Mayhem Brawler II and the Art of Doing Too Much (In the Best Way Possible)

One of the games I’ve been genuinely looking forward to is Mayhem Brawler II.
Not because the developer is Turkish.
Not because I happen to know the guy behind Hero Concept.
But simply because the original was pure, unapologetic, comic-book-infused arcade fun.

I’ve known Serkan Özay since way back. We were even in the same band once. Serkan was the lead guitarist of Battlorn, but honestly, he led more than just the solos. The band existed because of him. Was he the most talented musician? I can’t say. I’m not a musician myself. But he was, without question, the most driven, most motivated, most relentless force in the room.

While the rest of us were focused on recording a single track, Serkan was already mapping out a concept album trilogy. He had album art, T-shirt designs, and a slick-looking website, back when having a band website was practically science fiction.

So it’s no surprise that his love for video games, comic books, and heavy metal eventually fused into Mayhem Brawler.

As you’d expect from Serkan, Mayhem Brawler isn’t just a nostalgic side-scrolling beat-’em-up in the tradition of Final Fight, though that’s clearly the aesthetic it’s aiming for. No, it’s much more than that. Hero Concept didn’t just throw together a brawler with neon punches and synthy vibes. They built a world. One filled with meta-humans, superpowered cops, underground villain networks, and a rich in-universe history of superheroes.

The comic book inspiration isn’t just aesthetic; it’s structural.
Every level begins with its own comic book cover.
Each stage feels like a new issue, not just another beat-’em-up hallway.
Cutscenes unfold in classic panel layouts with speech bubbles and Silver Age flair.

Still not impressed?

Let me add this:
Mayhem Brawler has branching storylines.
Yes, in a side-scrolling beat-’em-up.
Every now and then, you’re given a choice between two “next issues” to continue your journey, giving the game replayability and narrative flexibility that most of its genre peers lack.

Is it perfect? No. But what is?

Maybe the feel of the combat isn’t quite as tight as genre titans.
Maybe the game throws a few too many status effects at you, some of which feel more at home in an RPG than an arcade brawler.
But those are details.

What matters is this: Mayhem Brawler is a damn fine beat-’em-up, and it deserved more recognition than it got.

Now, while other developers might play it safe with a sequel; scaling down, focusing on polish, tightening scope; Hero Concept is doing the opposite.

Mayhem Brawler II is aiming bigger.
Two timelines.
Twice the characters.
Twice the chaos.
More lore. More madness. More everything.

Is this the wisest business move for a small, underfunded indie team in Turkey, operating with limited access to global talent and resources?

Probably not.

But you know what? That’s exactly why I love it.

Call it gutsy. Call it reckless.
I call it defiant.
And I salute that kind of audacity.

There’s something deeply satisfying about playing a game made not for market trends or safe returns, but out of pure passion.
That’s exactly what Mayhem Brawler is.

And I can’t wait to get my hands on the sequel.


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