Review: Arms Review

Imagens ARMS Antevisao

We don’t get a lot of new IP from Nintendo; granted, they have a cast of exclusive characters that other companies could only dream of. But, that’s why people always get excited about something new from video games’ constant — a new idea, a new style, a new intellectual property. And that makes sense; they knock it out of the park a lot of the time. 

Arms is something new, something different, something almost hard to nail down. It’s a strange beast; one which feels like it never goes the whole way in either direction. It’s an over-the-shoulder shooter masquerading as a fighting game, without the sensibilities of one from modern day. There’s an element of strategy involved in a one-on-one battle, but it’s not like your tactical nous will be massively stretched, either. As long as you grab the blocks, block the punches, and punch the grabs, you’ll do just fine, for the most part.

In its purest form, Arms involves you picking one of the ten available characters that have superhuman limbs that extend across the battlefield, and aiming to down another of the roster. Deal damage by slapping the taste out of their mouth with a well-timed hook, or throw them through the air, watching as they come crashing back down to earth. Defensively, you can dash left or right, and bring your fists toward your chest to block an onslaught. The basics are simple. This isn’t a fighting game wherein there are a myriad of different combos to learn for each character — the only thing Arms has in common with Street Fighter or Tekken is that you must drain your rival’s health bar to pick up the w. Hammering multiple buttons during a bout isn’t advised at all, really; a tactical approach will prove more fruitful. If Spring Man tries to grab you for a throw, a punch will quickly put a stop to that; when Byte attempts to throw a jab in your direction, a block will ensure your safety; and while weird green blob Helix is in the guard position, it’s vulnerable to being caught and flung across the environment. It’s all about having patience and recognising tells, reacting to their action. 

Read More »

Source: Video Gamer