Between the dodge ability and the relatively limited sizes of the arenas, though, the combat never feels unbalanced in their favor. ASBR doesn’t limit the abilities characters should have access to based on their manga powers, either – gun-toting and other long-range focused characters will still be able to do massive damage from huge distances away. The fighting mechanics are top-notch as well, with every character’s moveset drawing from a fairly standard set of controller commands, so it’s relatively easy to jump from one character to the next. It’s an interesting complication that can turn the tide of battles rather quickly. This can range from a fallen chandelier in a mansion to a horse galloping its way around an arena – and while the main action all takes place along a 2D plane with players holding ‘away’ to block, a dodge button allows for lateral movement that shifts the plane of combat, opening up opportunities for strategic placement. The stages add interesting complications to matches, with each one offering a a way to use an environmental element to damage one’s opponent.Įvery map has an area of the ground marked with red, and if either fighter is knocked to the ground in that region, it sets off a timer that ends with significant damage being caused to anyone who happens to be in the area when the attack happens. Every battle also has mutators designed to mix things up, offering things like auto-refilling health and special bars, to better simulate the power imbalance between characters from the early and late periods of the manga, where things went from regular old monsters doing martial arts to cosmic battles between godly entities. This can lead to some intensely satisfying matches, such as seeing Dio Brando, Victorian Vampire, throw down against his future version DIO, the magical time-controlling monster who lets a silver and gold golem do his fighting for him. The battles themselves offer interesting twists on scenes from the manga, mixing and matching characters from throughout time periods and allowing characters who lived decades apart a chance to throw down. Rather than force the player to work their way through these fights in any kind of linear fashion, players are free to pick and choose the battles they want to sample, the only restriction being that they have to complete half of a map’s encounters before they can take on a ‘setpiece’ battle. Eschewing any kind of narrative retelling the comic’s plot, the game instead breaks up its main attraction – the titular All Star Battle Mode – into thirteen different maps, each one drawn from the story’s eight phases. How does a small talking dog fight a magic falcon? How does an animated doll fight a parapalegic gunslinger riding a horse? JoJo’s Bizarre Adventure: All-Star Battle R is all about answering those questions.Ī fighter that somehow manages to look exactly like its hand-drawn source material while featuring 3D characters in 3D environments, ASBR is clearly aimed at fans of the franchise. Where other battle-intensive manga and anime revolve around similarly sized characters battling one another with comparable abilities, Jojo goes absolutely nuts with its roster. ![]() There’s a major obstacle facing someone attempting to make a JoJo’s Bizarre Adventure fighting game, and that’s the profound strangeness referenced in the title. ![]() WTF 30% of the battle pairings in All-Star Mode LOW Being expected to defeat a vampire with a constantly-refilling health bar. HIGH Trampling enemies on horseback in a fighting game. I Have Travelled Across Time To Test Your Might
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