Reviews from

in the past


One of the main reason I gave this title a try in the first place was, as many oter people, the inclusion of Jin Saotome in the Marvel VS Capcom series, a character that can be considered as the "Captain Falcon of Capcom" for his bombastice personality and incredible fighting game moveset.

One can expect his moveset in the versus series to reflect the one from his own game, and... that is not actually the case. But that doesn't mean that Cyberbots is a title to sleep on.

It's for sure one of the most unique CAPCOM fighting games: a title where the choice of the characters doesn't really matter to the match (Choosing Jin over others like Mary or Santana will only impact the story mode you will witness). Instead you get to choose on over 12 different mechas, that creates a unique approach for a battle: you mech makes the combat slower and clunkier compared to Street Fighter or Darkstalkers, but the over the top actions and surprisingly deep system, where damaging specific parts of a mech can block you from using specific moves) is really fascinating.

Also I always loved the character designs of Cyberbots: they are over the top weirdos based on series like Gundam, Yatterman, and Jojo, that create a rusty artstyle and tone that I find really enduring.

Probably not the most important title in Capcom's catalogue, but for sure one that I feel deserves more recognition. At least I hope Capcom will bring back these characters in future crossover games (PLEASE???)

Gracias Lince por enseñarme este juego, que si bien no lo toco mucho, se me hace divertido cuando jugamos todos, y me gustan un chingo los diseños de los Mechas.

This is one of the most unique fighting games from the 90s that Capcom has made, not having the traditional 6-button schemes, and the differences between fighting styles do not come from the characters themselves, but rather from the mechs themselves.
The game also has more of an emphasis on story, but it's hard to determine what's canon or not, especially with the lack of a sequel.
Still, it was a fun time!

I'll always be mad at myself for not getting good at this game because it is the coolest shit ever made

something about big robots destroying shit and/or each other will eternally and thoroughly entertain my caveman brain


Cyberbots is a game I want to love so badly; it's got a great concept, excellent character designs, good music and a level of destructive dopamine that I can always get behind. However, it's held back by a simple-to-a-fault control scheme, excessively clunky movement and horrifically difficult AI during the arcade mode run. I may come back to it someday (I've only beat it once using Jin/Brodia) but for right now, Cyberbots remains as an interesting relic of fighting games' past that unfortunately has not aged as gracefully as it's contemporaries from the same time period. Would be down for a proper sequel someday though.

(played through Capcom Fighting Collection on Switch)

I miss the era where games weren’t too ambitious or costly for their own good so you could get cool experiments like this with clear passion put into them. Finishing an opponent on round two for a “TARGET DESTROYED” is awesome

A bizarre balance between customization and complexity that baffles me.

Some mechs feel way too busted, but otherwise, and incredibly fun and tight fighting game. It deviates from Capcoms standard control scheme, but if anything that aids it, making it feel a little more cohesive. The artstyle is also gorgeous and by far the main selling point.
Different mechs have different abilities and movesets, but for the most part if you've played half the cast, you've experienced all possible moves.

Capcom ignorou esse jogo pra fazer mais Megamid

BLODIAAAAAAAAA PUUUUUUUUUUUNNNNMCHHHH
BLOOOOOOOOOOOOOODIIIIIIIAAAAAAAA VUUUUUUUUUUULLLLLLCAAAAAAAAANNN

Cyberbots: Fullmetal Madness is interesting. It's quite unique from the other fighting games of the time, mechanically and aesthetically. I had never heard of it before the Capcom Fighting Collection came out, but I was instantly intrigued by it because I love cool robots. However, when I finally got my hands on it, I sort of came away feeling unimpressed. After beating the game with every pilot and mech, I can finally put into words why that is.

Gameplay:
Cyberbots is a fighting game where you duke it out with giant mechs. There's a lot of mechs to choose from with their own arm parts, leg parts, and secondary weapons. The kinds of attacks you can perform can get pretty interesting because of this. That's kind of where my compliments for the gameplay end though. Cyberbots is simple to a fault. There's two attack buttons, a button for your secondary weapon, and a boost button. The presence of only two real attacks buttons feels extremely limiting. You can get a lot out of those two buttons, but it makes things get boring in the long run. This is definitely not a game you want to play right after a round of Street Fighter or Darkstalkers. As for the other abilities, the boost makes for a nice way to close the gap between you and your opponent, and it can even sometimes combo into attacks. The secondary weapon on the other hand can be seriously, and quite literally, hit or miss. The weapons range from very useful, like the missile launcher, to painfully worthless, like the little gun that shoots tiny projectiles. Aiming the weapons is difficult too, as the directions they go in can feel random at times. Everytime I think I start to understand the weapons, I send a rocket right into the floor. All of this combines to make a gameplay experience that just isn't that great. Getting through arcade mode can feel like a real slog, and I find myself getting bored by the fourth or fifth match. It doesn't help that the CPU is absolutely ruthless when it comes to blocking attacks. The latter matches in the arcade mode can feel downright miserable.

Story and Characters:
Though I found the gameplay to be less than stellar, there was one thing that kept me going, and it was the story. Before you pick your mech, you can pick from six pilots. Your pilot has no real effect on gameplay, but it does determine the story you'll be playing through. Each storyline contains a series of battles, at first motivated by each characters own goals but eventually building up to a battle against a superweapon in space. Though each story isn't too different, I still found myself being intrigued by them, as every battle has its own mini cutscene inbetween. Every character also has their own ending with unique illustrations. It can sort of feel like you're playing a movie at times (emphasis on "sort of" as it's nothing actually that crazy). I came away from this game really liking the pilots, and that says a lot for a group of characters you spend most of your time seeing in the corner of your screen. The worldbuilding also deserves a mention as there's quite a lot of it throughout the game.

Sound and Visuals:
Though I can't remember any tracks off the top of my head, I remember the music being pretty cool. It reminded me a lot of Mega Man X (no idea if it was the same composer or not... I should probably look that up). As for the sound design, I'd say it's good overall. My only big issue is that sounds of successful hits and sounds of hits being blocked could be a bit unclear. The end-of-round announcements also got grating fast, though that could just be a me problem.

The visuals are half the reason I wanted to write this review, as I have some interesting feelings about them. Overall, they're pretty darn good. The character designs are super awesome with my favorites being Gwaine's and Santana's. The backgrounds are amazingly dynamic. I really loved the stages that took place in more familiar environments, as they put tbe scale of the mechs into perspective. The other stages, like the ones taking place in space, didn't wow me nearly as much, but they're still solid. As for the mechs themselves, I have mixed opinions. On one hand, they are wonderfully detailed with awesome variety and neat animations. On the other, I don't really feel like they make for good fighting game characters. Clarity is important in character design, especially in fighting games, and these mechs just don't have that. Details can easily get lost in shuffle, and it can be legitimately hard at times to tell what state the mechs are in at a glance. That combined with the sometimes busy backgrounds can turn this game into a sensory overload.

Conclusion:
Despite its ups and downs, I'd say that Cyberbots is worth checking out. It's an okay fighting game at the end of the day. Its uniqueness alone makes it worth playing for at least a little while. Sadly, its lack of complexity means a lack of staying power, and I doubt I'll be returning to it now that I've seen all it has to offer.

Este juego es como Evangelion

The idea of a fighting game with mechs is something that sounds really awesome and this game is exactly that
it’s kinda janky at times and some of the bosses can be a little BS (COUGH DEVILOTTES OCTOPUS MECH LIKES TO BLOCK A LOT COUGH) but it’s still a pretty fun game also for newcomers it doesn’t matter which characters you choose it’s more about the mech than who you choose as a pilot.