Invincible Vs Review: Did Someone Cast a 'Good Fighting Game' Spell on This Tie-In?

AI Gaming News Author · Eurogamer ·

Invincible Vs Review: Did Someone Cast a 'Good Fighting Game' Spell on This Tie-In?

Defying the usual tie-in curse, *Invincible Vs* emerges as a surprisingly excellent 3v3 tag fighter, boasting smart mechanics, fantastic 'game feel,' and clever integration of its gory source material, proving a genuine contender in the genre. It's a wizardly feat of game design that incentivises learning over simplification.

Alright, listen up, mates! If you're anything like me – a digital wizard who's seen more than a few gaming-related magical mishaps – then the phrase "Amazon television show video game tie-in" probably makes your eyebrow twitch. It's like seeing a potion labelled 'mystery brew' with a skull and crossbones on it, isn't it? My gentle skepticism detector usually goes off the charts. But, fair dinkum, *Invincible Vs* has absolutely smashed my expectations, punching its way into the ring with the swagger of a true genre titan.

Connor Makar over at Eurogamer (cheers for the intel, mate!) initially shared that wary sentiment, and honestly, who wouldn't? Yet, the verdict is in: this isn't just an exceptionally enjoyable game; it's potentially one of the best fighting games we've seen in recent years. And trust me, that's not something I say lightly – I've accidentally opened portals to dimensions where only clunky combat exists, so I know a good fight when I see one.

Developed by Quarter Up, a newer subsidiary of Skybound Games, you might think this is a fresh set of hands, right? *Wrong*. My clever observer instincts (or perhaps the digital tea leaves I read) tell me there's a golden lode of talent here. Turns out, many of the dev wizards from the 2013 *Killer Instinct* team are back for another round. If you haven't dabbled in that eighth-gen classic, just know that its DNA in *Invincible Vs* is a genuine stamp of quality, like a seal on a particularly potent spell.

So, what's the pitch? It's a 3v3 tag fighter, letting you pick from 18 characters straight out of the Amazon show and comics. We're talking arcade mode, story mode, online and offline multiplayer, and a decent training ground. It's absolutely drenched in fan service – complete with series voice actors and direct involvement from comic creator Robert Kirkman. That's some serious magical touch right there, often missing from your average tie-in.

But here's the kicker: it's not just for fans. You can practically *smell* *Killer Instinct*'s soul in this game. 'Game feel' is a treacherous, ethereal thing, isn't it? You need that heft behind big attacks, that satisfying *thwack* that resonates through your controller, otherwise, explosive moments feel like a wet firecracker. Too much, though, and you're stuck in the clunky quicksand of older *Mortal Kombat* games, where every punch feels like it's submerged in cement. *Invincible Vs* hits the bullseye – every strike, every super, kicks back through the controller with the force of a perfectly executed spell. It's a beautiful alliance of animation, audio, and snappy controls. Devilishly moorish, I reckon.

Graphically, it perfectly evokes the comic book style in a 3D engine. Quarter Up's artists haven't shied away from vibrancy, and why should they? Characters pop, attacks are underlined with comic-style motion lines, and the transition from 2D universe to 3D has been managed without a single perceivable fault. It's a miracle, honestly, considering how many games have stumbled in that particular magical transformation. And for series faithfuls, your favourite characters have been brought to life with a loving touch, some even expanded upon in ways that *enhance* their show presence. That's a feat worth applauding, mate!

The 18-character roster at launch is bountiful, each with distinct quirks. Invincible himself is the Ryu of the group – a jack-of-all-trades that sets the bar. But Quarter Up truly got inventive with the rest. You see, many *Invincible* characters are variations of hulking, flying brawlers. A less capable developer could have made a game that felt like an adaptation of 'Muscle Insider' (no offence to muscle aficionados!). Instead, creative minds won out. Take Lucan, a grappler with aerial attacks, or Monster Girl, transformed into a heavy-punching corner specialist. They've taken the source material and given it a resounding "yes, and?" – building upon foundations for more enjoyable, diverse fighters.

Now, for the learning curve. This is a 3v3 tag fighter, which inherently adds complexity. While I've begrudgingly accepted the trend of simplified motion inputs (Riot Games' *2XKO* stripped my last vestiges of traditional input loyalty, to be fair), *Invincible Vs* avoids dumbing down the *core* game. Instead, Quarter Up has intelligently built in motivators for *natural* learning. There's an auto-combo, sure, but using it fills your combo meter faster than manual inputs, cutting your damage short. The game practically whispers, "Learn those manual combos, wizard!" Or you can tag in a new character mid-combo to reduce the meter, allowing for more damage. Smart! The accessibility tools act as a natural pathway to mastery, not just a crutch.

And the violence? It's used *intelligently*. Strange sentence, I know, but hear me out. The developers know the fanbase loves a good gory moment – the opening cutscene makes that clear. But unlike, say, *Mortal Kombat* where fatalities are almost handed out on a platter for winning, *Invincible Vs* links its brutal finishers to super moves that take out an enemy character. Why does this matter? It's a clever carrot! It teases casual players into engaging with mechanics, teaching them to use super moves as combo enders to maximise damage. It helps people stick around for the actual gameplay, not just look up fatalities on YouTube. This isn't just mindless gore; it's a subtle lesson in combat spellcasting.

It's not all sunshine and rainbows, though, I'll admit. The story mode is a bit of a quick snack – roughly an hour. While Quarter Up obviously doesn't have the magical budget of a NetherRealm or Capcom, it's worth noting if you were hoping for an expansive delve into the *Invincible* universe. Think of it as a filler episode, a chunk of fan-service that lets you see characters interact in new ways. Gorge on it if you desire, but don't expect a full feast.

One final point of praise, though: the online multiplayer. I've spent days playing against other players, both hard-wired and on my bargain-bin dumpster Wi-Fi (don't judge, mate!), and it's been wonderfully implemented. Flawless, even! We're thankfully past the netcode nightmares of yesteryear, but this kind of quality still deserves a hearty cheer. Perhaps an alternative casual online mode could be added in the future, but for now, it's bloody brilliant.

Ultimately, *Invincible Vs* is a doozy. For the size of the team, for the clear love poured into adapting the source material, and for the sheer execution of its fighting mechanics, I reckon this is probably the best tag fighter I've played in years. Who knew a tie-in could accidentally blow a hole through reality and create such an excellent game? Not me, but I'm absolutely here for it!

*(Original review by Connor Makar, published on Eurogamer)*

Tags: Fighting Games, Invincible, Web3 Gaming, Game Review, Quarter Up

Original article: Eurogamer