I don't know what you can say about this game that hasn't already been said. It's ugly as sin. Everything about it feels CHEAP. This game at launch had some BUSTED team comps and loops. Having 3 characters on your team is almost completely useless. You have to do a hard switch to character number 2 to even call character number 3 as an assist! WHY DO THIS?? There is no reason to switch out your playable character mid match anyway! They all share 1 HP bar! The grind of leveling up your character in single player is useless padding. The story is the most boring NOTHING BURGER I've ever seen.
But as an English speaking HunterXHunter fan, this is as good as it gets.
The combat is actually kind of fun! You had specials (tied to meter), a comeback factor, and an assist button. Landing your heavy/slower starters resulted in better combos. You could use assist attacks at the end of strings to add an additional string. You could call an assist right before doing a lengthy super, time freezes. As soon as the super animation finished, your assist was already out on the field, ready to continue the combo. (I think this was patched out LOL. still, really fun to pull off while it worked.) It felt good to guess correctly on if the opponent was going to evade and punish them for doing so. Stage transitions were cool!
It's a shame then that this game will be delisted from stores and become unplayable. I don't think it deserved a fate THAT bad.
But as an English speaking HunterXHunter fan, this is as good as it gets.
The combat is actually kind of fun! You had specials (tied to meter), a comeback factor, and an assist button. Landing your heavy/slower starters resulted in better combos. You could use assist attacks at the end of strings to add an additional string. You could call an assist right before doing a lengthy super, time freezes. As soon as the super animation finished, your assist was already out on the field, ready to continue the combo. (I think this was patched out LOL. still, really fun to pull off while it worked.) It felt good to guess correctly on if the opponent was going to evade and punish them for doing so. Stage transitions were cool!
It's a shame then that this game will be delisted from stores and become unplayable. I don't think it deserved a fate THAT bad.
The actual gameplay is really fun and the graphics are insane, but the story is really really shitty which is a shame as it really had so much potential and basically could have been anime avengers. Also there is no dub. So that kills tf out of it. And some of the characters selections for certain shows are trash. I think people are too hard on the title though as anime fighting games usually suck really bad and compared to the average one this one was decent. Loved detriot smashing everything in sight.
to disparage jump force is often blasphemy in fighting game circles. for many, this is the ur-fighting game, a dizzying concoction of tight and expressionist mechanics, gorgeous character models, and a dnb soundtrack that is absolutely fuego. it even has that little fundamental spice that all premier fighting games must aspire to possess: a disregard for balance. most modern titles would never dare nerf a character so significantly purely for thematic purposes, but then again, no modern title would ever think to include characters like ryo saiba or luffy.
still, what makes this game fascinating years on has little to do with any of its individual elements. fundamentally, it's the mood. it's a game that feels as though it was made on the verge of something great and unknown, and is one of those rare few titles i'll posit encapsulates a certain je ne sais quois, a snapshot of a particular zeitgeist heading into a new millennium. sure, you can point to the more overt references and stylings - strong anime influence, lobby theme, the incarnations of goku and deku in this game are maybe the rawest characters ever designed, kane and prometheus as an antagonistic force and its seemingly benevolent villain - but more importantly, it's a composite of characters who are just wandering, trying to find themselves in some instances or seeking mastery in others. there's no pressing tournament to attend to, and even the machinations of the literal venoms are vestigial, with its plotting mostly centered around biblical rivalry between tyrants. fighterz was originally just about a new generation - itself neatly characterized as 'of its time' - but jump force flips the script. rather than establishing new legends, this game is about characters unsure about what the future entails, about what their next move should be, about what it even means to continue fighting - they waver, they fail, they practice, they move on. even though these ideas are reflected in little moments (sanji refusing to fight women, frieza’s teleportation animation, your oc losing to prometheus but refusing to back down),even just aesthetically this theme is completely overpowering - its what imbues jump force with a kind of melancholic ambience, but also what fuels the players' determination to prove themselves.
even better, to this day, this is still the only fighting game that is aesthetically unique to itself. melee features worldly caricatures, third strike often feels like it lacks confidence or that it's missing something, street fighter 6 is nostalgic pageantry, and strive is a slipshod mess of meaningless platitudes with no direction. this is the closest fighting games as a whole has ever gotten to imbuing their games with unique stylings and SOULFULNESS; it's something that actually has character and personality comparable to a smash title. this, probably more than the joy of hitting a kamehameha, a detroit smash, or just getting in my opponent's head, is probably what keeps me coming back. Unite to Fight
still, what makes this game fascinating years on has little to do with any of its individual elements. fundamentally, it's the mood. it's a game that feels as though it was made on the verge of something great and unknown, and is one of those rare few titles i'll posit encapsulates a certain je ne sais quois, a snapshot of a particular zeitgeist heading into a new millennium. sure, you can point to the more overt references and stylings - strong anime influence, lobby theme, the incarnations of goku and deku in this game are maybe the rawest characters ever designed, kane and prometheus as an antagonistic force and its seemingly benevolent villain - but more importantly, it's a composite of characters who are just wandering, trying to find themselves in some instances or seeking mastery in others. there's no pressing tournament to attend to, and even the machinations of the literal venoms are vestigial, with its plotting mostly centered around biblical rivalry between tyrants. fighterz was originally just about a new generation - itself neatly characterized as 'of its time' - but jump force flips the script. rather than establishing new legends, this game is about characters unsure about what the future entails, about what their next move should be, about what it even means to continue fighting - they waver, they fail, they practice, they move on. even though these ideas are reflected in little moments (sanji refusing to fight women, frieza’s teleportation animation, your oc losing to prometheus but refusing to back down),even just aesthetically this theme is completely overpowering - its what imbues jump force with a kind of melancholic ambience, but also what fuels the players' determination to prove themselves.
even better, to this day, this is still the only fighting game that is aesthetically unique to itself. melee features worldly caricatures, third strike often feels like it lacks confidence or that it's missing something, street fighter 6 is nostalgic pageantry, and strive is a slipshod mess of meaningless platitudes with no direction. this is the closest fighting games as a whole has ever gotten to imbuing their games with unique stylings and SOULFULNESS; it's something that actually has character and personality comparable to a smash title. this, probably more than the joy of hitting a kamehameha, a detroit smash, or just getting in my opponent's head, is probably what keeps me coming back. Unite to Fight
It looks like a mess with a horrible mesh of different character aesthetics that don't look right together. It plays super janky and hard to tell what's happening half of the time. It's progression and hub systems are horribly empty and a slopg to navigate.
But boy howdy this game's fun as hell for being as trashy as it is. A great cheap afternoon killer to have a laugh at and have some fun with the more ludicrous moves and characters. Solid roster to boot!
But boy howdy this game's fun as hell for being as trashy as it is. A great cheap afternoon killer to have a laugh at and have some fun with the more ludicrous moves and characters. Solid roster to boot!
I'm one of the few players you'll meet who is actually content with this game, the only complaint I have for this game is the story, but luckily it's optional.
I loved the gameplay, and being able to play with my favorite characters from different anime. I have no problem with the fighting system, I actually liked it.
Playing the game later, after its day 1 release, and having no expectations for it coming in, is more than likely the main reason I'm not as critical of the game as others; liking somethings subjective, and I just have an unpopular opinion.
I loved the gameplay, and being able to play with my favorite characters from different anime. I have no problem with the fighting system, I actually liked it.
Playing the game later, after its day 1 release, and having no expectations for it coming in, is more than likely the main reason I'm not as critical of the game as others; liking somethings subjective, and I just have an unpopular opinion.