Bloody Roar Series

"Universal Warriors"
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 (4 / 10) In Space, No One Should Play This Game
by ExMortis on 7/6/2014 3:48:19 PM

As the first game in Sunsoft's fighting game "trilogy" which is not a trilogy at all really, Galaxy Fight is especially rough. In this game, various space aliens seek to defeat DC Comics' Firestorm, who is floating in a nebula somewhere doing something nonspecifically evil.

The game's graphics and sound are quite high quality. Backgrounds are especially great, with each one representing a unique space-location and many making use of extensive parallax and line scrolling and warping effects. Each arena has its own interesting soundtrack which ranges from goofy jungly pop songs to local ambient audio to scary ghost ninja music. Character designs and animation are for the most part pretty good, although certain characters like Musafar and G. Done stand out as maybe rushed or done by different artists.

The cast has just barely enough going on movelist-wise to be playable. With three attack strengths and a taunt it feels like some characters lack useful normals for several situations, and a number of special moves are so situational they just feel like a hole in the arsenal (for instance Rolf's hurricane kick seems to guarantee the opponent a throw on hit). Sluggish jumps, bad normals, slow backdashes, and an insane run (more later) make close quarters battle feel uncertain, stiff, and generally janky.

Long range is easily achieved thanks to camera zoom, infinitely looping stages, and some moves knocking the opponent way the hell away from you. The forward run has no way to brake save attacking, which leaves you with a ton of inertia but you're also basically lagged out until you come to a stop. A running jump covers 100% of the maximum achievable distance between players. If you keep going you can run straight through the opponent, which is kind of a cool idea in theory, but you have to then skid to a dramatic stop before you can do anything else. All the velocity in the game is visually cool but the engine simply doesn't support it. Unless you're stuck awkwardly poking back and forth at close range it's REALLY HARD for two characters to end up in the same vicinity.

Sort of an interesting game, but its unusually strong aesthetic approach doesn't make up for dissatisfying play. Sunsoft did clearly learn a few things from this for Waku Waku 7, at least.

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