“Invincible VS” Review by Nick Navarro
A crowded battlefield, limbs flying, teammates tagging in mid-combo, “Invincible VS” wastes no time making an impression. As someone who’s spent plenty of time with both the animated series, the original comics, and fighting games in general, stepping into this arena felt less like trying out a licensed spin-off and more like finally getting the kind of adaptation this universe has always deserved. Right from the first match, it’s clear that Quarter Up understands what makes a tag fighter tick. Built around 3v3 team-based combat, “Invincible VS” thrives on momentum. The active tag system lets me swap characters mid-combo to extend damage in satisfying ways, while the counter tag mechanic adds a defensive layer that keeps fights from feeling one-sided. There’s a rhythm here that’s easy to grasp but takes time to truly master, and that balance is where the game really shines. It’s approachable enough that I was pulling off flashy sequences early on, but layered enough that I could already see the ceiling for high-level play.
The combat itself feels fantastic. Every hit lands with weight, every super move is drenched in the kind of over-the-top brutality that fans of the series expect, and the pacing keeps matches engaging without ever feeling overwhelming. There’s a deliberate chaos to fights, especially when both teams are cycling through characters, that captures the sheer destructive energy of the source material. It’s not just visually impressive; it’s mechanically satisfying. The roster, while not massive, is filled with strong picks. Characters like Invincible, Omni-Man, and Atom Eve are obvious standouts, but deeper cuts like Titan, Powerplex, and Battle Beast help round things out in interesting ways, I personally really enjoyed Robot and Cecil. Each fighter feels distinct, both in playstyle and personality, and the animations do a great job of bringing them to life. Many of the original voice cast returns, which is a nice touch, even where replacements step in, the performances are strong enough that nothing feels out of place.

That said, the roster size does come with some drawbacks. With only eighteen characters at launch in a 3v3 format, I started to notice repetition in matchups fairly quickly. It’s not a dealbreaker, especially with additional fighters already planned, but it does highlight how important post-launch support will be for keeping the experience fresh over time. Where “Invincible VS” stumbles the most is in its story mode. While it kicks off with an intriguing premise, characters trapped in a simulated conflict caused by malfunctioning implants, it never fully capitalizes on that setup. The entire campaign wraps up in just over an hour, and the narrative feels more like a framework to justify fights than a fully realized story. The abrupt ending only reinforces that feeling, leaving things unresolved in a way that feels less like a deliberate cliffhanger and more like something is missing. For a universe with as much narrative potential as Invincible, it’s a noticeable letdown.
Outside of that, the single-player offerings are fairly standard. Arcade mode is enjoyable enough, with each character getting a brief ending sequence, but these are short and mostly presented through still images with voiceover. Training mode is robust and does its job well, especially for players looking to dig into the mechanics. Still, I couldn’t shake the sense that offline players might run out of things to do sooner than expected. Progression helps soften that blow. I liked the constant drip of rewards as both my overall level and individual character levels increased. Unlocking cosmetics, skins, and banner flair gave me a reason to keep rotating through the roster, even if the rewards don’t impact gameplay directly. It’s a simple system, but it works, and kept me motivated to play more and more matches.
Online play, even in its early state, showed a lot of promise. Matches that I did manage to find (which weren’t many during pre-release) were smooth and responsive, with rollback netcode doing exactly what it’s supposed to do, stay out of the way. If the player base holds up post-launch, this is where “Invincible VS” will live or die, because the core gameplay is more than strong enough to support a thriving competitive scene. What stands out most to me is just how well this game captures the tone of its source material. The violence, the scale, the personality, it’s all here, and it never feels watered down. At the same time, it doesn’t lean solely
on its license. The mechanics are solid, the systems are thoughtfully designed, and there’s a clear understanding of what makes fighting games compelling beyond just fan service.
“Invincible VS” isn’t without its flaws. The story mode feels undercooked, the offline content is a bit thin, and the roster could use more variety over time. But those shortcomings don’t overshadow what Quarter Up has accomplished here. This is a confident debut, backed by gameplay that’s both welcoming and deep, and it lays a strong foundation for what could become something truly special. I walked away impressed, not just as a fan of Invincible, but as someone who enjoys a good fighting game. If the developers continue to support it with new characters, modes, and refinements, there’s a real chance this could grow into a staple of the tag fighter scene. As it stands, it’s already a brutal, stylish, and thoroughly engaging experience that earns its place in the arena.
8.5/10
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Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87


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