Fallen City Brawl Review – Because Throwing A Snowmobile At A Ninja Is An Absolute Riot
Where the only negotiation is a Molotov to a punk's face.
I’m sorry, but if my character wields an oversized chain, can throw Molotovs almost on demand, and goes by the name Iron Jackson, the other characters in Fallen City Brawl aren’t getting any screen time. Hell, even without the chain, Molotovs, and that Johnny Cage energy, being able to pick up a snowmobile with one arm and lob it at a ninja is next-level stuff.
If you aren’t getting it yet: I really love Eastasiasoft’s latest beat ’em up. It’s gushing with 80s movie vibes. Here’s the pitch: A gang named Ignition Gear, led by a former black-ops merc, has taken over Fallen City. Only one team opposes them, led by Sgt. Clay, an ex-SWAT member framed for a crime he didn’t commit. It’s so UnMetal, it’s comical.
But don’t reach for the ‘x’ on this website; retire to your sofa and read one of those shredded tree things we call books. Also, don’t go out on the streets looking for violence when you can have this bad boy in the comfort of your palms without a single bruise or pulled muscle.
The Setup: Framed Cops and Black-Ops Mercenaries
Fallen City Brawl is unadulterated, mind-numbing, knuckle-dragging side-scrolling button-mashing channelling Final Fight, Streets of Rage, 99 Vidas, and pretty much any other title from the genre. It’s not there to make you think, negotiate, or absorb the narrative. You’re supposed to fight, go through the motions, and for that, I’m content.

From a selection of four playable characters, you stomp through seven stages in Fallen City Brawl, beating anything that gets in your way, slapping a boss about, and then moving on to the next one. Some objects are destructible, but don’t expect revolutionary interaction – it’s all about the fighting.
Button Mashing with Attitude
As mentioned, Iron Jackson wields a chain, but each character is relatively adept at using their fists and feet to do damage, though it’s to little effect. Outside of the noticeably cool visuals, it becomes clear early on that some of the scruffiest grunts take quite a beating before you can move on, and basic attacks don’t really do much.
On the flip side, this gives a bit more value to Fallen City Brawl as you can spend more time actually playing. The caveat? You take quite a bit of damage, the hit points are a little off, and there are limited continues. You can, of course, bring a friend into the mix in co-op, but there are only two difficulty levels.
To counter those weak attacks, there are several weapons to pick up, like sledgehammers, katanas, or in the very opening stage, a bloody motorbike. Each character also has their own special move. Iron Jackson’s are the Molotovs (which are actually limited, but I didn’t feel compelled to keep spamming them), Natasha throws an oversized spanner, and so on.

Weapons, Specials, and The Ultimate Riot
But the real curveball is the riot system, which serves as the ultimate move. Points naturally mean rewards, and with Fallen City Brawl, you earn gems that fill the ultimate’s gauge. Initial ones will spin around like a daft Shinobi copy and do a bit of damage; the next stage deals moderate damage with lots of special FX, and the last will summon someone – or something – to support you.
Honestly, it’s quite cool and great for crowd control, but it does spoil the challenge a little. That said, some casual players might like the option as you can waste quite a few lives taking hits from bosses who’ll counter every third hit you make. There are no infinite continues, though you can drop into a stage you’ve already attempted.
The specials split opinion; they may either add to the experience or ruin it for you, but the basic combat is absolutely fine. Side-scrolling games were never really about complex combos. Who wants to play Killer Instinct while fighting on top of a bus? As a fan of Final Fight and Contra, this is what I expect, and I very much enjoyed the core gameplay.
Is There Life After the Credits?
And… you finished it with your favourite character… now what? You can play it again, obviously, perhaps with a friend in co-op, or simply to experiment with another character. They feel quite cliché, as you’d expect, with your token speedsters who take more damage, your all-rounders, and so on.
There’s a tutorial, but that’s not there as an extra. You can unlock new skins, which are strictly colour palettes, so don’t go expecting anyone to fight in a chicken suit. Aside from leaderboards, that’s all there is to it. However, unlike something like Blades & Battles – a game I did enjoy – I’m more likely to come back to this now and again, both solo and in co-op.
The Final Verdict: Amiga Nostalgia Meets Modern Mayhem
Sure, it’s not scanline-enabled arcade perfection and looks something more at home on the Amiga, but perhaps that’s why I like Fallen City Brawl – how it unites an arcade pick-up-and-play environment whilst flexing a little charm along the way. More so when you can throw a Molotov at a punk’s face.
Fallen City Brawl won't make you think, but it will make you smile. A knuckle-dragging love letter to arcade brawlers that knows exactly what it is.
Pros
- Iconic 80s movie vibes dripping with charm
- Riot system offers satisfying crowd control
- Solid local co-op for chaotic fun
Cons
- Basic attacks feel weak and repetitive
- Hit points and difficulty balance are off
- Limited post-game content
No Comment! Be the first one.