2D Beat 'em ups - From Double Dragon to River City, from Final Fight to Streets of Rage, from Golden Axe to Castle Crashers, from Shadows Over Mystara to Dragon's Crown, from fan-made to official.

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It's not great... the lack of any variety of aerial moves is a problem, most air attacks combo into themselves but not into anything else. Also if an enemy is even slightly below your plane your hits miss in a way I can't say I've ever seen for the genre.
Tried the Cosmic Invasion demo briefly: actually it's pretty great... the focus on taking enemies down in succession is a relief after so many games with gratuitous air combo systems that keep you floating around all the time.

I don't agree that attacks on 'lower' enemies miss; it's that the 'upper' range on your attacks is very generous. That kind of vertically asymmetric hitbox goes back to the old Capcom beatemups, the first ones to properly reward approaching enemies off-axis and basically making the entire genre really work for the first time. Like oh shit, they actually paid attention to how the mechanics of these games are supposed to work instead of copying the parry-fishing->juggle combo "disguised rhythm game" routine from every 3D game.

Spider-Man has an iframe dodge but it's not even a universal mechanic, huzzah. Not every character has a throw, but for the ones that do, they feel really good. People are going to say this is "dumbed down" compared to Shredder's Revenge but I think it's just less crufty. Fewer moves but more variety.

I'm sure Absolum is more technical but also just SO fucking gay and I feel like I might end up sitting down with this one first.

Oh my God, that bending over animation. Fuckers understood this particular assignment, that's for damn sure.
That aside it also does look a lot less shit in general than their previous Phantom game.
 
Tried the Cosmic Invasion demo briefly: actually it's pretty great... the focus on taking enemies down in succession is a relief after so many games with gratuitous air combo systems that keep you floating around all the time.

I don't agree that attacks on 'lower' enemies miss; it's that the 'upper' range on your attacks is very generous. That kind of vertically asymmetric hitbox goes back to the old Capcom beatemups, the first ones to properly reward approaching enemies off-axis and basically making the entire genre really work for the first time. Like oh shit, they actually paid attention to how the mechanics of these games are supposed to work instead of copying the parry-fishing->juggle combo "disguised rhythm game" routine from every 3D game.

Spider-Man has an iframe dodge but it's not even a universal mechanic, huzzah. Not every character has a throw, but for the ones that do, they feel really good. People are going to say this is "dumbed down" compared to Shredder's Revenge but I think it's just less crufty. Fewer moves but more variety.

I'm sure Absolum is more technical but also just SO fucking gay and I feel like I might end up sitting down with this one first.


That aside it also does look a lot less shit in general than their previous Phantom game.
The Phantom game was hyper disappointing.
 
50 runs in, Absolum is dope. The Story turned out surprisingly balanced and the combat just doesn't get boring so far. I recommend playing it in multiplayer, because it scales super hard and starts to almost feel like a MMO. I might write an in depth Review, because i love beat'em'ups and this shit is Cash.
The voice directing is still absolute, mega ass tho.
 
Toxic Crusaders got Silksong'd by Marvel Cosmic Invasion:
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