from the air by running can be effective over a very large area. Creatures, especially the fast-reacting mouse-type foes, pose a significant threat to Dolphin.
Star: We can say that Star, the social media star of the Union, is the fast and angry character of the game. The raids he makes by running are extremely nice as a range. Thanks to his rapid raids, Star gets the fastest position in many turmoils and becomes the first character to hit. His running and air-to-ground attack, which was very difficult to block, managed to become my favourite. Oh, and if he put down his phone…
Trouble:. Its ability to bleed enemies with its sharp claws makes it a natural enemy to regenerating foes. Although not as powerful as Dolphin or as fast as Star, Trouble offers stable gameplay.