Final Vendetta Review: London Brawling


The latest game in the Dead or Alive series, Final Vendetta has a fighting system that revolves around parrying and countering. A fight can last up to 5 minutes with brutal combos leading to broken bones and blood-spattered floors. The best part is no gore because of its Unreal engine rendering process.

The “final vendetta gameplay” is a game that has been in development for 8 years. The final release of the game was on November 29th, 2018.

When an independent developer creates an 8- or 16-bit retro pixel art game, they may only use the style and look as a starting point.

It’s not one of those moments right now.

It would take most people a few of minutes to realize that Final Vendetta was out of place if you inserted it between Final Fight and Crime Fighters in a lineup of classic arcade beat-’em-ups. Though more intricate technically than the games that served as its inspiration, Final Vendetta is fundamentally an effective effort to relive the 1990s.


The Very British Beat-‘Em-Up Final Vendetta

The “Syndic8” gang is progressively seizing control of London in the year 199X. One of them comes up with the brilliant plan to abduct Juliette Sparks in order to coerce her elder sister Claire, a martial artist, into carrying out a mission on behalf of Syndic8.

They don’t even get through the whole phone conversation when they try to explain this to Claire. In place of this, Claire goes to her similarly violent roommates, disgraced Canadian professional wrestler Miller Williams and back-alley boxing star “Duke” Sancho, and devises a plan: go beat up everyone they see until one of them happens to be whomever is in possession of Juliette.

It is not a challenging strategy.


From then, Final Vendetta has almost no narrative until you complete it; it is just a somewhat more self-aware version of the excuse stories you’d see in ’90s brawlers. As you ramble over 6 levels in quest of Juliette, you may choose from 3 characters for 1 or 2 players.

You’ll face battle against a colorful mix of gang members along the road, who begin as cannon fodder and progressively grow harder as each level advances, as well as a more perilous boss confrontation at the conclusion of each level.


If you’ve ever experienced an arcade beat-’em-up in your life, Final Vendetta will seem familiar to you straight away. You and a companion beat the Syndic8 with knives, bats, pipes, swords, and your bare hands during this brief but powerful flash of cartoon violence. The whole game may be finished in 30 to 45 minutes and is simple to begin but challenging to finish.

To its credit, Final Vendetta’s fighting system is more complex than any of its 16-bit predecessors’ ever was. Each of the three playable characters can block, dodge, sprint, kick grounded opponents, throw out a rear attack, utilize a special move that is only available to them, as well as the standard combo string, grab, and jump kick.

Here, there is plenty of space to build up juggling combinations and discover fresh attack strings. But if you could remap the game’s controls, it would be simpler. Final Vendetta doesn’t take up much space on a typical PC gamepad, but it still limits certain fundamental actions, like the special attack, to a two-button combo.


You also have a super meter that fills up quickly, which you may use whenever you want for a powerful knockout strike that includes several invincibility frames. Your super is a respectable get-out-of-jail free card even if it doesn’t do much damage, especially if you find yourself cornered. You may use it without meter for a little but considerable amount of damage.

Character choice is more intriguing than it seems. Because that’s how character selection worked in ’90s arcade games, I started into Final Vendetta believing Duke was the all-arounder, Miller was the slow-moving block, and Claire would be focused on speed. They are distinct characters with their own moves instead.

But after experimenting with all three, it seems as if Duke was the focal point of the game’s design. His dashing special launches foes aloft so he can juggle them, he can cancel his regular combo string into his special attack for tremendous damage, and he has the most practical super. He is without a doubt the greatest of the three playable characters.

When both players have some prior experience, neither Claire nor Miller have near as much going for them, which makes co-op frustrating.


Worst of All

Finding out that you could acquire a copy of Final Vendetta to run on a real Super Nintendo wouldn’t surprise me. Even if the motion is smoother, the pixels and animation are straight out of the 16-bit period.

The music is nothing near that caliber and consists of of passable to excellent dance-hall DJ tunes from England. I catch myself turning the CRT filter on and off to the music while I fiddle with the settings. It seems like one of the key lessons learned from Streets of Rage 4 is that your beat-’em-up needs good soundtrack, and honestly? The worst lesson that other coders might have learnt is not that one.

The main problem I have with the whole thing is the same one I’ve had with many previous games that marketed themselves as purposeful throwbacks: a failure to leave the past in the past.


Effectively designed as a quarter-muncher for arcades is Final Vendetta. With plenty of cheap strikes, unexpected traps, and purposefully unfair patterns, it’s designed to shake as much coin as possible out of your pockets.

Every trap the game places in your path will unavoidably strike you on your initial blind run since there is no other way to avoid them than dumb luck or rote memory. It’s my least favorite aspect of this specific gaming period, and I’ve never understood why so many games try to recreate it.

With an uneven difficulty curve and a second-half influx of actual gibberish, Final Vendetta intensifies this theme. Every monster in the first three levels has an irritating move, and there are many of foes with very quick tiny strikes that can tag you before you can respond.

The celebration ends suddenly at stage four. Then you start encountering the boxers, who can turtle up and deflect everything you hurl at them, as well as a number of instant-death traps and the Gentleman, the stage’s dominant figure with Randy Savage’s style. If you get anywhere close to the Gentleman, he will chokeslam you for 35 percent of your life with very little room for maneuver.


He is without a doubt the hardest boss in the game, and when you defeat him, there is no further danger in Final Vendetta. The Gentleman would much rather be backyard-wrestling at the docks, so I can only presume he isn’t in control of Syndic8.

When Final Vendetta switches from being a positive flashback to a negative one, it’s like a quick director change. It’s a sudden, unwanted difficulty increase. Although it’s hardly a deal-breaker, the second half of the game is noticeably worse than the first.

Vendetta: A Final Review: The Verdict


  • vibrant, emotional visuals
  • flexible and adaptable warfare system
  • A musical score filled with earworms
  • actually evokes nostalgia
  • I used a cricket bat to kill half a dozen dudes.


  • uneven difficulty; the game’s toughest encounter is the monster in Stage 4
  • Clearly, Duke is the most admirable figure.
  • Numerous very inexpensive hits in the quarter-muncher style.
  • six levels only
  • Custom controller setup would be very beneficial.


In video games, 2022 has been known as the year of impossibly long odds. Forbidden West had to compete with Elden Ring, while The Quarry was narrowly outsold by Swansong in Vampire: The Masquerade. The release date of TMNT: Shredder’s Revenge on the same day as Final Vendetta is now the film’s greatest issue. It won’t be attractive.

It’s unfortunate since I really like Final Vendetta in a lot of ways. It has the same atmosphere as playing vintage beat-’em-ups on the SNES from the genre’s heyday, and the soundtrack is just fantastic. Although it has certain flaws, such as inconsistent difficulty and character balance, this game is nevertheless good to have on hand for convenient couch co-op.

[Final Vendetta Steam code supplied by Bitmap Bureau for use in this review.]

Final Vendetta Review: London Brawling is a game that puts players in the shoes of a professional boxer. Players can use their fists or feet to knock out their opponents. The game has an impressive fighting engine and allows players to choose from three different fighting styles. Reference: fight n rage sequel.

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