Rivals of Aether Review
So I LOVE Super Smash Bros. In fact,
it's probably the franchise that's affected me the most. I've owned
all four of the games, and I currently play Melee competitively (even
though I'm really not that good at it). It's such an iconic series.
So when I heard about Rivals of Aether, I was pretty excited to see
what it had in store.
Let me take a moment to go over how
Rivals of Aether's gameplay works. It's nearly identical to Super
Smash Brothers, which is by no means a bad thing. 2-4 players beat
the crap out of each other and build up each other's percentage
meters. The higher your percentage is, the farther you'll get knocked
back by attacks. The objective of the game is to knock your opponents
off of the screen. You have large array of attacks to use, but none
of them are difficult to execute at all. At most you'll need to
press, like, 2 buttons to use an attack. The concept of "easy to
learn, difficult to master" applies to this game. Essentially
anyone can play the game and can have a good time doing so, but the
people who want to take it a bit more seriously can do so as well.
Super Smash Brothers pioneered this concept in the fighting game
genre, and Rivals of Aether executes it in the exact same fashion
perfectly.
So when you start the game up you have
access to a few different menus: local, which has a versus mode with
up to four players and an AWESOME training mode which I'll get into
in a bit, and there's an online mode, which is actually really good.
I almost never encounter any lag. It's probably more solid and
reliable than Smash 4's online, but that's probably because there
aren't as many people playing Rivals as there are playing Smash 4.
Probably the most unique thing about
the game is the characters. They're so different from any character
you'll ever see in Smash. They each have their own unique mechanic
that really sets them apart from each other. Wrastor can only use
smash attacks in the air and has multiple jumps; Orcane's gameplay
revolves around his water puddle, which he can teleport to and spawn
damaging bubbles from; Zetterburn, who can hit enemies with fire
which causes damage over time; Kragg, who can throw a rock on the
ground and can destroy it in a multitude of ways; Forsburn, who not
only can spawn a clone of himself to fight, but he also can spawn a
ton of smoke to cloud the stage; and Maypul, who can tie up enemies
with her (his?) rope.
The gameplay feels super fluid and, in
my opinion, feels very reminiscent to that of Smash 64. But it also
throws in mechanics seen not only in other Smash games like
wavedashing, but it also has new mechanics like parrying, which
completely blocks out an incoming attack and stuns whoever got
parried for a few seconds. The biggest similarity I can see to Smash
64 is the fact that it has a very volatile combo system. One good hit
can lead to taking a stock, as hitstun is super high and it's easy to
juggle people in the air for extended periods of time. This is NOT a
bad thing by any means, but it can definitely be frustrating to deal
with if you're new to the game and don't know how to deal with it
(like me). The gameplay is just addicting in general. You start to
play online and you get completely destroyed, which motivates you to
get better at the game. And because each character's movesets are so
deep, you'll spend hours trying to figure out just one of the
characters. And with even MORE characters on the way, you'll be quite
busy trying to figure them all out.
And to help you figure out all these
characters is the super awesome training mode I was talking about
earlier. You have so many options that help you analyze the
characters and help your gameplay in general. You can enable all the
hitboxes for the characters and their attacks, so you can see how big
they are; you can change how much damage the computer character has
to test out different scenarios depending on percentage; you can set
how the CPU uses directional influence, which is the ability to
choose the direction you fly in after you get hit by an attack; you
can also set how the CPU techs, which is the roll that you perform if
you hit the trigger as you hit the ground; and, probably one of the
most notable functions is the ability to pause the game and view it
frame by frame. Frame data is HUGELY important in fighting games, and
knowing how many frames each attack is, and how each attack behaves
on which frames is essential to getting good at the game. That's
something that not even Smash, this game's inspiration, has. To me,
having a powerful training mode in a fighting game is imperative to
its viability as a competitive game. Obviously this doesn't apply to
Smash because, well, Smash is intended to be a party game; but in a
game that's SUPPOSED to be played competitively, this is absolutely
huge. This game's training mode is probably one of my favorite
aspects of it.
So in conclusion, Rivals of Aether is a
great load of fun to play. If you want to play a game that's similar
to Super Smash Bros, but different enough to be its own thing, this
is the game for you. Never before have I seen a game take what Smash
does so well and emulate it to a tee. And let me remind you once
again that this is absolutely NOT a bad thing at all. In fact, I
welcome the similarities. As someone who's interested in game design
and possibly pursuing it as a career, I think it's awesome that
someone took what makes one game great and put their own spin on it.
To me, games are an art form, and anyone who is willing and capable
to improve on what already exists gets a pass in my book. Of course,
this doesn't apply to every instance of this; a lot of the time this
concept is put into play solely to make a quick buck, like all the
Minecraft and Flappy Bird ripoffs that floated around for a while.
But when a genuine attempt to improve a concept in game design is
made, that's a very commendable decision. So anyway, give Rivals of
Aether a try, and chances are you'll have a great time playing it. I
know I have.
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