Compara los precios de The Karate Kid: Street Rumble en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Odaclick Game Studio. Publicado por GameMill Entertainment. Lanzado el 20/9/2024. Disponible en PC, Xbox. Géneros: Action.

A couch co-op beat 'em up that nails the Karate Kid aesthetic and fumbles the one thing that matters most: how it feels to actually hit someone.

I came in wanting to like this. Four-player local co-op, pixel art that actually respects the source material, twelve levels spanning the full original trilogy - on paper that pitch works. The problem is that Street Rumble's moment-to-moment combat is sloppy in a way that undercuts everything built around it. Controls have a noticeable delay between input and action, and the game demands positional precision it doesn't give you the tools to execute. You need to be standing in a specific spot to connect with enemies, but your character doesn't snap there reliably. In a genre where that feedback loop is everything, that friction is hard to look past. The roster is Daniel LaRusso, Mr. Miyagi, Ali Mills, and Kumiko - and they are not equal. Daniel is the obvious pick, with better aerial options and a more forgiving hit box. Ali and Kumiko feel like secondary choices padded in to support four-player sessions, not fully realized fighters. Each character levels up through stages, unlocking moves and stat bumps, which adds a light RPG layer that would mean more if the base combat felt punchy. The Focus meter mechanic is genuinely clever: it doubles as your special attack bar and as a damage shield, so you're constantly deciding whether to spend it offensively or bank it as insurance against incoming hits. That risk-reward reads well on paper and in practice adds a strategic beat to boss encounters against Johnny Lawrence, John Kreese, and Terry Silver across locations like Topanga Beach, West Valley High, and the All Valley Tournament. The pixel art is the unambiguous highlight. Character sprites are expressive, stage backdrops are detailed, and the overall look nails a 16-bit feel without being lazy about it. The chiptune soundtrack is competent but forgettable - most tracks won't stick with you past the loading screen. Storytelling is handled through static slideshow cutscenes that give you a cliffnotes version of the films, which is fine for a brawler but does little to build stakes. Enemy variety is thin in longer stages, with the same sprite clones filling the screen until it starts to feel like you're fighting sextuplets. After completing the story you unlock Boss Rush, Endless, Arcade, and minigame modes, which gives the package some replay legs, but only if you enjoyed the ride getting there. No online co-op is a real miss. The whole game is built for a living-room setup with controllers passed around, which limits the audience considerably on PC. If you've got three people on a couch who grew up with the films, the session is cheerful enough. Solo, the repetition sets in fast. Compared to where the beat 'em up genre is right now - Shredder's Revenge, Double Dragon Gaiden - Street Rumble is operating a tier below on combat responsiveness and stage design creativity. It is not a broken game, but it is an unambitious one that punts on the details that separate good brawlers from great ones. The IP deserved a tighter treatment. Fred, Scout Team

The Karate Kid: Street Rumble

The Karate Kid: Street Rumble

20 sept 2024Odaclick Game StudioGameMill Entertainment
GamerScout opina

A couch co-op beat 'em up that nails the Karate Kid aesthetic and fumbles the one thing that matters most: how it feels to actually hit someone.

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Mínimo histórico: €4.14

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I came in wanting to like this. Four-player local co-op, pixel art that actually respects the source material, twelve levels spanning the full original trilogy - on paper that pitch works. The problem is that Street Rumble's moment-to-moment combat is sloppy in a way that undercuts everything built around it. Controls have a noticeable delay between input and action, and the game demands positional precision it doesn't give you the tools to execute. You need to be standing in a specific spot to connect with enemies, but your character doesn't snap there reliably. In a genre where that feedback loop is everything, that friction is hard to look past. The roster is Daniel LaRusso, Mr. Miyagi, Ali Mills, and Kumiko - and they are not equal. Daniel is the obvious pick, with better aerial options and a more forgiving hit box. Ali and Kumiko feel like secondary choices padded in to support four-player sessions, not fully realized fighters. Each character levels up through stages, unlocking moves and stat bumps, which adds a light RPG layer that would mean more if the base combat felt punchy. The Focus meter mechanic is genuinely clever: it doubles as your special attack bar and as a damage shield, so you're constantly deciding whether to spend it offensively or bank it as insurance against incoming hits. That risk-reward reads well on paper and in practice adds a strategic beat to boss encounters against Johnny Lawrence, John Kreese, and Terry Silver across locations like Topanga Beach, West Valley High, and the All Valley Tournament. The pixel art is the unambiguous highlight. Character sprites are expressive, stage backdrops are detailed, and the overall look nails a 16-bit feel without being lazy about it. The chiptune soundtrack is competent but forgettable - most tracks won't stick with you past the loading screen. Storytelling is handled through static slideshow cutscenes that give you a cliffnotes version of the films, which is fine for a brawler but does little to build stakes. Enemy variety is thin in longer stages, with the same sprite clones filling the screen until it starts to feel like you're fighting sextuplets. After completing the story you unlock Boss Rush, Endless, Arcade, and minigame modes, which gives the package some replay legs, but only if you enjoyed the ride getting there. No online co-op is a real miss. The whole game is built for a living-room setup with controllers passed around, which limits the audience considerably on PC. If you've got three people on a couch who grew up with the films, the session is cheerful enough. Solo, the repetition sets in fast. Compared to where the beat 'em up genre is right now - Shredder's Revenge, Double Dragon Gaiden - Street Rumble is operating a tier below on combat responsiveness and stage design creativity. It is not a broken game, but it is an unambitious one that punts on the details that separate good brawlers from great ones. The IP deserved a tighter treatment.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayercooplocal-coopachievementscontroller-supporttier:sub-5Beat 'Em UpFocus Meter Mechanic4-Player Local Co-opCharacter LevelingBoss Rush ModePixel ArtCouch Co-opIP Tie-in

Requisitos del sistema

Mínimos

OS
Windows 10/11 (64-bit OS required)
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Radeon HD 6870, 1 GB / GeForce GTX 650 Ti, 1 GB
Processor
64-bit processor and operating system

Recomendados

OS
Windows 10/11 (64-bit OS required)
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
AMD Radeon™ RX 470 / NVIDIA® GeForce® GTX 1050 Ti
Processor
64-bit processor and operating system

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Información del juego

Desarrolladora
Odaclick Game Studio
Distribuidora
GameMill Entertainment
Fecha de lanzamiento
20 sept 2024

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¿En qué plataformas está disponible The Karate Kid: Street Rumble?

The Karate Kid: Street Rumble está disponible en PC, Xbox.

¿Cuándo se lanzó The Karate Kid: Street Rumble?

The Karate Kid: Street Rumble se lanzó el 20 de septiembre de 2024.

¿Quién desarrolló The Karate Kid: Street Rumble?

The Karate Kid: Street Rumble fue desarrollado por Odaclick Game Studio y publicado por GameMill Entertainment.