So uhhhhhh
Game looks as pretty as MM8.
A "bit" more challenging than 8.
Good weapons as well as some neat new robot master designs barring Tengu and Astro man.
Bolt upgrades are pretty cool.
Bass is pretty fun to play as.

And ummmm.....
Some bad level design choices. Especially as Mega Man and a little as Bass.
Generous checkpoints? Hahaha.... Surely you jest!
The King Plane from King Stage 2 is the worst thing ever. Punching the platforms out of existence is one thing, but don't try to blind me while already punishing me.

So..... I guess if you were disappointed at MM8's difficulty, this game will scratch your itch I guess. I found it okay at best, horrid at momentary worst.

Man.... there really aren't a lot of pure Karate fight sims. Much less ones based off of the full-contact stuff. I'm guessing the devs (well.... dev) thought the same and decided to make one.

Compared to much more well known indie titles with less niche audiences, everything looks and sounds cheap. Badly drawn portraits, the sprite for the playable character is an edit (badly edited) sprite of Ryo's KoFXIII sprite, pretty rough looking fighting animations as well. There were also some minor bugs. While in the forklift job, the next set of boxes straight up not spawn 5 seconds in sometimes.

Surprisingly enough(and thankfully), the combat is the most stable part of the game. Nothing all too complex but I found it satisfying. It simulates Kyokushin 1 v 1 fighting which I can describe as two karate dudes beating each other (while REALLY close) until one gives out or gets a good kick to the head. It has tournaments with no-face punch rules and other tournaments that gets rid of that rule.
There are RPG elements which to be honest, I hardly noticed in other aspects other than how hard I hit.

Sadly, there's only one mode being the story. I don't want to rag on things too much for a project of this scale, but I think multiplayer would've been cool for something like this. Not online, but local is enough (again, small scale project.) The training minigames are alright for the purpose they serve, however I wish there were more than ONE job minigame.

Man. I really do like the mentality of "if someone won't make more of this, I will" and does it despite the lack of skills for the polish. Cheap or not, I think the game is cool regardless and is an accurate enough kyokushin sim. It may be trash but it's trash I cherish.

https://cdn.discordapp.com/attachments/240996817708253184/887540385088409622/20210914220027_1.jpg

Stop me if you heard this one before for a 3d Sonic game: Interesting idea but the execution falls flat.

It's weird. I don't have a problem the way teams work in stages. I don't even mind how combat works for the most part. I think the game does a good job using all 3 formations in this lil beat em up platformer. And it's pretty fast paced like a Sonic game should. Plus it's stage to stage with Special Stages to get emeralds. Like they took the classic formula (in terms of progression) with a twist. Hell, the stages themselves look more inline with classic Sonic than either Adventure game.

The problem lies in I feel.... in everything like the ground controls, stage length and just overall unstable jank. The controls feel very slippery especially in the Speed formation. It's so hard to keep in one direction when you so much as tilt your analog stick in the upper left or right, you go careening off to the sides. They don't appear every time but I also got deaths due to programming jank like not holding forward when going through a loop or ramp then falling off a pit. In Bullet Station, when I got to that part where I get shot though the cannon, I bounced off one of the rails in the flying formation to the very right. The pinball levels are just bad.
Stages in general take too long later on. 5 minutes was already stretching it but then they reach 10 and in Team Chaotix's missions, more than 20 if you get lost in the later missions. Team Rose has the perfect length for this type of gameplay.

Eh. I think it can be okay at best when you're playing as one team. Play with all 4, It gets draining.

If you want a beat em up with over-the-top action, at blisteringly erratic speeds, rewarding combat once mastered and loads and LOADS of machismo..... Fuck it. Urban Reign, God Hand and Spike Out: Final Edition will do you fine. I'll even throw Yakuza 2 in there. That game can grow hairs from underneath the dual layered disc.

But if you pine for panty shots from women ages 16-25, J-rock with some SoundCloud mumbles mixed in there accompanied with combat with the complexity of your average Simple Series title (with characters just as complex), run, don't walk..... to a Sex therapist cuz that's the least punishing place I could think of for its core audience.

For real, it's a dumb lil brawler that's unapologetically pervy but loads of characters to play as and encourages replayablity. Not that I'd go back to any previous "missions" personally but I'm sure someone will. And hopefully that same someone refers to my piece of advice on paragraph 2 if they have the symptoms listed.

Stop letting Yoshinori Ono touch fighting games.

Stop letting Yoshinori Ono touch fighting games

Pretty cool for a smaller scale fighter. Would've preferred to not have a Gougi system so I hope there's some Another Dash update on non-switch consoles (probably not a realistic wish but let one wish.) Man, are the devs really dead set on supporting it. More ports and rollback netcode added. All after a couple of years with a dedicated cult fanbase. Tempted to add a half star for that alone.

Decent VF clone. Has decent training mode, A.i. training, fun combat albiet with a couple of whatever quirks.

Sadly it's japanese-only which makes going through the menu a pain at times but saddest of all, you cannot play as the developers like the first game as far as I know.

Cool game. Beyond meh story. Final boss can suck it.
No joke, the final boss is the biggest reason why I took... let's say, a 5 year long break from this game.

Otherwise, really fun arcade-y experience that doesn't overstay its welcome.

Vices, madness, passion, hate
Thirst for power and being
Diversion thru oppression
Starts an intense reaction

Trying to say something
You can burn yourself
This game has no rules
No mercy, no compassion

There's only school to enter
And only a language to learn
Nobody can escape
From the laws of scourge

Hunted by all the curses
Our destiny is to join this war
Awaiting our friend, mrs. death
To stitch their last uniform

Fight for what you believe to be right
You just wish and you get (it)
You'll see my friend
We'll gonna win in the end!

You must learn these laws
Or you better kill yourself!!!

Learn how to use your enemies
To manipulate the dolls
To discover who your friends are
And learn how to kill of the false

Kino's final showdown.

It's weird. It looks the same, sounds the same (aside from the music) but lots of mechanical changes as well as ones relating to character inputs make it feel like a different game. Like it's VF6 without actually being VF6. Not saying it's a bad thing but it's something I just realized recently.

MTE (Multiple Throw Escapes) are removed as well as VF5 vanilla's Throw Clash. Throw Escapes in general has been made easier as well as combos. Evading has had tweaks and jumping is finally not so awkward to do (Guard+Up for a regular jump).

I'd say some of those are legitimate improvements. But outside of the core gameplay, the game kind of reeks of cheap downloadable title. Less single player content meaning no quest mode replaced with simple trials which is something I guess. Cool thing is you can change sound tracks to previous games and revisions.

Costume customization is pretty cool as well. Not the deepest but you can still make the character unrecognizable.

All in all, great base game, meh single player stuff. I really hope they improve those things around next time! :)

It's Final Showdown. I would've given it 4 or 5 stars if it wasn't more barebones than Final Showdown on ps3 and still a farcry from VF4Evo.

Weird character models, weird lighting, features like replays gone and lobbies are awkward as fuck to get around now. Features that were in previous VFs are now dlc. Inconsistent netcode, inconsistent netcode, inconsistent netcode and inconsistent netcode.

Fine for people who never played the games before and it's nice to get SOME rerelease but other fighting game series had better means of returning to the spotlight.

*Edit: It's nice they added a search functions for rooms but wake me up when they added Type S costumes and Hyper Fighting mode.

Good base gameplay but man, did they ever feel like padding stuff out.

I don't mind the boat stuff too much but a lot of things are just.... there. Not just there but there to make the game longer like getting items to upgrade the water jet (but you gotta cycle through the other vehicles and grind for them to get the water jet's max upgrades) all to beat some asshole named Johnny to get to the final boss.
A shame too because I enjoy some levels and (all) bosses more than the original Rush.

Overall, I like one half. The other I don't outright hate but could've done a better job to not stretch the game out.

Ever know a series where ALL of its sequels are remakes? I'll wait. (Not a dare. Just genuinely curious)

Nice remaster of a relatively niche beat em up that's already good remake.
Graphics are touched up and game-feel is about the same as the SNES game with added moves, projectile moves from the original arcade game and two completely new characters. It's an overall nice side-scroller.

Not big on the grinding and levels are pretty flat but the bosses are pretty cool.