Shoryuken review: Mortal Kombat 11: Aftermath is an exceptional expansion and provides an epic finale to an already incredible story

NetherRealm leaves you wondering, “How could they possibly top this?”

Mortal Kombat 11 completed its Kombat Pass with the release of Spawn back in March, leaving players wondering what would be next for the title. More characters were to be expected but few could have guessed all that would soon be coming to the game in little over two months from its latest character release.

On May 26, NetherRealm Studios released Mortal Kombat 11: Aftermath. This new expansion brings five additional story chapters that conclude the title’s narrative, three new characters, three to be released skin packs, and a host of free updates. All in all, there is plenty to experience for current players and those looking to pick up MK11 for the first time.

The story is engaging and keeps you mashing buttons to keep the plot going, the additional characters are unique and bring variety to the roster in both gameplay and design, and the free updates provide welcome quality of life improvements to an already stellar game.

Mortal Kombat 11 Aftermath Logo

(Major spoilers for Mortal Kombat 11 and light spoilers for Mortal Kombat 11: Aftermath expansion throughout)

“The Sands of Time are now yours to shape…”

At the end of Mortal Kombat 11‘s story mode, Liu Kang is infused with the powers of Raiden, becoming the god of Thunder and Fire and effectively, the new protector of Earthrealm. After an intense (and slightly obnoxious) final fight with Kronika, you are given one of two endings.

If you win twice in a row without losing a round, you are given the “Good Ending” bringing Liu Kang and Kitana together to forge a new timeline and watch over the realms for eons to come. If you lose just once to Kronika’s time-manipulating trickery, you receive the “Bad Ending”. While not inherently bad in and of itself, Liu Kang is tasked with rebuilding the timeline with the help of a now mortal Raiden who will aid the new god as long as he lives with his now natural lifespan.

Mortal Kombat 11: Aftermath continues where the “Bad Ending” left off, with Liu Kang starting to mend the Sands of Time and the sudden appearance of three unlikely companions. Shang Tsung, Fujin, and Nightwolf warn Liu Kang that Kronika’s crown is necessary to properly utilize the Sands of Time. Unfortunately, Liu Kang destroyed the crown whenever he defeated and crystalized Kronika.

Mortal Kombat 11 Aftermath Shang Tsung Resize

The solution? Send the trio back in time to retrieve the crown to give to Liu Kang and Raiden of the past and aid in their victory. Sounds simple right? Well, when you have to put your trust in the longtime antagonist, Shang Tsung, the adventure that unfolds is anything but straightforward.

Without spoiling too much of what occurs after the introduction, I can say that the story presented in Aftermath is top-notch. Aside from a few too many, “How can you trust Shang Tsung”s, (which to be honest, how could you trust Shang Tsung?) I enjoyed nearly everything about this new story. It takes some unexpected turns, then some expected ones, and wraps up with an epic one on one battle that lets you choose the fate of the Mortal Kombat universe.

Centering your story around time travel is a tricky business, but this expansion handles it well. The expansion’s story, while shorter in length than the original campaign, has less baggage to worry about. It focuses on a smaller cast of characters with more interesting interactions than, “Whoa is that me but older?” or “I thought I beat you already, but I guess that was the other you.”

My favorite interaction was between Fujin and Jax where the two bond after Fujin explains his motivation for fighting. It is a wonderfully voiced and animated moment that shows a game that’s all about insanely over the top violence, can be grounded and mature if it’s allowed to be.

Mortal Kombat 11 Aftermath Fujin Speaking to Jax

There are some really shocking moments in the story that I definitely was not expecting. It has been a long time since I ever stood up during a video game in excitement and sat back in surprise. The stakes have never been higher and with every battle, you can see how the consequences can affect the realms. The last two chapters will have you wondering, “How in the world are the heroes going to make it out of this?” and up until the very end, you won’t really know for sure.

The gameplay presented in the story mode is pretty basic but there are a couple of instances where players can use assists in battle, similar to certain challenges found in the Towers of Time. This is done whenever a moment arises where there aren’t enough opponent characters to match the number of protagonists. Whoever’s chapter it is for the story becomes playable, while the sidelined character becomes an assist tied to the right stick.

Luckily I was playing with a controller during these battles because that function would have been useless if I was on my arcade stick or Hitbox. Fights don’t demand that you use the assist function, but it’s an odd ability that a portion of players won’t be able to use if they are playing on anything but a standard controller.

Mortal Kombat 11 Aftermath Story Screenshot Main Cast

The difficulty seems to have been brought down quite a bit from the original story mode, especially when it comes to the final boss fights which are a breeze when compared to the battle with Kronika. Granted I played on Normal, I was expecting at least enough challenge to keep things interesting. I might have also just gotten better at the game throughout my playthrough, so that’s definitely a factor. For those just wanting to experience the story, definitely stick with normal, but for gameplay, I might recommend kicking it up a notch.

The soundtrack gets the point across but I can’t pinpoint any individual track that felt like it elevated the experience. That’s an issue that has been consistent among the past few Mortal Kombat titles along with the Injustice series and movies in general in this day and age. It is a shame though, especially since Mortal Kombat came from such jamming beginnings. Hopefully, the next game is a bit more dynamic with its score.

All in all, Aftermath‘s story is a wild ride and a welcome finale to the epic saga presented by the last three titles. NetherRealm continues to maintain its title for presenting the strongest cinematic stories in the genre. Aftermath‘s ending brings promises of an entirely new direction for the series, one I will welcome whenever it’s ready.

A Queen, a God, and a RoboCop

MK11_Aftermath_SheevaRobocopFujin

Mortal Kombat 11: Aftermath brings three new characters to the roster, providing dynamic toolkits and variety to an already impressive cast. Instead of having to wait half a year for three fighters, Aftermath grants all three at the time of purchase. This is insane when you think about the current development cycle for fighting games where you might get a new character every two or three months. This brings back memories of whenever a new edition of a game was released with balances and a batch of fighters to keep things fresh from the arcade days and even last generation. Each character has something unique to offer and is definitely worth checking out.

Sheeva is as versatile as she is powerful, using her four arms for brutal grabs, throws, and strikes. While she doesn’t have a ton of ranged options, her overall toolkit and dash speed makes up for it. She can slam the ground to trip up her opponents and can leap into the air outside of view and crush her enemies beneath her feet. Her neutral attacks are especially strong and create great openings for chaining into devastating combos. There are only a few pure powerhouses in the roster, so Sheeva is definitely a great choice.

Fujin is my character of choice from the Aftermath expansion and combines quick strikes with ranged air attacks. True to character, Fujin brings together the world of magic and mortals with both elemental and weapon-based moves. He is also incredibly mobile with attacks that can take him across the screen in a flurry of kicks or a great tornado. On top of creating distance with wind blasts or krossbow shots, Fujin can also bring opponents closer to him with a gust of air that allows for great combo opportunities.

RoboCop has been given a ton of love, as is tradition with guest characters, especially in the customization department with tons of interesting skins and kosmetics. His toolkit focuses on zoning and has a couple of throwbacks to Sektor and Cyrax with his wrist-mounted flamethrower and bomb attacks. He even has a skin that is similar to the cyborg-ninjas as well. That being said he has enough going for him to make him feel like his own character overall with a ton of powerful ranged and close attacks. It is incredible to have the original actor, Peter Weller, return to voice the character. Some of RoboCop’s kosmetics retain Weller’s likeness as well, which is a really cool touch.

Free update brings new stages, stage fatalities, Friendships, and armor break moves

Mortal Kombat 11 Aftermath Retro

Even players who don’t purchase the DLC will be granted additional features and content just for owning the game. All players are given four new stages, stage fatalities, Friendships. and armor break moves.

Retrocade is definitely the most unique out of the stages added and, quite frankly, out of all of the stages in general. Players fight in front of a backdrop that projects different retro stages from Mortal Kombat, Mortal Kombat II, and Ultimate Mortal Kombat 3. The backdrop changes each time someone interacts with the projectors and the music changes every round. The other stages included are definitely cool and more stages are always appreciated, but Retrocade takes the cake.

Stage fatalities are gruesome and a nice addition, giving more options for a truly dramatic finish. Friendships are unique for every character and a lot of fun. Hopefully, these can be used in tournaments since fatalities are too gruesome for most broadcasts to make things a bit more fun than ending with a jab.

The most important gameplay aspect of the update is the inclusion of armor break moves. These moves are able to break through any of your opponent’s attacks that add a degree of armor, including breakaways and Krushing Blows. Armor break moves aren’t new moves on their own, but an added attribute to normal and special moves that already exist.

This new addition completely changes the way that the game is played. Before this update, there was a lot of discourse about the power given to the comeback mechanics, giving too much to those who were on the ropes. The new armor break attacks add an extra level of risk to performing a breakaway and Krushing Blow, leaving players to think twice before using them. While this isn’t a one and done fix to balance the comeback mechanics in the game, it is a step in the right direction to reward those going on the offense.

Conclusion:

Mortal Kombat 11: Aftermath is a fun and unexpected expansion to a game already teeming with content. Some may argue that the asking price of $39.99 for the packaged DLC is too high, and while everyone has their own perception of value, for everything you get with the add-on, it is more than worthy of its price tag.

The production quality of the cinematics is second to none in the genre and stands above many games this generation. The costs to develop the five additional chapters contained within Aftermath, nearly half the story found in the original, is bound to be massive. Factoring in the cost of each individual character and costume pack at $5.99 each brings the price to $36 on their own, making the cost of the additional story just $4 without adjusting potential savings made by bundling.

Understandably, those who already purchased the game might feel a put off in regards to the asking price, especially since they supported the game from the beginning. This pricing is necessary to bring in new players with a complete offering at a more reasonable $59.99 and to recoup costs of development. The creatives that worked on this expansion deserve the recognition for their work and if you want more story content included in your fighting games, Aftermath needs to be supported.

MKA_Sheeva_Robocop Resize

Some folks don’t care for story modes and want to get straight to the competitive multiplayer, and that’s fine. You can purchase Sheeva, Fujin, and RoboCop separately for $5.99 each, but you won’t get any of the bundled skin packs and you’d have to pay for the whole expansion if you ever decided to enhance your singleplayer experience since the story isn’t available a la carte.

While it can be easy to see this as the end of Mortal Kombat 11‘s journey, Aftermath feels more like a second stride as opposed to a sendoff. I wouldn’t be surprised if more characters were added to the game in a more traditional Kombat Pack 2 that could see support into the next-generation of consoles with the potential for cross-gen play.

If this does end up being the end of the road for Mortal Kombat 11, it was a heck of a run and I can’t wait to see what’s coming next from NetherRealm Studios, whether it is another Mortal Kombat, Injustice, or something entirely new.

Mortal Kombat 11: Aftermath is available now on PlayStation 4, Xbox One, Nintendo Switch, PC, and Stadia.


Warner Bros. Games provided Shoryuken with a review copy of Mortal Kombat 11: Aftermath Kollection for PlayStation 4.


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Windjammers 2 Demo, A Parsec Tourney, raises money for Black Girls CODE with Panda Global matching donations up to $500 on June 20 at noon EDT

Playing together no matter how far apart for a good cause

Esports team, Panda Global announced a Windjammers 2 tournament using the game’s recently released demo to raise donations benefitting Black Girls CODE, an organization that provides opportunities for young girls in the digital space.

Anyone can enter the tournament as long as they have the Windjammers 2 demo on Steam, Discord, and the remote access software, Parsec. For those who aren’t aware, Parsec allows players from anywhere around the world to play together on the same computer with low latency and up to 60 FPS, making it perfect for a tournament like this.

The community rallied together to put this tournament together as soon as the Windjammers 2 demo released on Tuesday, hoping to make an impact before the Demo period ends next Monday, June 22nd. It will be interesting to see how Parsec handles the tournament. If successful, it sounds like a great solution for more events in the future.

Paperspace, Parsec, and Panda Global are all sponsoring the event, with Panda Global pledging to match charity donations up to $500. Windjammers 2 developer, DotEmu, is supporting the tournament as well with giveaways for Top 3.

Those interested in participating in the tournament can register at Challonge. It is free to enter but remember, spots are limited to 64 players total, so be sure to act fast! If you just looking to watch the event and support through donations, tune in to Panda Global’s Twitch stream at noon on June 20 and donate on the tournament page!

Source: Panda Global

Snag Samurai Shodown NeoGeo Collection for free at the Epic Game Store June 11-18

Coming to other platforms in late July for not-free

Announced last April, Samurai Shodown NeoGeo Collection has finally launched on the Epic Games Store and is free of charge for the next week.

The collection consists of the first five Samurai Shodown titles along with Samurai Shodown V: Special and the never before released Samurai Shodown V – Perfect. Every title is playable with online functionality bringing both Ranked and Online matches with an option for challenging your friends one-on-one as well.

While compiling all of these impactful titles in one handy collection is in itself an impressive and appreciated feat, it wouldn’t be dubbed the “Ultimate” collection if there wasn’t a wealth of additional content included as well.

The collection is home to an extraordinarily comprehensive Museum mode that features histories, art, recorded interviews, music, behind-the-scenes content, and even pro match videos, all for each game included in the collection! Boasting more “over 2,000 precious development documents and images”, you have more than your fair share of content to appreciate and learn from.

While the game is currently only available on the Epic Games Store, it will be available on Steam later this month on June 18th. PlayStation 4 and Nintendo Switch owners can expect the game digitally on July 28 with packaged versions releasing later on this summer. The game retails for $39.99.

Unfortunately, Xbox fans who got into Samurai Shodown through the latest entry are left out for this collection. That being said, there are ports of previous titles available on the Microsoft Store.

If you’re on PC, go and grab the collection while it is free and get into the action. While you wait for it to download or arrive on your platform of choice, check out the trailer for Samurai Shodown NeoGeo Collection below!

Source: SNK Global

Your voices are being heard! Keep the feedback coming!

Know that every comment on every post has been read and taken to heart.

Hello there, everyone! I wanted to thank you all for the awesome feedback you have given us over the past couple of weeks! I also wanted to let you know that we’ve seen the conversations you are all having with one another on social media and within the Feedback Hub.

Every response is valuable and we appreciate you all for taking the time to let us know how much Shoryuken means to you and how you would like to see the site grow to better accommodate your passions.

The conversation isn’t over yet! Please check in on the Feedback Hub now and again to see the new ideas that have been added. The more often you leave feedback the stronger our plan for the future will become. If you haven’t checked out the Feedback Hub yet, please give it a look! We want to ensure every voice is heard.

Remember, every idea deserves to be shared. Sometimes the best ideas come from a quiet place, so even if your idea doesn’t get a lot of votes, know that everything is under consideration. You all have the power to generate the change you want to see on SRK. Keep your voices loud and we will keep moving forward with your words as inspiration!

While this will be an ongoing conversation, we would like to begin implementing your suggestions as quickly as possible. We will continue to review your feedback over the next couple of weeks. We will also be creating a shared project plan to begin implementing your ideas.

So please, head to the Feedback Hub and share the link with everyone you know who dreams of an even stronger, more unified FGC!

Also, for those of you who want to put your thoughts into action, please reach out to us on Twitter! We would love to have a conversation about building towards these goals together.

Thank you all again for your incredible support!

Season 3 content headed to Power Rangers: Battle for the Grid with more characters, an additional Megazord, and gameplay adjustments

Battle for the Grid continues to grow thanks to its passionate developers and fanbase.

During the COMBO BREAKER Retrospective stream tonight, nWay announced the next wave of content heading to the cross-play 3v3 fighter, Power Rangers: Battle for the Grid, with a Season 3 pass and free updates!

Following the same pattern as the last two passes, three new characters morph onto the battlefield, this time featuring Robert “RJ” James, the Jungle Fury Purple Ranger, Lauren Shiba, the Super Samurai Red Ranger, and a “To-Be-Revealed Fan-Favorite” who’s silhouette seems to point towards a particular villainous villainess from the earlier days of the franchise.

The season pass also includes a new exclusive Phantom Beast King skin for Dai Shi, who himself is available separately or with the Season 2 pass. Speaking of, each character in the Season 3 pass can also be purchased separately for $5.99 or in the pass bundle for $14.99.

A free update is also on its way to PRBFTG and it will feature a complete revamp to the Megazord Ultra system. Players will now be able to call upon their Megazord after filling their new Megazord Revenge Meter instead of needing to lose a team member. A new Megazord is also being added, granting players the ability to call upon the Samurai Megazord. Further details on gameplay changes have yet to be announced.

The first set of content will release near the end of next month and will bring RJ and the Dai Shi skin as paid content alongside the free update including the Samurai Megazord and the Megazord revamp.

Follow Power Rangers: Battle for the Grid on social media (Facebook, Twitter, Instagram) for more info on additional Season 3 content release dates!

Check out the announcement trailer below!

Power Rangers: Battle for the Grid is available on Playstation 4, Xbox One, Nintendo Switch, and PC. It is also included on Xbox Game Pass for both console and PC!

Source: Power Rangers: Battle for the Grid

Season 3 content headed to Power Rangers: Battle for the Grid with more characters, an additional Megazord, and gameplay adjustments

Battle for the Grid continues to grow thanks to its passionate developers and fanbase.

During the COMBO BREAKER Retrospective stream tonight, nWay announced the next wave of content heading to the cross-play 3v3 fighter, Power Rangers: Battle for the Grid, with a Season 3 pass and free updates!

Following the same pattern as the last two passes, three new characters morph onto the battlefield, this time featuring Robert “RJ” James, the Jungle Fury Purple Ranger, Lauren Shiba, the Super Samurai Red Ranger, and a “To-Be-Revealed Fan-Favorite” who’s silhouette seems to point towards a particular villainous villainess from the earlier days of the franchise.

The season pass also includes a new exclusive Phantom Beast King skin for Dai Shi, who himself is available separately or with the Season 2 pass. Speaking of, each character in the Season 3 pass can also be purchased separately for $5.99 or in the pass bundle for $14.99.

A free update is also on its way to PRBFTG and it will feature a complete revamp to the Megazord Ultra system. Players will now be able to call upon their Megazord after filling their new Megazord Revenge Meter instead of needing to lose a team member. A new Megazord is also being added, granting players the ability to call upon the Samurai Megazord. Further details on gameplay changes have yet to be announced.

The first set of content will release near the end of next month and will bring RJ and the Dai Shi skin as paid content alongside the free update including the Samurai Megazord and the Megazord revamp.

Follow Power Rangers: Battle for the Grid on social media (Facebook, Twitter, Instagram) for more info on additional Season 3 content release dates!

Check out the announcement trailer below!

Power Rangers: Battle for the Grid is available on Playstation 4, Xbox One, Nintendo Switch, and PC. It is also included on Xbox Game Pass for both console and PC!

Source: Power Rangers: Battle for the Grid

Shoryuken wants your feedback! Let’s build a brighter future together!

With your support, SRK will become stronger than ever!

Last weekend I posted a tweet to the official Shoryuken Twitter, asking for feedback from the community about the direction Shoryuken should go as we begin to build towards a new site format.

We got a ton of honest, constructive, and thoughtful feedback from you all, and I wanted to let you know just how much we appreciate the community taking the time to let us know that you feel SRK is, and can still be, of value to you.

That was just the beginning of a greater conversation and we need your help to further solidify the direction that we must take to grow SRK into something greater than it was before. We are starting a feedback hub that will allow you to submit your ideas and vote for ones already suggested.

Whether you are an enduring fan or the newest member of the FGC, Shoryuken wants to continue to be your home for all of the content you care about. Is there a concept you would like us to revisit, or is there something entirely new you would like to see on the site? Every suggestion has value.

We are open to each and every suggestion that you have for improving SRK, and the louder the support for an idea, the more attention we will put towards it as we determine the feasibility of its implementation.

We want to be transparent about the situation as well, nothing is set in stone. Right now, I am the only active staff member of the site and it has been that way for more than a few months. Any content that you have seen since 2019 has been made on a volunteer basis, so we need to determine a new revenue model that will make all of this sustainable as well.

Passion for the games, content, and community is what Shoryuken is founded on. We are open to suggestions to better finance the ideas you present so we can grow the community that you care about. Whether it is news, editorials, tournament coverage, community spotlights, or anything else you want more of.

This site means the world to me and I promise to continue championing the ideals it was based upon. Hopefully, with your support, we can make the site stronger than ever.

Please share this article and the feedback hub with anyone and everyone you know who wants to support the future of SRK for the benefit of the FGC!

Together we will make SRK even better than before!

With thanks and appreciation,

Austyn “Lazybones2020” Roney and the rest of Shoryuken


Feedback Hub

Ultra Instinct Goku arrives in Dragon Ball FighterZ May 22, releases two days earlier for pass holders

“I was looking through some old photos and it looks very, uh…similar.”

Bandai Namco Entertainment announced the release date for Dragon Ball FighterZ‘ latest DLC character, Ultra Instinct Goku, through a gameplay trailer that showcases some of the Limit Breaker’s techniques and abilities.

Ultra Instinct Goku appears to be a more defensive fighter based on the number of moves that look like counters in the trailer, which would set him apart from his other iterations and most characters on the roster. That being said, we won’t know for sure until the character becomes available later on in the month! One thing is for sure though, he looks incredible!

There are three characters left in FighterZ Pass 3, with no clues on the horizon for who they might be. For me personally, I would love Tapion, Omega Shenron, and Towa/Mira.

Who’s on your DBFZ wish list? Share your thoughts below!

Source: Bandai Namco Entertainment

Mortal Kombat 11: Aftermath launches May 26, brings a new cinematic story along with Fujin, Sheeva, and RoboCop

Free update brings new Stages, Stage Fatalities, and Friendships on the same day.

NetherRealm Studios announced this morning that Mortal Kombat 11 will soon enter expansion territory with Aftermath, which includes a new cinematic story, three new fighters, and three additional skin packs.

Two of the additional characters are returning favorites, Fujin and Sheeva, and they’ve gotten the full MK11 makeover with new designs and toolkits. RoboCop joins the battle as the title’s next guest character and will bring new life to everyone’s dream matchup of Terminator v RoboCop.

The three new skin packs will be added to the game over time, but the rest of the content appears to be releasing on launch day.

We won’t go too deep into the additional story details featured in the trailer to leave the experience as unspoiled as possible, but know that you are in for the usual spectacle only NetherRealm can provide with new characters joining that were not featured in the original story mode.

Check out the trailer for yourself below and catch a glimpse of the new kontent heading to the game!

Mortal Kombat 11: Aftermath will be available as an upgrade for current owners of the game at $39.99. It will also be bundled with Kombat Pack 1 for $49.99 and if you haven’t purchased the game itself, you can snag the Kollection which includes MK11, Aftermath, and Kombat Pack 1 for $59.99.

Aftermath releases digitally on May 26 for PlayStation 4, Xbox One, Nintendo Switch, PC, and Stadia. A physical version of the Kollection will be available sometime in June in the Americas. Pre-ordering will give you access to the Eternal Klash Skin Pack featuring familiar looks for Scorpion, Sub Zero, and Frost.

Source: Mortal Kombat

Shoryuken review: Granblue Fantasy Versus is a perfect entry point for both the franchise and the fighting game genre

You’ll come for the gorgeous anime aesthetic, but you will stay for the exceptional gameplay…and the anime aesthetic.

Before being announced at Granblue Fest 2018, I didn’t know a whole lot about Granblue Fantasy aside from its massively popular mobile RPG with incredible art. While there is a web version available, there isn’t an app available internationally, so it always seemed like a franchise I’d have to appreciate from afar. Thankfully Cygames and Arc System Works (and XSEED Games who published the title in NA) teamed up to create a stellar introduction to both the Granblue Fantasy franchise and the fighting game genre and will make anyone a fan of both.

There is a lot to say about Granblue Fantasy Versus and it deserves all of the praise it gets. The entire experience is tailored to be as accessible as possible with mechanics and modes built to truly teach new players the fundamentals needed to excel in not just GBVS, but in games throughout the genre.

There seems to be a negative stigma among some in the FGC around the word “Accessibility”, feeling like its an attack on their way of play. While groans can typically be found among that vocal group whenever a game implements mechanics like auto combos or simplified inputs, Granblue Fantasy Versus goes above and beyond the previous efforts of even Arc System Works themselves by giving players thoughtful tutorials and glossaries that help bridge the gap between the mashing newcomer and a player with intent.

Granblue Fantasy Versus - Logo

Presentation:

Arc System Works has been refining their anime-perfect 3D models since Guilty Gear Xrd -SIGN- and this shows in Grablue Fantasy Versus. The devs take the art style from the mobile game and breathe three-dimensional life into the characters and their world. Everything about this game is absolutely stunning. Even the Mode selection art is full of life and makes things much more exciting than simply being another bland list of things to do.

While the cast is rather small, 11 characters in the base game, each fighter is varied in terms of design and animation. There’s a character for everyone, ranging from the plucky fantasy shonen protagonist, Gran, to the stoic duty-driven lady knight, Katalina, to the pint-sized captain, Charlotta, and the wrestling power-house, Ladiva. The tropes are just about covered once you go through the main roster with five additional characters to be added over time.

Skybound Arts, this game’s Super Moves, are extravagant and larger than life, lasting just long enough to feel impressive every time they are used, but never too long to overstay their welcome. If you played Dragon Ball FighterZ and thought those Super Moves were cool, just wait until you play Granblue Fantasy Versus. Also, changing your character’s color changes the aesthetic of their attacks as well which is an insanely cool feature.

Oddly enough, textures can look a little rough up close but this is usually only during a few of the character intros whenever the camera is super zoomed in on a cape or something like that. Voice flaps are a tough match for the English dub, but that’s usually the case with 3D models, so you can’t knock GBVS too hard in that regard. It is a little weird how few frames there feels to be during character intros compared to how fluid the gameplay is, but you eventually get used to it.

The soundtrack to this game is awesome. Every character’s theme is unique and dynamic and some of the music in the game even has lyrics which is a pretty neat and unexpected touch. There are times throughout the game’s RPG mode where the dialogue can be a little hard to hear over this awesome music, even with the levels adjusted, so just be aware. Sound effects are also phenomenal, everything has the right punch to it making every hit that connects or elemental attack sound as good as it looks.

Voice acting is pretty great across the board, even if the script can prove to be downright ludicrous at times. I cannot thank the developers and publishers enough for including an English dub. Not only does this make the game more accessible to a new audience, but it also provides opportunities for more voice actors to bring these characters to life. So many anime games nowadays, unless they are Dragon Ball or Naruto, only offer Japanese dubs. My Hero Academia, which is the new hotness, doesn’t even have a dub for its video games, which should be a crime for how solid it is. This shows how much Cygames wants their series to succeed in the west. Their investment will not go unnoticed.

One interesting thing that happens when you play online is that your character speaks in the language you have set for your game. Which kind of makes it a bit of a surprise and gives you a little more insight into what kind of player it is that you are going up against on top of their character and color choices.

Granblue Fantasy Versus - 03 - Resized

Gameplay:

By some miracle, Arc System Works is able to develop a new fighting game every year and make it completely unique to what came before while pushing the envelope in terms of presentation and accessibility.

Actions are split between five main inputs: Light (L), Medium (M), Heavy (H), Unique Attack (U), and Guard (G). Other actions like Skills and Overhead Attacks and Grabs can also be pressed by either a combination of the previous five inputs or on their own.

L, M, and H can each be pressed up to 3 times in succession to perform an auto combo. This is something that has become a bit of a staple in the genre and is certainly welcome for newer players. Auto combos will help you get into the action but to become truly capable, creating your own combos will be necessary.

Unique Attacks add extra layers to the gameplay with each character having their own additional actions that set themselves apart on top of their standard move list. This is similar to the Drive button in the BlazBlue series, another ArcSys franchise. Granblue Fantasy Versus doesn’t take that aspect quite as far though, BlazBlue characters tend to have their own meters and counters, so it isn’t as overwhelming.

For example, Gran’s (U) is a chargeable strike that gets more powerful the longer its held, and it can be canceled in case there is pressure from your opponent so you can charge up where you left off. Charlotta’s (U) is a parry, Lancelot’s (U) is an ice dash, and Percival’s is a ghostly attack that neutralizes your opponent. There is plenty of variety between the characters already with their regular move lists, but the (U)s make battles even more interesting.

A nice addition to the game is a dedicated Overhead Attack that can be initiated by a single button press. This helps players of all kinds with establishing mix-ups. (A combination of attacks to put pressure on a blocking opponent). You’ve got to be careful when using an Overhead Attack though because they are easily punishable if your opponent gets their timing just right. Still, this is a welcome addition for newcomers who are having a hard time hitting someone who is blocking down.

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Anytime you use a Skill there is a cooldown period that is shown next to your character on their health bar. You have to wait until that cooldown is complete until you can use that skill again. Skills can also be activated through more traditional inputs like quarter circles and Z-motions on top of pressing the standalone Skill button and a simple direction like Up, Down, Left, or Right. Doing so will give you a technical bonus that will actually make the cooldown a bit faster.

Light and Medium Skills refill quite quickly but if you use a Heavy Skill, be prepared to not have access to that move for quite a bit longer. This includes all versions of that Skill, so be sure to think critically whenever you decide to go in for the Heavy Skill!

This is a really interesting take on EX moves because instead of managing your meter, you are managing your time. You can’t repeat the same Heavy Skills right after each other, making your execution even more essential, because if you miss, you won’t be able to use that Skill at all until the cooldown completes.

Guarding has a dedicated button in GBVS, but it can also be performed by pressing back or down-back. That being said, you can activate two additional defensive functions whenever G is held. By pressing G+Forward your character performs a short dash that dodges attacks. Pressing G+Back activates a dodge in place, quite similar to the one you would see in the Super Smash Bros. series.

You won’t find universal airdashes here though, making it a fairly slow-paced game for an anime fighter. This is a welcome change for sure since many anime fighters can be viewed as overly complex due to their array mobility options. That being said, Granblue Fantasy Versus does have a super jump similar to the Marvel vs Capcom series. I haven’t used it all too much in my time with the game, but I am sure pros out there have been utilizing it to extend combos or escape enemy attacks.

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Offline:

Granblue Fantasy Versus is home to a variety of content for those looking to experience more than the traditional Versus Mode. The highlight of the game’s single-player offerings is the title’s RPG Mode which stands among the more familiar fighting game staples like Arcade Mode and Challenge Mode. There is also an incredibly detailed Glossary that will make anyone a scholar of the series’ lore and FGC terminology.

RPG Mode takes players across the sky world through a series of missions that transforms this traditional 2D fighter into a beat ’em up with RPG elements. For most of the battles, which are against waves of enemies like knights, goblins, and slimes, you can move right and left like your typical beat ’em up. While there isn’t the depth of moving up or down, there is jumping and ducking of course. You can also utilize your full move set which makes this a very cool application for fighting game engines.

Inputs can be a little wonky in RPG Mode though. There were plenty of times where I was trying to do a backward quarter-circle input and instead of attacking the intended enemy who was ahead of me, my character turned around and either locked onto something else or wasted my Skybound Art on nobody. This might be due to the fact that turning around isn’t really an option in most 2D fighting games. By implementing it, the expectation of performing a backward input needs to be altered because if you hold back for just a smidge too long you could change your direction entirely. Once you get used to that timing, the errors will become less frequent.

The overall plot of RPG Mode is kind of the standard fare you’d expect from a game where all of these characters who are supposedly friends in the main continuity, end up having to fight one another. Mind control/memory manipulation are key players here. A ton of names and terms are thrown at you throughout the story that you might not be familiar with if you are new to Granblue, so there is a button that brings up the Glossary whenever a highlighted word is used. I got a lot of BlazBlue vibes from the dialogue in RPG Mode, where I was able to keep up with what was going on for the most part, but I definitely felt lost in the details. The art direction, music, and gameplay are so great that I didn’t mind not being able to follow the entirety of the plot.

There are only a couple of cutscenes within RPG Mode which is a little disappointing, especially considering how great the game looks in action. While the models look great, they might as well have been static images for how rarely their movements provided any additional impact to the presentation. The few of cutscenes that do make an appearance in RPG Mode look great but make you wonder how the game could have looked if it had a more cinematic approach instead of the tired visual novel style. Also, be prepared for some long load times, especially on the standard PlayStation 4.

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RPG Mode is a ton of fun though, especially with a friend! My wife and I played throughout the entirety of RPG Mode together, which was a nice change of pace where we could enjoy a fighting game together without having to be competitive. You can play co-op either locally or online through the Backup Request system. You can also choose to have an AI partner or no partner at all if you want some additional challenge.

The boss fights add fun spins to the gameplay. Even the battles against playable characters feel like more than just a regular versus match. Most battles are challenging enough to keep you entertained but not too hard if you are paying attention to your weapon’s level and element as well as your Support Skills. Even though you get some pretty unique Support Skills throughout RPG Mode, I stuck with the basic health recovery and damage boost the entire time. Others might find more success in the more nuanced abilities though!

The tone of the game completely changes at the final battle with Beelzebub, however, where the difficulty spikes seemingly out of nowhere. He’s not insanely cheap or difficult but his three phases will give you a run for your money. He does have pretty readable patterns that you’d expect from a Beat ‘Em Up boss and not an unbeatable AI like most fighting game bosses tend to have. Once you figure out his routine, the difficulty decreases quite a bit. I wouldn’t say that Beelzebub is too difficult, but the fact that the game is a breeze until this point makes the fight a little jarring. You will most likely get S Ranks on every mission without breaking a sweat, so newer players might have a hard time with him for a few attempts.

Whenever you complete the RPG Mode you can tackle its harder difficulty or you can head to the Tower of Babyl to take on a series of missions back to back while you climb higher and higher, getting greater spoils along the way.

Granblue Fantasy Versus RPG Mode Weapon System

Granblue Fantasy Versus doesn’t forget its gacha (i.e. simulated gambling) roots and it shows in RPG Mode. Summon Tickets can be used to unlock random weapons for RPG mode. These weapons all have a designated element on top of their base stats that are meant to make battles easier since every mission has an element attached to it. Think a super-effective chart kind of like the one found in Pokémon.

There is also a level-up system, an uncapping system, and a skill upgrade system available for each weapon, but to be completely honest you don’t really need to use these a whole lot to beat the story, on its base difficulty at least. Some of the weapons you acquire actually change what your weapon actually looks like in-game which is a very nice touch, but they are very far and few between. You can also get duplicates which is a real bummer.

The major downside to this system is that gacha doesn’t really have a purpose if you can’t pay actual money for it. It becomes a series of walls that block you from obtaining the aesthetic you want unless you grind enough to earn more summon tickets. Aesthetic weapons can be crafted through the Shop, but they require rare materials, making them difficult to obtain. I can’t complain too much though, because at least the weapon skins exist, which is hopefully one step closer to having different skins for characters in ArcSys games.

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Arcade Mode is fairly typical having players go through a set number of battles until they reach their boss at the end. While it might not be breaking the mold, it is always nice to have. Some fighting games have launched without Arcade mode, and that’s always made the experience feel empty.

Challenge Mode is incredibly thoughtful and sets out with the goal of actually teaching you the mechanics of fighting games across the board. It teaches you the basics of movement, attacking, and blocking and slowly adds to these concepts and before you know it you are learning how to block mixups, punish whiffs, and input commands with intent. It builds the mindset necessary to succeed in fighting games, and that’s not something you generally see in even the most popular entries in the genre.

Challenge Mode continues to teach you after going through the basic mechanics, the game teaches you how to use your Skill moves, how to pull off combos, and how to combat certain matchups. Challenge mode is completely essential and even after playing through the entirety of RPG Mode there was still plenty to learn about Granblue Fantasy Versus and its mechanics. If you are having a hard time completing a challenge, just give it your best shot and even if you fail, Vyrn will give you tips on how to pass it.

The final standout of Granblue Fantasy Versus‘ offline modes doesn’t even have any gameplay, instead, it holds a library of information. There are pages upon pages of information in the Glossary about all of the characters, locations, and enemies in Granblue Fantasy Versus. On top of that, players new to fighting games can learn a breadth of terminology that ranges from common phrases like “combos” to more complex techniques like “fuzzy guarding”.

The game even teaches you about Numpad notation, which is something really valuable for those wanting to be a part of FGC conversation online. I only just recently started to feel comfortable reading it but once you do it really makes communicating about fighting games easier online. It would be nice to also have the addition to change the directional inputs in the command menu to feature Numpad notation as well, but explaining what it is at all is more than any other fighter in my memory has done.

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Online:

To my surprise, as soon as I started Online Mode, I was greeted by a series of matches against computer-controlled characters that would decide where I would be placed online. I believe this process is meant to judge your skills ahead of time to place you with similarly seasoned opponents, but there wasn’t much explanation beforehand. After completing about six battles I was brought back to the main menu, without anything stating what rank I was placed in or why.

Still, this is an interesting premise I feel could help preemptively spread the talent pool to make your early battles closer to your own league. Nothing is more disheartening than hopping online after feeling like you have done pretty well in offline modes to get completely decimated by someone who technically has the same rank because everyone started at zero. After the placement matches, all of the online functionalities become available.

First up, is the Online lobby. If you’ve played previous ArcSys titles, the overall format of the online lobby will be familiar. Players control 3D avatars and can chat and compete against one another in a space with up to 64 players. The setup is adorable, with players aboard the skyship Grandcypher with dozens of virtual arcade cabinets for players to sit at to compete against a virtual rival. You can also customize your lobby avatar to be your favorite character in your preferred color palette as well.

Ranked Matches work as you would expect with players competing against one another in matches that count towards a global scoring system. You can queue up matches from Training Mode or Challenge Mode if you’d like to keep your skills sharp while you are waiting. While it makes sense that you would want to lock-in with a character beforehand, it really throws you off if you are in practice mode debating using a different character. It would be nice to have the option to keep the character used in practice mode in the future.

If you just want to play with a friend or a small group, Room Match is the way to go. Just create or join a room and you can have uninterrupted playtime with your buddies making it feel like they were there with you the way it was in the good old days.

Throughout my time in Online mode, regardless of connection, matches were a bit laggy. Sometimes a round would go without a hitch but more often than not, when the second round came, everything stuttered. I play with an ethernet connection and even with a solid link with my opponent, matches went from semi-smooth to unplayable. This is a real shame because the offline offerings are so strong. Hopefully, some updates will improve online play with time, but until then, expect some turbulence.

Granblue Fantasy Versus Beelzebub and Narmaya

Launch Day DLC:

Prior to GBVS‘ North American release date, the game had 11 base characters. Two additional characters were added to the game on March 3, who were unlockable by purchasing additional DLC. By the time the game launched in North America, Granblue Fantasy Versus had been out for about a month in Japan. Even with this taken into consideration, adding two DLC characters in under 30 days will likely cause some controversy.

Beelzebub, RPG Mode’s final boss, while included in the Season Pass, is in fact unlockable upon the mode’s completion, which explains his smaller price tag. (Beelzebub costs $2.99 while other Season Pass characters cost $6.99) This definitely makes things look a bit better for GBVS, that is if you don’t take Narmaya into account. Narmaya also released on March 3, alongside Beelzebub, and has no alternative unlock method besides buying her either separately or as a part of the Season Pass.

The game’s first Season Pass costs $29.99, which is fairly steep, given it only comes with four additional characters. You do get more than just the characters, though. Purchasing any additional fighter or acquiring them from the Season Pass will grant you a lobby avatar, a Star Character Icon, a couple of additional quests, and a Serial Code for the Original ‘Granblue Fantasy’.

Through my time with the additional characters, I can confirm that they definitely are worthy additions to your roster, regardless of the timeliness of their inclusion to the game. Beelzebub reminds me of an even crazier, metal-winged Sephiroth, and Narmaya’s complex toolkit grants her a ton of options granted you take the time to learn her.

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Conclusion:

I am blown away by Granblue Fantasy Versus. This is a game that could have been an easy cash grab designed for people who were already fans of the mobile RPG, but instead, it was expertly crafted to be the ultimate starting point for anyone who wants to become a better fighting game player. The tools it uses to teach players the proper competitive mindset have created the new golden standard for what should be expected in modern fighting games.

This will definitely be a game that I will play for the foreseeable future and with three more characters heading to the title before the end of April, and Evo 2020 drawing closer, you won’t want to miss being a part of what has the potential to grow into the next great fighting game franchise.

Granblue Fantasy Versus is currently available on PlayStation 4 and will release on PC on March 13, 2020.


XSEED Games/Marvelous USA, Inc. provided Shoryuken with a review copy of the base version of Granblue Fantasy Versus. Played on a standard PlayStation 4.


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