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[Second Wind] The Beat 'em Up Is in Arrested Development

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:
Scott Pilgrim the character
  • struggles to mature
  • stuck in emotional arrested development
The beat 'em up genre
  • 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
Recent revivals:
  • good
  • fun
  • polished
But mostly retro-inspired recreations rather than genuine evolution.


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.
In Scott Pilgrim EX:
  • leveling mostly raises stats instead.
Result:
  • 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.
Reviewer view:
  • 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).
These changes improve feel but don't fundamentally evolve the genre.


Common "modernization" additions

Some recent games attempt to deepen the genre with:
  • stat progression
  • skill trees
  • roguelike mechanics.
However, the reviewer argues:
  • 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.
But modernizes everything else.


Innovations in Sifu

3D cinematic presentation

  • third-person camera
  • detailed environments.
But the real innovation is deeper than visuals.


Roguelike aging mechanic

Every time you die:
  • your character ages
  • you become stronger
  • but also more fragile.
This creates a risk/reward system:
  • power vs survivability.


Age affects progression

The older you become:
  • the harder it becomes to learn new skills.
This ties gameplay mechanics to narrative themes.


Stage design improvements

Sifu includes:
  • branching paths
  • shortcuts
  • secrets.
These allow players to:
  • optimize runs
  • explore the story deeper.


Combat depth

Sifu's combat system emphasizes:
  • mastery
  • awareness
  • precise timing.
The reviewer sees it as the modern benchmark for beat 'em ups.


The Problem Since Sifu

Since Sifu (2022):
  • very few beat 'em ups have attempted anything close to that level of innovation.
Most titles remain nostalgic recreations.


Examples of conservative revivals

Games that refine but don't evolve the formula:
  • Streets of Rage 4
  • River City Girls
  • Battletoads
  • Marvel Cosmic Invasion
These games are:
  • good
  • sometimes great
But fundamentally revisiting old ideas.


Small steps forward

Some titles experiment slightly.

Example:

New Double Dragon entry

  • retains side-scrolling gameplay
  • adds 3D character models and stage movement.
The reviewer sees this as:
  • 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
All involve:
  • moving through environments
  • fighting groups of enemies
  • boss battles.
Yet they're rarely called beat 'em ups.


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
then people stop calling it a beat 'em up.


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
then it should qualify as a beat 'em up, even if it evolves far beyond the arcade template.


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.
Their closing message:
It's time for beat 'em ups to leave the arcade era behind and enter the modern age.
 
I Dont Arrested Development GIF
 




Scott Pilgrim EX & The State of Beat 'Em Ups – Key Points

Core argument

  • The Scott Pilgrim franchisefits 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:
Scott Pilgrim the character
  • struggles to mature
  • stuck in emotional arrested development
The beat 'em up genre
  • 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
Recent revivals:
  • good
  • fun
  • polished
But mostly retro-inspired recreations rather than genuine evolution.


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.
In Scott Pilgrim EX:
  • leveling mostly raises stats instead.
Result:
  • 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.
Reviewer view:
  • 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).
These changes improve feel but don't fundamentally evolve the genre.


Common "modernization" additions

Some recent games attempt to deepen the genre with:
  • stat progression
  • skill trees
  • roguelike mechanics.
However, the reviewer argues:
  • 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.
But modernizes everything else.


Innovations in Sifu

3D cinematic presentation

  • third-person camera
  • detailed environments.
But the real innovation is deeper than visuals.


Roguelike aging mechanic

Every time you die:
  • your character ages
  • you become stronger
  • but also more fragile.
This creates a risk/reward system:
  • power vs survivability.


Age affects progression

The older you become:
  • the harder it becomes to learn new skills.
This ties gameplay mechanics to narrative themes.


Stage design improvements

Sifu includes:
  • branching paths
  • shortcuts
  • secrets.
These allow players to:
  • optimize runs
  • explore the story deeper.


Combat depth

Sifu's combat system emphasizes:
  • mastery
  • awareness
  • precise timing.
The reviewer sees it as the modern benchmark for beat 'em ups.


The Problem Since Sifu

Since Sifu (2022):
  • very few beat 'em ups have attempted anything close to that level of innovation.
Most titles remain nostalgic recreations.


Examples of conservative revivals

Games that refine but don't evolve the formula:
  • Streets of Rage 4
  • River City Girls
  • Battletoads
  • Marvel Cosmic Invasion
These games are:
  • good
  • sometimes great
But fundamentally revisiting old ideas.


Small steps forward

Some titles experiment slightly.

Example:

New Double Dragon entry

  • retains side-scrolling gameplay
  • adds 3D character models and stage movement.
The reviewer sees this as:
  • 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
All involve:
  • moving through environments
  • fighting groups of enemies
  • boss battles.
Yet they're rarely called beat 'em ups.


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
then people stop calling it a beat 'em up.


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
then it should qualify as a beat 'em up, even if it evolves far beyond the arcade template.


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.
Their closing message:

Most genres are.
 
I've never really been that much into this genre, but I don't know how you'd "push it forward" without having it become a different type of game.
Make the combat or level design too complex and it not longer feels like a Beat em up to me
 
Don't worry it's about to get crazy after PlayStation release their arcade stick 'it was written '


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Streets of Rage 4 was conservative? It evolved the series' gameplay in a big way while not letting go of its legacy. The game was fantastic and you'll be hard pushed to top that in the 2D space. And 2D is where beat 'em ups thrive, because 3D sacrifices something or another.

Give me well done sprite or drawing work over whatever 3D design the video seems to want.
 
There some truth to the stagnancy in the genre, with not many developers trying new things.

After Absolum came out, I did think more devs in that genre could be trying harder.
 
BennyBlanco BennyBlanco 1 man developer. For all we know it could have been the one game they wanted to make and then they tapped out. There is a few interviews out there and it's a really intriguing story since a lot of their motivation came from financial duress and wanting to make the best game they could.

The music composer worked with him on a few projects and did the OST for both Fight'N'Rage and Neon Inferno.
 
Forgot to mention how bad the music is…well…no where near as good as the first Scott Pilgrim game in any case.

I am a broken record about this…but I really turned me off of the game.
 
Last edited:
It's such a great genre and I miss all the licensed lower tier efforts and movie licenses. Obviously the Sega, Capcom and Konami games are usually good.
it seems like such easy money if done well. The recent efforts are appreciated too, TMNT, GI Joe, He-Man, SOR4, Marvel Invasion.

I am really surprised we never got a World of Warcraft beat-em up in the same vein as the He-man coming out or D&D from Capcom. Seems like something Blizzard of old would have nailed with their animation and art teams.

Scott Pilgrim movie is as stated, so well suited to the genre.
 
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