
It's just doing its own thing, and it looks great in my opinion. The end-result doesn't look like a 16-bit game, per se, but rather like something in between 16-bit console capabilities and the type of presentation we saw in arcade games like Metal Slug at the time. The new art we're seeing in Shakedown is simply much higher detail and sporting far more fluid animation than what we saw in RCR. Whereas RCR utilized 8-bit-esque visuals and sound to enhance the nostalgia effect that it was going for, Shakedown: Hawaii doesn't seem to be as beholden to any particular hardware era's style. I'm getting Vice City vibes from both the tropical setting and the overarching goal of taking over the entire city.Īnd it's all wrapped in an entirely new art style from RCR. We're looking at a potent mixture of 2D open-world design with aspects of classic twin-stick shooters and seemingly some light business sim elements too.

Shakedown is shaping up to be its own thing entirely, this time relying less on references and more on traditional satire/parody of real-world shady business practices and capitalist culture.Ĭheck out this trailer to get up to speed with the type of game design that Shakedown: Hawaii will be employing. It's not even a sequel as I had originally surmised.
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#Shakedown hawaii flamethrower 720p#
The DX release contains a number of meaningful improvements over the original incarnation, and playing on the Switch enhances my enjoyment even further because the game is so well-suited for handheld play on a nice, bright 720p screen.Īfter rediscovering RCR I started looking into Shakedown: Hawaii, and man is this game shaping up to be a big step from RCR. I've recently started playing the DX update to RCR on my Switch, and I find myself enjoying it quite a bit this time around. When Retro City Rampage came out initially in 2012 and I picked it up for my PS3, it failed to grab me for whatever reason.
