Rock the dragon, and the Gum-Gum Fruit, and …
There is so much potential for games based on anime. Most of it is wasted in favor of style over content, but occasionally a developer will amaze us.
Jump Force is not one of those projects that elevates itself above the framework of a fighter, but it is not only pure pomp.
Jump Force (PC, PS4 [reviewed on a PS4 Pro], Xbox One)
Developer: Spike Chunsoft
Publisher: Bandai Namco
Released: February 15, 2019
MSRP: $ 59.99
Here is the essence: you, a character and an innocent bystander in an attack against a big city Dragon Ball big bad Frieza, have got super powers to avert the attack. After you've customized your character, you'll join Jump Force & # 39 ;, an organization consisting of popular Shonen Jump characters (42 in total) and original Akira Toriyama creations.
Your avatar is based on three fighting schools: Dragon Ball (martial arts), A piece (pirate style) and Naruto (fast ninja movements). They all play in the three storyteams led by Goku, Luffy and Naruto. That is actually when you fly through the tame, energy-efficient storyline. If you expect an English copy, you are out of luck. I can not imagine that the nightmare is involved in the quarreling of votes for this, but please.
So yes, it is a predictable and good setup for what basically amounts to a framework for a fighter's battle. You will undertake a mission after mission, level your character in boundless and important ways and occasionally watch a video that moves the story. It is not as amazing or pompous as, say, the anime taste Asura & # 39; s Wrathand although many of the interactions are nice enough, Jump ForceThe real power lies in wait in his fighting system.
Spike Chunsoft is not as well known as studio's as Arc System Works when it comes to tactical combat mechanics, but they have been working for years on creating flashy bullies. The "rush system", which is basically a code for "auto-combo", makes it easier. You can quickly press a button to make some cool-looking attacks, with the power to hold the analog joystick up or down to hit enemies in the air or on the floor. If you hold down the attack button, a loaded smash is initiated and the same applies to the heavy attack button next to a special throw button. Monitor and circumvent work simultaneously with the same button (with movement input).
Standard fighter plane, yes, and although it looks like a button master at the level, playing online for just a few matches against skilled opponents will straighten you: there is finesse involved, no doubt about it. You can guard at the right time to perform a "high-speed dodge" to prevent you from panicking, and then punish a counterattack. There is also a chase technician with a super-dash that runs on a cooldown that you can use to get out of a combo (like a combo breaker, if you want).
Supers, who are always so enormously emphasized in anime games, help to differentiate the cast and add extra layers. Some of them are instantaneous, there are many varying, and a few have significant recharge time before they go off. Learning each and every one of them is the key to survival and makes almost every matchup fun to play. Saving that ultimate doll for an important punishment (and being aware that your opponent has one) is a reality that you will have to deal with. You can also "wake up" (read: go to Super Saiyan and turn on your statistics, which is a literal transformation for some characters) next to your final.
Where it all comes together, the vast number of different styles. Looking at the revolving Ryo Saeba, who is in fact a detective of the City Hunter manga, go up against Yugi Mutou, who conjures up cardmates, is hilarious. Skills that set up waiting walls and force enemies to change positions are also the key to guarantee this Jump Force is not just an everyday mash-fest. There is plenty of room to find a "head" that suits your personal playing style.
Your main modes on top of the campaign are offline and online (ranked and ungraded) brawls. Here characters that have not been taken over from story mode are unlocked, so you can fight with anyone (nice). Online was available to test and seems stable (even pre-launch matchmaking only took 10 seconds or less), but that can change. If this is the case, let us know.
While the actual gameplay is deep enough, the setup for each battle will be polarizing, depending on personal preference. Everyone has an idea of what fighting games should be, whether that is the tag team Wonder against Capcom style, all-in insane periods with multiple characters on the screen like Wu-Tang: Shaolin style (there is a reference for you), or strict heads-up 1v1s. Jump Force sort takes a bit of column A and column C and as a result has a slight identity crisis.
I watch Jump Force like a chill brawler, so I want to see everyone in the mix at once the same as how the previous all-stars hunter was J-Stars Victory Vs did it. This is a cross-adultery with countless colorful characters; let me see how they interact with each other. But Jump ForceAlthough technically a 3v3 affair, you only allow to fight with one character at a time. That is not inherently bad, mind, because I am a game for fighters of every variety, but all these parts share the same health bar. It makes some fights smaller than they really are, even with the occasional auxiliary force that pops into them.
I am also torn in the ultra-realistic style. I do have a weakness for cell-shaded images which is similar to a playable version of the anime. FighterZ is the perfect example of this, implementing tech from Guilty Gear Xrd to get the job done. But with so many different features spread over several decades here, this sharp focus on current generation character models is logical, even if they look a bit like certain cast members (Luffy looks like he has a bad day to go mad). On the other side of the engine, Gaara, master of sand, has some really handsome-looking abilities. The details of the particles, the bruises in the roughing and the torn clothing also provide much more exalted and emotional fights.
The other annoyance is the forced hub, which also functions as your menu. Once you have passed the first 30 minutes or so, you will see other players appear and it will not be so lonely, but to run to a counter to select a mode when a simple pause option would do is try. It is a bit interesting to witness player creations and clearly the big "social" push of all games from the end of 2010 plays a role. The idea is clear: you will see someone riding on a cloud or on a frog, go "cool I want that!" And keep playing. I get it. But the long loading times also play a role in the annoying presentation.
Like the Dissidia series, Jump Force is something I return to for random pieces of fun throughout the years. The core is good, it is simply let down by some strange design choices and an average campaign. This is an older fighter in an HD skin: if you want something more, look elsewhere.
[This review is based on a retail build of the game provided by the publisher.]
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Jump Force reviewed by Chris Carter
Something above average or simply harmless. Fans of the genre should enjoy it a little, but a number of people will remain unfulfilled.
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