![]() ![]() Challenge mode does the opposite, grinding individual matches into smaller pieces by forcing you to simply use a single attack numerous times, or perform one type of super to score X number of kills. The primary single-player mode is simply a bunch of arbitrary matches strung back-to-back, culminating in a boring boss fight. Brilliantly, not only is the consequence manageable, but it only happens once, careful not to overshadow the core gameplay.īut while the variance of characters and stages exist as the heart of the game, what surrounds them is an empty skeleton of modes, options, and unlockables. Stand on the wrong one and get hammered with a missile, spilling a small percentage of your earned AP to be nabbed by your fastest opponent, but not killing you. Stand on the right choice when the timer runs out and you’re fine. Suddenly, different areas of the arena become labeled with possible answers. For example, the host of Buzz! will sometimes appear and put a trivia question to the group. Stages rarely directly interfere with the action, and when they do, it’s never enough to drastically alter the course of a match. Levels wonderfully mix recognizable elements from different series, while deftly balancing interactivity with unmolested gameplay. Yes, characters like Spike are supposedly built with other advantages to balance that out, but often the scales just don’t seem to level out as evenly as intended. It’s easy to start feeling outgunned depending on whom you’re controlling when equivocal play can lead to, well, less than equivocal results. Compare that to the best super Ape Escape‘s Spike can muster, which simply auto kills his opponents once. Some characters, such as Dante and Evil Cole, transform into indestructible reapers at the third level, capable of decimating all opponents on the stage multiple times each before the move ends. While it’s true that there’s some balance to be found between a character’s AP generation and the strength of their victory-swaying supers, it’s generally not enough to outweigh the raw scoring power of those wielding the most devastating attacks. Supers are as roster-varied as general attacks, but as the only method to actually score, they wield far more influence over which characters find the most success. With enough AP, characters can unleash one of three tiers of “supers,” and the more AP spent, the stronger the move. There are no healthbars to be found, just the gain and loss of something called “AP,” a power currency that builds with each successful hit you’re able to land. As fun as the shooting, punching, throwing, and stabbing can be, none of it inflicts any damage. If you’ve played any other brawlers this all should feel pretty familiar – all, that is, but the game’s victory condition, which is likely to be the source of most contention among fighter fans used to a more traditional system. ![]() PlayStation All-Stars‘s sharp free-for-all action completely carries the experience with excellent pacing, balance, and the tactical opportunities it presents. Considering that the design priorities obviously fell to perfecting the experience of each individual character, it’s a wonder that most of the actual fighting feels so balanced and natural when these movesets collide. Uncharted‘s Drake has the ability to create and take cover behind a chest-high wall, while Kratos’ Blades of Chaos feel almost directly lifted from God of War. Every All-Star invited truly feels like they’ve traveled from their respective games to this one, with a unique feel, strategy, and moveset that’s loyal to their pedigree. ![]() He’ll be working on the game’s environments and general art direction going forward.It’s evident from even a brief playthrough of PlayStation All-Stars‘s roster that each combatant was designed with the source material in mind, not just modeled after someone’s generic idea for a fighter, then gussied up with a familiar skin. ![]() The team also has a new recruit in Weston Tracy, who is one of the original backers of Steel Assault, and also a freelance videogame artist. He decided to funnel some of this money into the game’s art budget, which meant that the previous 8-bit restrictions – chosen due to the lack of budget – weren’t necessary and something more ambitious could be achieved. The reason for the switch in art style is due to one of the creators doing a three month internship and earning double what the Kickstarter did in that time. The creators of the NES-style action platformer Steel Assault have revealed a change in the game’s art style, moving from an 8-bit NES-style to a richer, more Genesis-like style with greater depth.Īs the game was successfully Kickstarted at the beginning of 2015 for the original NES-style concept, refunds are being offered to anyone who doesn’t want to support the game with this new art style, otherwise all the previous rewards and promises remain intact. ![]()
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