Invincible Fighting Game’s Ultraviolent Brawls Save a Bloodless Story Mode

Invincible Fighting Game’s Ultraviolent Brawls Save a Bloodless Story Mode

Comment Views: 17

The harrowing consequences of violence serve as a narrative cornerstone in Amazon Prime’s Invincible. Characters like Shrinking Rae, Dupli-Kate, and the Immortal are permanently haunted by near-death experiences, while others struggle with the heavy psychological baggage of trauma. Even those outside the direct line of fire—like William’s boyfriend, Rick—must navigate the lasting scars inflicted by D.A. Sinclair’s cruelty. The series refuses to look away from the physical and emotional wreckage left in the wake of its superpowered conflicts.

This relentless intensity permeates Invincible VS, the new tag-team fighter from developer Quarter Up and publisher Skybound Games. Combat is a visceral affair; every landing blow coats the screen in a crimson spray, and characters rarely escape a bout without being thoroughly drenched in the aftermath of the fray.

The kinetic, bone-crushing action certainly captures the frantic spirit of the show’s most iconic battles. However, Quarter Up clearly aimed for more than just a gore-fest; they sought to weave a narrative as compelling as the source material. Unfortunately, the game’s failure to meaningfully explore the themes of violence and its repercussions leaves the story feeling hollow. It is, ultimately, combat for the sake of combat—though, admittedly, that combat is exceptionally polished.

Omni-Man in flight in Invincible VS Image: Quarter Up/Skybound Games via Polygon

Mark Grayson’s journey in the animated series begins with a rigid moral compass—a firm belief that taking a life is indefensible. By season 4, however, he is forced to dismantle those convictions. Watching his internal evolution on the show, then immediately jumping into Invincible VS to watch my version of Mark obliterate an opponent into a bloody mess via an “overkill” mechanic, created a jarring dissonance.

That said, the violence is undeniably exhilarating in standard play. The arcade ladder mode is a relentless gauntlet that never loses its appeal. The move sets for the 2.5D fighter are standard fare—light, medium, and heavy combos interspersed with special abilities. Because so many characters in the Invincible universe rely on brute force, many special moves feel like variations on the same theme: “hit them really hard.” Fortunately, standouts like Atom Eve, Rex Splode, and the newcomer Ella Mental (a master of elemental manipulation) bring much-needed tactical variety to the roster.

Prior to going hands-on, I was concerned that the game would suffer from a lack of character distinction, especially with a roster heavily populated by Viltrumites. The concern was that a lineup filled with variations of “Superman-lite” might quickly grow stale. My fears were largely unfounded. While their primary output is raw power, their execution differs significantly. Cullen plays as a dynamic grappler, Anissa utilizes precision strikes reminiscent of blades, and Thula leverages her bladed hair to control spacing. Despite sharing a similar power archetype, the roster is surprisingly nuanced.

Combat gameplay in Invincible VS Image: Quarter Up/Skybound Games

Matches are primarily 3v3 affairs. Mastering the tag system is essential for high-level play, allowing you to interrupt enemy combos, set up your own, or swap in a fresh character to allow a battered teammate to recover health on the bench.

The game is also remarkably accessible. While many fighters alienate newcomers with complex inputs, Invincible VS embraces a lower barrier to entry. Stringing together light combos can effortlessly trigger spectacular, cinematic “Super” moves. It’s a design choice that makes even casual players feel like masters of the screen, though dedicated tutorials are available for those looking to sharpen their competitive edge.

Most of your time will likely be spent climbing arcade ladders or competing in online versus matches. While Quarter Up had high ambitions for a story mode that felt like an interactive episode of the show, it doesn’t quite reach the depth of contemporaries like NetherRealm’s Injustice. Despite having input from series creator Robert Kirkman and writer Helen Leigh, the narrative remains largely superficial. As narrative director Mike Rogers noted in interviews, they wanted to capture the psychological toll of the show’s brutality, but that intent is lost in the execution. The fights happen, but they lack stakes, momentum, or meaningful character growth.

Ultimately, Invincible VS suffers from a narrative identity crisis. It functions more like a forgotten “filler” arc than a canonical expansion of the story. Its gameplay is deep, polished, and satisfying, but it lacks the thematic weight and emotional resonance that defines its source material. I may not have spent much time reflecting on the moral implications of the violence I was causing, but I certainly didn’t mind dishing it out.


Invincible VS is available now on PlayStation 5, Windows PC, and Xbox Series X. This review was conducted on PlayStation 5 using a prerelease code provided by the publisher.

 

Source: Polygon

Share:

Related articles

Search games, news and articles…

Enter at least two characters

Enter at least two characters