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Invincible Vs is not the game fans of the series have been waiting for

While this three-versus-three tag fighting game has appeal for genre veterans, newbies are going to get ripped in half, Guardians of the Globe-style.

Invincible Vs is not the game fans of the series have been waiting for

Thanks to its popular TV series, Robert Kirkman’s Invincible has broken containment, rightfully winning over superhero fans with iconic moments that breathe life into a familiar premise. So when it was announced that we would be getting Invincible Vs, a fighting game helmed by many of those who worked on 2013’s beloved Killer Instinct reboot, there was quite a bit of buzz from existing fans of the show and dedicated fightstick enjoyers. Then the Beta test happened, and it wasn’t pretty. Casual players got beaten on worse than Mark at the end of season one, leading to a somewhat hilarious to spectate (but very annoying to be on the receiving end of) epidemic of rage quits. Many seasoned players had fun, but still took issue with some of its core mechanics and oddly tuned movesets.

Even with this bumpy introduction, there was optimism that the full game would do a better job catering to both groups, with an unrevealed single-player story mode that could help neophytes get their feet wet, along with a day-one patch to address hardcore players’ gripes. This isn’t what happened. While the full version of Invincible Vs has a certain lopsided charm for fellow genre devotees who know what “236[B]>632146C” means, there’s almost nothing here for those who aren’t willing to risk getting crushed by Omni-Man in online matchmaking.

The biggest issue for more casual fans is that the game’s single-player mode is an utter disappointment. Split between 24 minutes of stylish but emotionally empty fight scenes and thirty-ish minutes of boilerplate scraps against AI, the Story Mode lasts about as long as a single episode of the show, except not nearly as interesting. It may look a lot better than the often poorly animated TV series, but it lacks the human drama that makes it work, landing like a YouTube montage of battle scenes devoid of context. The odd choice to end this seeming one-off with a cliffhanger certainly doesn’t help. For those uninterested in battling other humans, the only other thing to do is play through a similarly lackluster Arcade mode, which offers less storytelling than many cabinet-only fighting games from 30 years ago. Despite being perfectly set up to deliver on the narrative focus Mortal Kombat (2011) brought to the genre, Invincible Vs completely misses the mark.

Invincible Vs fighting game

As for the more niche crowd that’s into the nitty-gritty of these types of games, they’ll find a solid three-versus-three tag fighter deeply inspired by Marvel Vs. Capcom’s unhinged mayhem. Degeneracy isn’t just encouraged, it’s borderline required if you don’t want to get clobbered into meat chunks: Rapidly advancing special moves that chain into overhead assists, eight-way airdashes that lead to tricky mix-ups, and the ability to combo from basically every move make this into a high-power-level slug fest. It can be very empowering when everything’s going in your favor, and at its best, many of these characters have unique options that lead to novel playstyles. Atom Eve is a Storm-adjacent zoner with tricky aerial approaches thanks to her flight mode. Rex Splode propels himself through the skies with explosives, setting up bombardments that are as annoying as his in-universe counterpart. There may be a few too many flying Viltrumites in their fasc-y all-white attire, but at least each plays relatively differently.

In general, the flow of a match will be familiar to tag fighter players—you can freely change between your three characters mid-fight, there are snapbacks to forcibly switch out your opponents’ characters, etc.—but one of the biggest differentiators is how combos are fairly interactive. In most fighting games, especially modern ones focused on eight billion hit sequences, getting comboed means watching your opponent pummel you for probably too long with little to no interaction besides praying that your foe’s screws up. Invincible Vs differs in that combos are relatively short by default, but can be extended with something called Active Tag, where you call in another character to extend this string. However, every time you do this, the defender has a chance to respond, and if they time a Counter Tag properly, they’ll break out of the combo. It gets more complicated because the attacker can mix up the timing of their Active Tags or perform a Feint to bait out Counter Tag attempts. It’s a cool idea that works when both players are locked in, setting up mind games and tricky sequences, like when an opponent suddenly Active Tags from a random stray projectile.

At the same time, Active Tagging also gets at Invincible Vs’ core identity crisis. While Quarter Up wants this to be a beginner-friendly game aimed at new players, its core systems and priorities are clearly geared toward the more hardcore. Since you can combo from nearly everything and Active Tag any move, you can easily chain together devastating sequences if your foe doesn’t understand how to break out of them, leading to touch of death sequences that are probably to blame for many of the rage quits seen online. There are concessions for new players, like simplified inputs that avoid the “complexity” of quarter-circle forward motions, and you can mash light attack to get an automatic combo with every character, but the reality is that these streamlined qualities also make it easier for experienced players to apply their fundamental skills and thrash newbies. Simplified inputs don’t mean much without a deeper understanding of strategy, and the bare-bones tutorialization here doesn’t help. This wouldn’t be a problem if the game gave newcomers things to do outside of online play, but it doesn’t. Those interested in learning the genre and able to deal with early setbacks will definitely find this more approachable than something like Marvel Vs. Capcom 2, but they’re still going to get demolished for a bit until they learn from wikis and YouTube tutorials.

While none of these issues matter much for those who’ve already taken their lumps, the game doesn’t fully work as a dedicated competitive experience at the moment either, because for every three or four cool ideas, there’s at least one bad one. Some characters have incredibly difficult-to-deal-with moves, like the zoner Ella Mental, who can set up persistent floating rock hazards that don’t go away even if their opponent is hammering away at their guard. Armored moves feel very overtuned, and many rapidly approaching special moves are safe on block, leading to riskless pressure. A lot of these attacks are hard to read due to the game’s wonky animation work, with these lackluster visuals robbing these strikes of any impact.

Then there’s the game’s single worst feature: the sudden-death system. If the timer runs out, you go into a final brawl where both players are reduced to a single character with a depleting health bar. What makes this so bad is that if one player has three characters left (because they are beating their opponent) and the other has one, the person who was winning loses most of their advantage. This is made worse by how often Sudden Death can trigger between skilled opponents who are using movement options and Counter Tags well (or when one player is hiding behind Ella Mental’s stone hazard). It’s easy to imagine many of these competitive issues being fixed—the studio behind the game has already promised day one adjustments from the recent Beta—but judged as is, there’s a good bit of work before this feels like a game top-level players will take seriously. Let’s hope it gets there, because it doesn’t have much going for it otherwise.


Invincible Vs. was developed by Quarter Up and published by Skybound Games. Our review is based on the PC version. It is also available for the PlayStation 5 and Xbox Series X/S.

 
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