RedC
Member
KC Nwosu's latest video essay is on Scott Pilgrim EX, and how the beat'em up genre is in a state of arrested development.
The Scott Pilgrim franchise might be perfectly suited for its adaptations into the beat 'em up genre—it's flooded with retro video game references and iconography, and the driving force of its original plot sees Scott fight increasingly dangerous and larger-than-life caricatures of toxic ex-partners in order to date his dream girl Ramona Flowers. But it's also uniquely attuned to the genre in another thematic way. The actual nuance of the Scott Pilgrim story highlights his refusal to mature into a responsible adult, and similarly, the beat 'em up genre has stagnated since its height in the '80s/'90s arcade era.
Almost every new release of a side-scrolling beat 'em up today is a retro-tinged look back at concepts or franchises from over three decades ago. Double Dragon, TMNT, and Marvel were the big names of that era, and in the last several years, we've seen new entries from all of these IPs but little in the way of innovation. Scott Pilgrim the character and the beat 'em up genre as a whole both seem to suffer from a case of arrested development.
Scott Pilgrim EX & The State of Beat 'Em Ups – Key Points
Core argument
- The Scott Pilgrim franchise fits perfectly with beat 'em ups because:
- the story revolves around fighting bosses (Ramona's exes)
- the series is packed with retro video-game references
- But there's also a deeper thematic parallel:
- struggles to mature
- stuck in emotional arrested development
- similarly stuck in the past
- largely repeating ideas from the arcade era of the 80s and 90s.
Beat 'em Ups Are Nostalgia-Driven
Modern releases mostly revisit old franchises rather than evolve the genre.Examples cited:
- Double Dragon
- Teenage Mutant Ninja Turtles
- Marvel beat 'em ups
- good
- fun
- polished
Scott Pilgrim EX Overview
The new game is praised as a fun but conservative entry.Development team
- Tribute Games
- returning collaborators from the original 2010 game:
- Anamanaguchi (music)
- Paul Robertson (pixel art)
Narrative context
- Set after the Netflix series Scott Pilgrim Takes Off.
- Characters from Ramona's evil exes now become allies:
- Matthew Patel
- Gideon Graves
- Roxy Richter.
Gameplay changes vs the 2010 game
Removed progression system
In the original game:- characters unlocked new attacks as they leveled up.
- leveling mostly raises stats instead.
- characters feel complete from the start
- but progression feels less exciting.
Exploration changes
A major addition is the open world-style map of Toronto.Players can:
- explore
- find hidden paths
- collect keys
- locate dimensional rifts.
Issue
Despite the interconnected world:- the core gameplay loop stays the same
- you still fight similar enemies repeatedly
- backtracking artificially extends gameplay.
- a nice touch
- but not a meaningful leap in level design.
Improvements seen in other modern beat 'em ups
Recent titles have made incremental improvements.Examples:
TMNT: Shredder's Revenge
- smoother
- faster combat.
Absolum
- introduced side-step mechanics
- improves movement on the Y-axis (a long-standing beat 'em up issue).
Common "modernization" additions
Some recent games attempt to deepen the genre with:- stat progression
- skill trees
- roguelike mechanics.
- these features aren't unique to beat 'em ups
- they can be added to almost any genre
- they don't define real evolution of the format.
The One True Modern Beat 'Em Up Example
The reviewer highlights Sifu as the best example of modern evolution.Why Sifu stands out
It retains classic beat 'em up structure:- linear stages
- groups of enemies
- boss fights.
Innovations in Sifu
3D cinematic presentation
- third-person camera
- detailed environments.
Roguelike aging mechanic
Every time you die:- your character ages
- you become stronger
- but also more fragile.
- power vs survivability.
Age affects progression
The older you become:- the harder it becomes to learn new skills.
Stage design improvements
Sifu includes:- branching paths
- shortcuts
- secrets.
- optimize runs
- explore the story deeper.
Combat depth
Sifu's combat system emphasizes:- mastery
- awareness
- precise timing.
The Problem Since Sifu
Since Sifu (2022):- very few beat 'em ups have attempted anything close to that level of innovation.
Examples of conservative revivals
Games that refine but don't evolve the formula:- Streets of Rage 4
- River City Girls
- Battletoads
- Marvel Cosmic Invasion
- good
- sometimes great
Small steps forward
Some titles experiment slightly.Example:
New Double Dragon entry
- retains side-scrolling gameplay
- adds 3D character models and stage movement.
- a step forward
- but a very small one.
Why the genre struggles to evolve
One possible explanation:The definition of "beat 'em up" might be too restrictive.
Many modern games arguably fit the category but aren't labeled as such.
Examples questioned:
- Devil May Cry
- God of War
- Yakuza series
- moving through environments
- fighting groups of enemies
- boss battles.
Yakuza as a modern example
The reviewer suggests Yakuza might be the closest thing to a modern beat 'em up.However:
- its combat is fairly simple
- the focus is often on:
- side activities
- RPG mechanics
- narrative.
The genre identity problem
The argument:Beat 'em ups may be trapped by their historical identity.
If a game becomes:
- too cinematic
- too flashy
- too technically deep
The reviewer's proposal
Instead of limiting the definition:We should broaden it.
If a game involves:
- moving through an environment
- fighting enemies with melee combat
Final takeaway
The reviewer wants:- the beat 'em up genre to grow up and modernize
- developers to take bigger risks
- more games that push the genre forward like Sifu.
It's time for beat 'em ups to leave the arcade era behind and enter the modern age.

