There is also a meter to perform special attacks, which is where you will find a lot of differences between certain fighters. This provides very little incentive to switch fighters in battle and not use them just for ranged attacks while performing a combo. One of the core issues is that the fighters always share one singular life bar. What I found was a ton of interesting movesets that pay homage to the origins of these characters that was stuck within a boring combat system. Unlike those games, however, you pick from three different fighters that can be swapped at any time with the press of a button. Jump Force uses a 3D fighting combat system similar to titles like Tekken, Soul Calibur or some of the earlier Dragon Ball Budokai Tenkaichi series. Speaking of which, let's cover the Battle system. This lackluster approach can also be found in the soundtrack which consists of a weird mix and match of genres, but also becomes dull and repetitive incredibly quickly. It would've been far easier and less contrived to have all the missions in a singular overview and just be selectable from a list. The hub world tries to sell the idea that Jump Force is a large global task force, but it feels unbelievably empty, lackluster and is a pain to traverse. After completing these missions, you mostly unlock the defeated fighters to be added to the overall Jump Force. In the deserted hub world, you pick missions from a kiosk and fight battles one after another. You are given the choice of joining one of three teams (Alpha, Beta, and Gamma), but generally this choice doesn't change much. You are fighting these battles alongside Shonen-characters, rather than fighting as them. While this tool is pretty extensive, this does mean that there is a certain disconnect with you as a player. Interestingly, you do not choose one of the famous faces of the roster as your player character instead, you create a pretty extensive original character in the character creator. There is an incredibly contrived reason why the different worlds of Jump are colliding, but in the end the titular Jump Force is established and sees heroes from all over the Jump Worlds come together to fight a great evil. Look, it is almost pointless to explain the plot in Jump Force. In the end however, Jump Force: Ultimate Edition on the Nintendo Switch is nothing more than a morbid curiosity that cannot be recommended to either anime fans, fighting game fans or fans rooting for more Switch ports. So imagine my surprise and intrigue when it was announced that Jump Force would receive a port on Switch, a system that wouldn't be able to match performance with other platforms, but was clearly pursued due to the demand by fans for its release. Unfortunately, the game dropped off my radar after that first trailer and reactions were mixed when it launched on other systems. But everything about that particular trailer felt epic, edgy, and above all hinted at something greater. genre on a portable, years before we would see Super Smash Bros. Of course, this isn't the first time these series have crossed over-Jump: Ultimate All-Stars back on the DS was a fairly competent take on the Smash Bros. That first trailer showing off Goku, Luffy, and Naruto in a semi-realistic artstyle fighting some of the most famous villains from their respective series in New York seemed to blow their minds. When Jump Force was announced for consoles back in 2018, my friends, who are very much into anime, were beyond excited. So why this review then? Well there was something interesting pulling me towards this particular game and its surprising decision to release a port on the Switch. I have seen a couple of the most famous anime from the pages of Jump (most notably Dragon Ball, Yu-Gi-Oh!, Death Note and Naruto) and have played a selection of traditional fighting games in the past, but I would never consider myself an expert on either topic. Let me preface this review by stating that I am neither an expert on the subject of Shonen Jump or fighting games.
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