Tuesday, May 19, 2020

Superhero-X (PS4)

Well, what can I say? This game, Superhero-X, is ambitious. It's definitely indie. It most certainly feels like the foundation to something that could be better. For those of you who happened up on this review, and are wondering what the hell I'm blabbering on about it's all about a new 2.5D fighting game on the PS4. A 2.5D fighting game known as "Superhero-X". It is a bare bones concept style of experience that isn't anywhere near as polished as modern fighting games, but does present some interesting features that are unique to it. Coming in with the staple arcade mode, survival mode, missions, and training mode is a character customization that is somewhat decent. It allows you to create your own Superhero-X from the name to appearance, and allows you play as said character offline, or in couch co-op. Something that's been done to an extent in 3D fighting games, but not in 2D fighters. Unfortunately that plus side, is greatly overshadowed by the game's glaring issues.

In "Superhero-X" you get to create, and name a female or male fighting game character with which you'll play through the handful of given modes to unlock other customization options. Included in the customization menu is a fighting style option as well as other appearance, and functionality based options. The fighting style options include karate, ninjitsu, mma, capoiera, and something called omega. Accompanied by a power-up gimmick that features power projectile weapons/abilities such as elemental attacks, witchcraft,  guns, and eye lasers that tie-in with a limited use meter the combat options are kept varied to a slight degree beyond basic combat mechanics. At base level each fighting style has it's own move list with set combos that are intertwined with the controller theme. In the way of controls you've got a punch, kick, guard, dodge, and two combo buttons. Punch, and kick being your basic types of attacks, and guard and dodge being your defensive alternatives. Guard is your basic block while dodge moves the character into the foreground, and background to avoid attack. A function that can also be used to counter stun states. Overall, despite these seemingly involved mechanics, it's a masher's dream come true. Hammering the punch or kick button will deliver gatling combos in short order, and can be mixed and matched with the full auto-combo trigger buttons. Most of the fighting styles you'll be using do differ to an extent, but are limited by the attacks that can be done.

Beyond the fighting styles lies the character customization. You'll start off giving your male or female character a name (cuss words allowed), and follow-up the skin color and texture. Once these options are selected you'll go into the power-up options which include everything from a shot gun to witchcraft, and more. As previously stated. Mostly they are all some sort of projectile meter attack. From there you'll select the character cosmetics. Everything from accessories to tops, and bottoms. The selection isn't as robust as you might hope, but what is offered is decently done. Ranging from cultural fashion to modern fashion, and even comical apparel you'll find plenty to mix up, and make your character stand out from the rest. As with the skin color you'll be able to pick a color for most every cosmetic. When finished you can save your custom character to a save slot, and take them for a spin in the handful of modes that are available.

Modes of play in "Superhero-X" include Arcade, Survival, and Mission. Arcade mode is your routine several match playthrough where mastering the given mechanics will help you win. Matches in Arcade require three won rounds to complete. In each round you start off with a full health bar, and a power meter with which to use the power-up you picked during the character creation. This meter refills automatically after each round, but not during. In survival mode you'll find single round matches with the same mechanics in mind. Each win in survival ups the number of consecutive wins that you've won. Lastly, in mission mode you've got ten missions against characters that have power-ups that are initially locked. If you win against them you unlock the power-ups. It's similar to the unlocks in arcade which unlocks the omega fighting style. For those of you into couch co-op there is also a versus mode. That, and a training mode which will allow you access to the moves list so that you can practice the combos.

Now for the bad news ...

This game is completely broken, and highly exploitable. The main gripe I have is with how pressing punch or kick will magnetize your character to the opposing character. This makes recovery, and punishment all the more difficult for those at the receiving end of such an attack. In fact character movement feels so loose that perfecting anything is practically impossible. It makes the game into a back and forth bitch slapping contest wherein whoever lands the first hit gains a serious advantage. Add in the lack of combo indicators, decent recovery options, and proper input timing, and it's not all that great. At best it is a foundation for an experience that could be molded into something better. In it's current state though it misses the mark in so many ways it's not even recommendable. That having been said I had a hell of a laugh playing it, and while that comedic value wasn't intended it at least amounted to something worthwhile.

The verdict ...

I have to give props to the developer for at least trying. This game is more than just shovelware. As far as I can tell. There is definitely some thought put into the game's features, and mechanics. The problem though is that this game does not feel finished. It feels like the starting blocks of something bigger. Looking back I did like the idea of character customization options in a 2D fighter, and the power-up plus combo gameplay. Perhaps if it were built upon, and changed a little it could be something good. Maybe drop all the auto-combo stuff, add in special attack inputs, and proper combo setups then it might be more impressive. Slice of life things like combo counts definitely need to be added in as well. Most of all the character movement needs to be sorted out. The character homing/magnetism, and the sluggish/loose animations need fixing really bad. With all things considered I cannot recommend this game. Maybe in the future with some added attention the game might become the next big fighting game experience.



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