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Creating a custom avatar makes sense if you’re going to be part of a bigger universe, but Jump Force is going to be a cross-over, a clash of several worlds, and unless there’s a certain level of focus on these worlds, I don’t think it would be necessary to build your own character at all. Custom playable avatars and again, the lobby system. Two things appear in this game that gave me some level of concern. There’s about 13 characters available in the current beta, giving us a reasonable variety of playstyles and movesets so we can create several unique combinations in any way we like. I hope they get more creative with it like producing a stage with obstacles or other possible special effects. Sure, it’s possible to evade attacks with jumping in certain directions but you can already achieve that with a 2D setting. Though I have to wonder what’s the point of moving in a 3D-space if you’re always auto-locked, your normal attacks are always homing, and your environment is always a flat plane. It’s a lot like Shinobi-Striker but with a 3-man tag system. Though admittedly how exactly they work was hard to tell, given the limited access we had to the game.Ĭombat generally allows you to move around a 3D space while auto-locked onto your opponent. From your usual ki-blasts and beatdowns are present but there’s also buffs from Gon and Toguro and counter-attacks from other characters. Their normal moves and attacks give some level of variation but their special moves make them really stand out for themselves. This would mean that nobody is likely to have more or less life than the other, and that the three characters are more or less there to build your personal moveset rather than attempt to stand out as separate characters. You form a party of 3 where you’ll all have a collective lifebar instead of 3 separate ones. It’s pretty difficult to get into detail about the mechanics when there’s nothing around to actually tell you the finer points of how things work, but I’ll go ahead and share what I have observed. In general, this department of the game looks good. Attacks and animations also make use of popular moves found in their respective series. The game looks good in a sense that combat is flashy without being too complicated with the information on-screen. While there’s an obvious performance issue when too many models in one place, this only happens in the central hub, which I’ll get back to later. Despite coming from various illustration styles, they were able to bring them together in 3D in a rather palatable way (well except maybe Freiza). So let’s get down to it.ĭefinitely the game looks and animates better than I expected. We’ve been given access to the closed beta and while there’s definitely a lot more to be added into the game it’s definitely enough for us to chew on to have an idea of what it’ll be like. Today we bring our attention to Jump Force, which was announced to be released sometime next year. Shonen Jump has been a source of inspiring action manga for many years, that also brought on several types of media from it including songs, animes, movies and even games.