The cliché plot feels like it’s moving at a crawl thanks in large part to the unbelievable amount of loading screens that the game will put you through. After defeating a notable villain, the heroes will watch the enemy slowly walk out of frame or float into the sky in an idle stance, then claim “he got away.” At first, these moments were hilarious to witness, but then they became genuinely irritating as the narrative dragged on unnecessarily. As if that weren’t enough, the actual content of the scenes usually feels exceedingly random and nonsensical. When characters do move and interact, the frame rate lowers significantly. Too often, they feel much more like talking wax figures than actual living, breathing individuals. In the majority of scenes, characters will simply face each other, standing in lines without much animation at all. On the topic of single player, this game has some of the worst cutscenes that I’ve seen in recent memory. Granted, one could say that the focus for a game such as this isn’t single player, but when looking at a similar title in Dragon Ball Xenoverse 2, Jump Force pales in comparison in this area. Even with the star-studded cast of characters, the game’s story mode never reaches a level of excitement or entertainment that goes beyond average, and at times, its quality dips below even that. While the customization and combat deserve some praise, it’s mostly the moments in between these two aspects of Jump Force that bring the game down considerably. The most notable downside to the online experience though, is the fact that there is no option to request a rematch, so you'll very likely only ever be having one match per player. Matchmaking is quick and easy if you go to the online counter in the center of the game’s hub room, but you can also challenge any player that you see walking around immediately if you wish to do so. Thanks to this system, playing against other players of a similar skill level who understand the mechanics just as well as you do can make for some truly thrilling battles. Constantly attacking can leave you open to a counterattack via an escape move, whereas escaping at the wrong time can leave you highly vulnerable to combos. When I started out, there was much more button mashing and random special moves than I’d like to admit, but as I became more familiar with the mechanics, I learned the basics of when to attack, when to evade, and when to block. At the core of the combat, every character has a light attack, a heavy attack, three special moves, an awakening ability, and escape and chase moves that use up a mobility meter. The combat system is fairly simple to initially grasp while also leaving room for players to excel in fights once they gain a certain level of proficiency with the mechanics. Additionally, a few of the animations for movement and regular attacks can look extremely rough when transitioning from one move to another. However, while the signature moves do look great, too many effects on screen at once can cause severe slow down. There’s an extensive list of visually stunning abilities to acquire, and mixing and matching them to best suit your play style or preferences is one of best elements of the character customization. Over the course of the campaign, you’ll be able to learn the signature moves of the heroes and villains on the roster and put them to use in numerous battles. From there, you’ll enter the relatively solid character creator before becoming a hero who joins the Jump Force. The merging of the Jump worlds has already taken place, and you begin the game as a civilian who was injured during an attack perpetrated by the Venoms, a group of mind-controlled antagonists. Before you can get to any multiplayer content, you’ll have to play a bit of the game’s story mode first as your own avatar.
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