Let’s kick this off by being as reductive as possible, before we get into the nitty-gritty fighting game mechanics. Invisible VS is , if Goku hitting Vegeta with a Silver Dragon Flash made his head explode. You’re getting𒉰 all of FighterZ's awesome tag-team mechanics - the character-swapping combos, the supers, the explosive scene transitions - with all of the iconic heroes, villains, and brutality of Invincible. Sold yet? I am, but to be fair, they had me at… Invincible.

Iওnvincible Is Getting A "Tournament-Quality" Tag-Fighter, And The Story Mode Is Even Written 🍷By The TV Show Team
Invincible's first console game is a 3v3 tag fighter th♋at's inspired by Dragon Ball FighterZ.
I’m not even that big of a fighting game guy, but tag fighters will always have a special place in my heart thanks to 168澳洲幸运5开奖网:Marvel vs. Capcom - a game responsible for at least three broken Dreamcast controllers in my house growing up. The last MvC came out eight years ago, and unfortunately, there just aren’t that many tag fi🌃ghters around these days (at least not yet). Quarter Up, Skybound’s first in-house studio, recognized that gap in the fighting game market and decided to go all-in with the incredibly ambitious Invincible V𒐪S. If you’re an Invincible fan, a competitive fighting game player, or you just really like seeing people get turned into a steaming pile of blood and guts, this is one you should definitely keep an eye on.
Fighting Game Veterans Return To Make Mark Punch His Dad Really, Really Hard
Quarter Up was founded by key members of Double Helix Ga🥃mes, the team behind Microsoft’s excellent rebooted 2013 Killer Instinct for the Xbox One. Honestly, outside of NetherRealm, I can’t think of a team better equipped to marry the over-the-top violence of Invincible with highly competitive fighting systems. There’s a careful line Invincible VS needs to walk between fan service and authenticity to the show’s universe, and deep, complex mechanics that will keep the hardcore fighting game community engaged for years to come, and I think it pulls that off masterfully.
We’ll start with the fan service. First of all, the game looks like Invincible. The way it translates 2D animation into 3D models and environments is pretty remarkable, almost to the point where it's easy to forget what the show actually looks like, and sub-in the game’s art style in your mind. The expressiveness of the characters, the performances, the move sets - everything looks and feels authentically Invincible. This was a big priority for Quarter Up, which is why it tapped the creative team behind the animated series to craft the game’s single-player story. Even the title is meant to help elevate this game beyond being yet another IP tie-in project. It’s not Invincible: Defenders of Earth. It’s Invincible VS. It’s not an Invincible game, it’s the Invincible game.
Quarter Up wasn’t ready to confirm whether or not the original voice cast is in the game, but if it's using sound-alikes, they sound damn alike.
Of course, hyper-violence is part of Invincible’s DNA, and Invincible VS leans into that aspect hard. If you’ve seen the trailer, which opens with a guy sitting in traffic getting bifurcated (that’s a fancy word for cut in ♍half), then you already know Invincible VS isn’t holding back. One of my favorite aspects is that there isn’t just one fatality move like Mortal Kombat. Once an opponent’s health is low enough, almost any super you use is going to tear their head clean off, or make all of their vital organs explode, or melt their flesh from their bones, or… you get the point. While playing as Bulletproof, I did an aerial dash super on a low health opponent and what would normally be a strong knockback instead sent Bulletproof flying straigꦰht through their body, leaving nothing behind but a stinking wet mess A-Train style.
I’m lying, th𝕴at’s not what I did to someone, t🙈hat’s what someone did to ME.
Not a🅺 lot of games capture the impact of fist-meets-face the way this one does, but you can’t have an Invincible game without it. Every haymaker and ground pound leaves behind the evidence of the strike on both the chara🌠cters and the environment. Connecting fists send out a shockwave that can collapse buildings. Slamming an enemy on the ground causes the concrete to buckle and crack. Throughout a fight, you’ll see that damage accumulates in their costumes and in the blood covering their faces - both their own blood and their opponent’s.
Pushing All The Right Buttons
All of that spectacle wouldn’t amount to much without strong mechanics to back it up, but unsurprisingly, the Killer Instinct team is perfectly capable of putting their money where their mouth-full-of-shattered-teeth is. There’s an exceptional balance of approachability and complexity here that has become mandatory in this era of too many fighting g🐼ames - and in parti🐭cular for one with a loyal fanbase who may not be fighting game experts.
If that’s you, don’t worry, you’re still going to get all of the bloody carnagꦫe you’re looking for. Even if all you do is mash the light attack, you’ll still automatically combo into flashy supers FighterZ style that will make it look like you know what you’re doing. As a filthy casual, that’s somet💛hing I really appreciate.
There is so much you can do once you learn the basics, which isn’t very hard thanks to a pretty intuitive control scheme. You’ve got light, medium, and heavy attacks, which is simple enough, as well as a button for team assists and swapping characters, and a boost button that spends your boost meter to modify all of your moves in various ways. Almost any attack you boost will make something amazing happen. This is 𓄧how you perform those supers that make other people explode, and, if you build up your super meter enough, how you perform cinematic, showstopping ultimate attacks.
It’s great when you pull off these awesome combos - not so great when you’re the recipient. Thankfully, VS has a pretty elegant way of preventing people from performing infinite combos that make you feel like you’re stuck watching a movie about how much you suck. There is a combo meter that builds with every consecutive hit, and when it's full, your combo will end, allowing your opponent to fight back or escape from your torment. You can reduce the meter by swapping characters, 🎐so in order to extend your combos as long as p꧋ossible, you have to learn how to weave your teammates in and out of the fight. It’s a clever way to encourage more skillful and stylish play while preventing people from outright brutalizing other players.
Between the boost meter, the super meter, the combo meter, and cooldown that activate whenever you swap characters (so you can’t instantly swap the same teammate in and out), Invincible VS is a game all about careful resource management. That includes your health bar, which will usually have some amount of recoverable health you can restore by temporarily benching a character. To be the best you’ll have no choice but to build a well-rounded team and learn how all three of them work together. This means mastering different 🉐fighting styles, from Atom Eve’s long-range caster style, to Invincible’s rushdown approach, to Bulletproof’s tricky switch up techniques that keep opponents on their toes (until you inevitably separate their toes from their feet).
I only saw three of Invincible VS’s eight levels and four of its many characters, so there’s still a lot to dig into later on. My first impressions as an Invincible fan and fighting game tourist are overwhelmingly positive, though. It’s clear that it is a game made in-house at Skybound, designed to be true to the show while giving tag fighting fans the experience they deserve. The phrase “tournament quality” was used frequently during the preview, and the devs freely spoke about what it will be like when the game is at EVO, not if. It will be interesting to see how Arc’s just-announced Marvel Tokon: Fighting Souls measure up, because it feels like we’re about to go from no tag fighting games to having two amazing tag fighting games. The little MvC fan i🐠n me is so hap꧙py, he might just go smash a Dreamcast controller just for old times’ sake.