From pugilism with Toradora!’s Palmtop Tiger, Valkyria Chronicles’ Selvaria Bles or Virtua Fighter’s Akira Yuki the Q-score is impressive, which a solid segment of Fighting Climax’s enjoyment stemming from being able to control these characters in a fighting game. Players with even a passing knowledge of these series’ will surely appreciate Fighting Climax’s roster. While united under the umbrella of light novels, many will spark recognition from their anime adaptations, whether it’s Ground Control to Psychoelectric Girl, Toradora!, Sword Art Online, or The Devil is a Part-Timer! Certainly, they’ll relish being able to control characters from the Dengeki Bunko imprint. Considering there was a time when it was almost inconvincible for a Japanese game with a collection of niche IPs to make it stateside, seeing games like Dengeki Bunko: Fighting Climax make the transition represent a remarkable advancement that’s destined to delight otaku. On the upside, online completions revealed the quality of the game’s netcode, with only a minimal amount of lag sullying skirmishes.īut given the game’s collection of luminaries, it’s also possible that players were sticking with their favorites. This seems to be validated during online matches, where a subset of the game’s roster served as the dominant character selections. Reach seems perceivably uneven, with some combatants having an arsenal that’s well suited for controlling space. While transitioning from one character to another might be easy for players, that doesn’t mean Fighting Climax is perfectly balanced. As such, players can expect the rudiments of any contemporary fighter, with dashes, back dashes, two levels of jumping, and cancels elevating the action. Pleasingly, Fighting Climax’s noob-friendliness doesn’t mean it’s without nuance. Dig in, practice a bit more, and you’ll double that number, discovering chain combinations that will have you looking like a seasoned pro. This accessibility means that even apprentices of antagonism will be summoning ten-hit combos without even peeking at the in-game command list for each character. The game’s showcase strikes, called Climax Arts are initiated the same way for all combatants, with a half-circle and two button presses delivering a devastating attack that accompanies by a bit of comical spectacle. Character commands draw from a constricted set of quarter-circles and double-taps, ensuring accessibility and making the transition to other fighters remarkably easy. Although the game’s Training Mode acts as more of an antonymous arena rather than a succession of guided lessons, the mechanics are extremely easy to pick up. In execution, Climax is an exceedingly friendly title for fighting newcomers. Following their appearance, assistants resume their off-screen position, waiting out the duration of a cool-down timer. During play, a press of the ‘X” button sends the supporting partner into the fray, typically wreaking havoc on your opponent for a few seconds as they execute one of either two moves. Before the start of each match, players select from a roster of fourteen fighters, as well as a pool of twenty-one non-playable assistants. Rooted in rudimentary, but refined, fighting tenets, the title may not have the sophistication to win favor with tournament hosts, but offers an engaging outlet that’ll please fans of the source material.įighting Climax’s clashes are engrained in combat convention, employing a three button system to initiate light, medium, and heavy strikes. For every praiseworthy effort like Persona 4 Arena Ultimax, there seems to be an equal number of mediocre cash-ins like J-Stars Victory Vs.+ Fortunately, the recent release of Dengeki Bunko: Fighting Climax for the PlayStation 3 and PS Vita in an example of cross-over handled competently. Skepticism toward a fighting game with characters culled from other genres and mediums is perfectly natural.