Friendly reminder but look for SNK Tag Team Frenzy DLC news this month.
http://shoryuken.com/2018/10/31/snk...e-three-more-dlc-characters-by-february-2019/
^originally 3 more were supposed to be revealed by this month. Can't remember if that story ran before or after the Million Arthur Thief character DLC was listed though.
I ended up with this game thanks to the Wario 64 notice about it on sale. Its odd...the easy inputs isn't bad at all, but I find it very odd that the bar they decided to utilize in the game for a standard concept of "one bar and the player has to choose to use it for defensive or offensive purposes" was actually your RED LIFE.
Yup...special moves cost red life. You can do them without it, but far less damage. So you gotta choose to spend your healable life for damage or not. You can heal multiple ways to replenish life and get opportunity to create more red life but generally getting hit for stronger moves is not your normal mindset.
Thing is the game has another odd deal...the round doesn't end if you reach 0 life. You have to hit a particular move to end the round if not it can be decided by timer scam over who had the most life left but it doesn't end without nailing at least one super and those are only available once health is in the red. You can heal either via tagging out or by using items. Items are not chosen like an assist though. They are earned as you play and appear on the stage and you have to collect them.
Very very very very odd title. It feels really fun, but very strange. I can't say any of the mechanics feel bad or detrimental or poor or anything. Just very different fishing for screen position to grab items like an old war of the gems Marvel game again in 2019.
Its not hard off of any single confirm to just end in super and due to the mechanics of the game you always have the resources once they are low enough to kill to hit that super so its not nearly a bad thing though like it may sound...just redundant honestly that I can't just let it rock off regular damage and I have to end my final combo the same way every time. Try it and you'll have zero issues doing it, but it feels like it had the opposite effect of why they added it since it feels dull instead of exciting to know youll be ending with it every match.
My take is that I'm having fun, but my rhythm feels more like a beat em up than a fighter with these things at play. From item collecting to once their low goin for super and always having super at the ready, and to specials costing me energy...just feels like how beat em ups used to cost me health and how you'd blow supers to clutch stuff in those titles even though its a little different.