With the rise of home gaming consoles, the arcade scene has been in steady decline. While this shift hasn’t heavily impacted all genres—like fighting games—others have felt it more acutely. Among these is the beat ’em up, or 2D brawler genre. Games like Final Fight were once arcade staples but have since been overlooked by publishers like Capcom. Another fan-favorite series, Streets of Rage (also known as Bare Knuckle), enjoyed its time in the spotlight on home consoles but hasn’t seen a new release since its third installment. It seemed as if this beloved genre was all but dead—that is, until one independent developer decided otherwise.
Enter Sebastián García, the solo developer behind the indie hit Fight’N Rage. Released on Steam in September 2017, Fight’N Rage has captivated both old-school fans and newer players, bringing new life to a genre that seemed to be a thing of the past. It’s rare to see a high-quality 2D brawler released today, and Fight’N Rage is exactly that—a true gem. We reached out to Sebastián García to learn more about his motivations and were lucky enough to get an exclusive interview with him.
Keith Mitchell: What was your motivation for putting out a beat ’em up title?
Sebastián: I love to play classic fighting games and I enjoy beat’em ups too. I simply wanted to mix the best features of each genre in a single game.
Keith Mitchell: There are bits and pieces from a wide selection of old-school titles in Fight’N Rage. Were there any specific games that influenced you more than others?
Sebastián: For gameplay, Capcom’s classic beat ’em ups were my main source of inspiration. Titles like Final Fight, Cadillacs and Dinosaurs, and Alien vs. Predator were big influences. I also took some cues from Streets of Rage 2, especially for enemy behavior. I think SoR2 is one of the best games ever made in that regard. Aesthetically, the game is primarily inspired by Mighty Final Fight, with some elements drawn from the NES game Teenage Mutant Ninja Turtles 3 as well.
Keith Mitchell: There have been discussions about the game’s art style. Some people love it, while others aren’t fans. What led to your decision to go with this style?
Sebastián: I assume you’re referring to the technique rather than the style itself. Pixel art is a technique, not a style—but I know some people simply don’t like pixel art graphics nowadays. That’s fine; you can’t expect everyone to like it. I’m not too concerned about it, as most people enjoy the style I chose. The main reason I went with it? I just like it.
Keith Mitchell: We have to ask since we’ve seen the feedback—why were the female characters in the game designed the way they are? Specifically, why are they so “top-heavy”?
Sebastián: Mostly because I like it. I also think it looks pretty cute on chibi-styled characters.
Keith Mitchell: Are there any plans to port Fight’N Rage to consoles, or will it stay PC-only?
Sebastián: I hope I can do it in the future. If I have the opportunity, I’ll definitely make it happen.
Keith Mitchell: How has the reception been since release? Are you happy with the results?
Sebastián: The reviews on Steam have been amazing. I’ve seen a lot of people sharing how much they’ve enjoyed the game. Some players have even reached out directly to share their excitement. One person built a custom arcade cabinet and brought it to Retro Barcelona, which was a dream come true for me—I always dreamed of seeing a Fight’N Rage arcade cabinet. I love keeping up with news about the game and seeing players discover new combos or learn how to play with specific characters. It’s really exciting.
Keith Mitchell: As a solo developer, how challenging was it to get the game off the ground? How long was Fight’N Rage in development, and what obstacles did you face along the way?
Sebastián: Steam has been a great platform—it makes all the “shopping issues” very easy for developers. As for the game itself, it took me three and a half years to develop. If I were to list every hurdle, I’d be writing for days! Although I’ve been making games for the last 20 years, Fight’N Rage was my first major project, and it was a completely different experience from my previous work. It was difficult but also challenging and rewarding.
Keith Mitchell: Can we expect any extra content or a follow-up to Fight’N Rage?
Sebastián: I do have plans to work on the game a bit more… so we’ll see what happens!
Thank you for giving me a chance to interview you, Sebastián. It was a lot of fun and I’m still enjoying the game. Since you stated we could see more content for Fight’N Rage, I’ll definitely be watching for it.
For everyone else, if you’re on the fence about giving Fight’N Rage a go, be sure to check out our review of the title here.