Combate Monero is one of those games that came completely out of left field. A surprise release that even I didn't expect. It is a fully fledged fighting game from the Mexican comic book multiverse. A developer's own take on MvC games with all the trimmings to boot. I can say without a doubt that I have never seen or played a fighting game like this, nor any comic books so culturally diverse. Making Combate Monero a first of hopefully many more ambitious releases by Oribe Ware Games.
With a roster of 29 distinctly diverse characters all hailing from their own comic books, and publications this four button fighter known as "Combate Monero" does a hell of a lot in it's attempt to impress. It is a hodge podge mash-up of culturally relevant Mexican icons, super heroes & heroines, as well as characters created from Mexican mythology. Each coming complete with fully realized move sets that will give AAA fighters a run for their money. From a bird shooting female toon with a bad attitude, to a horny wolf lady, and even an archangel we get a cast that makes you want to try them all out. They are constructed of glossy 3D models that are decently made for the price asked, and are nicely animated for such an indie budget. Even the stages, and static art makes this game pop like something out of an art gallery.
In addition to the robust roster comes colorful palette swaps, stories via arcade mode, move sets, and auto-combos. The game's mechanics are easy to pick up on, and the inputs for specials simple enough to pull off though very different according to which character you choose. In addition to specials there's an unblockable charge attack, a throw/counter throw, air blocking, dashing, and EX specials dependent on a multi-level gauge. Think Darkstalkers when it comes to gauge usage.
While characters are mostly unique by design and function you can tell through their designs that the developer was inspired by some older more well known fighting games. There's hints of 'Marvel vs Capcom', 'BlazBlue', 'KOF', and others in the mix. This is competently managed, and put together in such a way that isn't a half-effort. You can clearly see the passion for fighting games in this creative take on the genre. I think the only thing holding it back from earning that AAA retail pricing is the budget, and the limitations of the development crew. I think given enough money, talent, and resources the elite of the fighting game community would be singing it's praises. That said, where it falls apart it does so brutally. The AI or CPU opponents in Arcade mode and Versus are full-on mashers. Mindlessly mashing out attacks forcing the human player to play more defensively. It can be frustrating to playthrough an Arcade run doing it as intended. That coupled with framerate issues makes for some less than precision gameplay.
For those of you interested in character driven content there is a story inclusive Arcade mode that takes in account each characters run in with the Goddess Demeter, and her quarrel with the Succubus Erycitina (?). It is a multiverse affair where all the comic book heroes and heroines were drawn in for the same reason. That reason being to help Demeter defeat her world destroying adversary. Each arcade playthrough consists of a story intro, intermission, and outro dependent upon the character played and their reaction to the situation. You get in a few basic battles before a metallic mid-boss then finally a two-stage final boss.
In the way of match mechanics each character/player has a two stage life bar. Think 'Injustice'. Each bar depleted counts as a round won. The catch is that when the first bar of the opposing player is cleared the remaining bar of the winning player does not refill. Only the downed player refills to full. This leads to a sort of tug-of-war kind of battle. Alongside the health bar there exists a color coded gauge with which players can spend sections of it to pull of EX specials or unblockable attacks. The gauge itself is built up by performing base attacks, or specials. Speaking of which the four button layout includes a light & heavy punch as well as a light & heavy kick. Combing them in specific ways will result in a throw or an unblockable armored burst attack, respectively. Additionally combining buttons will play into the performing of specials, and EX specials. Resulting in different or more powerful attacks. The control layout in regards to all of this is not mappable, but does allow for single button EX specials via the two back shoulder buttons. Also worth mentioning is the auto-combo that can be done by spamming "SQUARE".
Outside of Arcade there exists a local Versus mode in which Player vs Player, Player vs CPU, and CPU vs CPU are made possible. It is here where the game truly shines as it is not burdened by the AI/CPU issues, specifically in Player vs Player matches. The rule set is the same, and the first player to win two rounds wins the match. After that you can choose to rematch, choose a new character, or quit to the main menu.
For those of you wondering about Practice mode Combate Monero has that too. It is a bare bones version of Practice though, and only gives you access to a training dummy/character and your move list. While this is a basic Practice mode it is still good for coming up with combos. Extras other than that are included in the Kiosk menu where historical context is given for each character, and their origins. Be it the creator, the artist, their back story, or art images of the very comic books the roster of characters hailed from. A bonus that made this game all the more worthwhile, in my opinion.
The Verdict ...
You know I'm going to give it to you straight right? I am. This game has a lot going for it being as crudely made as it is. It is a shining example of game making know how, and passion for a genre. It brings something unique, and ambitious to the marketplace. For a price very fitting of what it is you actually get. I went in not expecting the best of experiences, but I ended up way more impressed than I thought I'd be. Having seen PSN Store player ratings of 2 out of 5 stars misled me into initially assuming this might be shovelware, and it's not. The work and effort was obviously put in best to the developer's ability. It's why I believe given the resources, and talent going forward this studio could make their mark in fighting game history. I honestly hope they do, because not only will it inspire other cultures across the globe to brave the genre, but also prove that even low budget indie studios can go big when it comes to game development.
I know the game is flawed, and it has it's issues, but I still think it's worth supporting. I for once, in God knows when, actually had fun playing through a fighting game and learning about each and every character. It's something I've not experienced in a long time, and for that this game gets my seal of approval. I wish the developer success so that their vision might one day be the shining gem the FGC needs.
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