A Fight'N Rage post-mortem. The story behind the first Uruguayan game to be published on a home console
This is the story of how Uruguayan developer Sebastian Garcia started developing games and ended up launching his first commercial game, Fight'N Rage. A title considered by many critics and players as one of the best beat'em ups of the last 20 years.
Back in 2017, Uruguayan developer Sebastian Garcia was about to press the publish button on the Steam developer console for his latest (and very much unknown to the public) game project, Fight'N Rage (FNR). What we do know now, about two years after, is that Sebastian (a.k.a. Seba), can afford to plan his next project without any financial pressure. But curiously, that financial pressure was the trigger that made him strive to create the best possible game in his favorite genre. He had the strong conviction that he could make a living out of his own craft.
Fight’N Rage (2017)
Behind many indie successes, even if they are modest ones, there is sometimes a bit of a myth, the feeling that they could be easy to replicate, that is why, for reality check reasons, it is worth to know more about the process and the story behind a project and its creator. So here starts the story behind the crafting of 90s retro-styled beat'em up Fight'N Rage.
The emotional side of developing a 90s styled beat em up in the 2010s
Seba developed Fight'N Rage because of sentimental reasons, making it was an end in itself, after that came the financial reasons, as he said, “if it had been only for the money, I would have dedicated myself to something else. Coincidentally, I did this the best I could, and it turned out to be profitable. My intention was to make games... and my responsibility was to make money. I could have mixed it, but I could have earned money by giving up game development too, who knows...”.
The uniqueness of Fight'N Rage
There are genres considered classics that are almost forgotten by the big public, this is the case of the beat'em up. However, its influences can be seen in more recent titles both 2D ( Scott Pilgrim vs The World or Castle Crashers) and 3D (the PS2 classic God Hand, or the Batman Arkham, Devil May Cry and Dynasty Warriors sagas). Fight’N Rage, has been considered by critics and press as one of the greatest modern exponents of the beat'em up since its launch, at the end of 2017. The greatest innovation in Fight’N Rage could be considered to be the lack of innovation itself, as its creator said, “as a developer, I tried to gather the characteristics of the best games of the genre that were launched during the 80s and 90s, integrated and implemented them in the most elegant way that I could possible make”.
The replayability is considerable, due to the multiple paths that allow access to a lot of content and unlockable game modes. It is also worth to remark that the player has total control on the character most of the time during the game, the massive fights against enemies which have their own combat styles, where combos, parries, special movements and white weapons provide a high variety and dynamism.
Along diverse levels full of details, each character will be able to do combos of dozens of hits and the players need to study their technique from the first moment, since there is no progression (this is the evolution of the player's own ability in the game). In addition, each movement has a unique and irreplaceable utility.
On the narrative layer, Seba wanted to make the player feel as immersed and participant as possible in the plot and universe of the game, to achieve this, the story line is developed only in the places where the player is present, and can change depending on which character is in each situation.
The gameplay
Seba chose to develop a beat'em up because he has always been a big fan of the genre, as well as of fighting games; in Fight'N Rage he went for a mix of both. “The goal was to offer the experience that I usually enjoy in video games, I like when the player has to constantly evaluate what is the best decision to take… while considering risks and rewards based on his own skills”, he says.