Another solid beatemup. They find a lot of ways to make the mech design scheme feel powerful while mixing things up with interchangeable parts and gameplay shifts. This was the first Capcom brawler where I never felt like the experience was dragging or running out of steam: It felt like it executed on everything it wanted to do evenly across its length.

I think they could've done more with the 'feel' of the mechs, though. Something about the acceleration-based movement and damage values undermines the weight and impact of action. I think it would've been cool if enemies had more healthbars visually but technically the same amount of HP, so it really sells just how much each hit is tearing through opposition. When the healthbars move at the same intervals as on-foot brawlers, it kinda undermines the 'raw' factor. Dumb nitpick, but I'd do that in their shoes.

Reviewed on Nov 14, 2022


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