Speed Brawl Review

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by Amr (@siegarettes)

  • Speed Brawl 
  • Developer- Double Stallion
  • Publisher- Kongregate
  • PC, PS4, Switch, Xbox One

With a focus on momentum and aerial combat, Speed Brawl brings one of the best feeling combat systems of modern memory. It combines elements from popular time trial platformers alongside mechanics of tag based fighting games like Marvel Vs. Capcom to create a brawler with a wide range of expressive tools to master. It brings together the need to shave off seconds to get that gold ranking, and the desire to build even more elaborate combos in training mode. All of this is wrapped up in fantastic and varied character designs, each with their own distinct playstyle and synergies.

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At its most basic Speed Brawl is very familiar. Mash the attack button to combo enemies, control the crowds, and build up enough meter to perform special and ultimate attacks that provide a spectacular finish to the current wave of enemies. Where it gets interesting is when air combos, tag moves and charge attacks come into play. Enemies can be juggled for extended periods, which is the easiest way to take them out of play and avoid ground attacks. From there they can be finished with a special, or launched into several directions where you can extend the combo either by calling in your partner for an assist or switching to them. Switching has other benefits as well, allowing the resting partner to heal from damage and status effects, and allowing you to continue fighting while the other character recovers from hitstun.

Alternatively, you can start or follow up a combo with a shoulder charge, which can be aimed in several directions to chase and stun enemies. Charging also allows you to swing on poles and rebound off walls to speed up and change directions without losing momentum, bowling over groups of enemies in the process. Working charges into and between combos is satisfying in itself, adding a non-stop energy to Speed Brawl when you get going.

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This momentum focus makes for some touchy movement, so it isn’t always easy to perfectly position yourself, but starting a combo gives you such immediate control of the situation it rarely matters. It’s stylish, satisfying, and creates a fresh take on the genre that gives you the satisfaction of crushing opponents and developing hype combos without the technical demands that proper tag fighters ask. I ended up replaying stages entirely to see how much better I could perform, or to explore new combinations of tactics and characters. Even with familiar scenarios, the combat was so good it didn’t get old.

I was less enthusiastic about the surrounding RPG trappings. There’s a loadout and skill tree for each character, and they’ll gain experience and cop new gear as you play through the campaign. Performing better and earning faster times earns experience faster and better gear, so it works as another incentive to re-explore old stages. For the most part, these systems are unobtrusive and don’t radically alter the way you approach the game. There are some skills that add useful twists to abilities, but for the most part they are strict upgrades to damage or movement. There was never a radical new approach opened up by the progression.

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For gear, Speed Brawl uses a loot based system. Missions earn you loot, with higher rarity gear earned for better times, and more likely to have special effects on them. Again, it doesn’t affect the overall approach, instead giving little buffs to give you more leeway. There’s even a shop to buy items in with the regular currency, so you’ll never be disadvantaged by not having a piece of gear. The loot system does, however, add an aspect of inventory work and some needless busywork. My overall impression of the RPG was pretty much that–a modern incentive system designed to give the feeling of progress through busywork. It doesn’t damage the game at all, but at least in my personal experience, it didn’t add much either.

The same can be said about the story, which takes a very Saturday morning approach to its world and characters. The characters have their own charm and plenty of chuckle worthy dialogue, which I found endearing. It’s not fully voiced, but the voice actors do a good job imbuing them with warm through the battle quips and exclamations that accent the dialogue.

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The world building was less engaging. It’s clear that the team put a lot of thought into their world, as evidenced by the inclusion of a codex explaining its players and history, but unfortunately it’s operating in an aesthetic that was never going to be for me. Steampunk is always going to be hard sell for me, and while Speed Brawl is miles ahead of lot of its peers there, it doesn’t do enough to break away from my distaste for the aesthetic. The alt history angle is also underdeveloped, making a lot of references to real life historical figures and the British Empire under Elizabeth, but never really digging into the implications. It’s a common problem with the genre, and I didn’t expect a game about beating up alien bugs to address the subject, but it’s notable given Speed Brawl’s repeated use of it.

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This might sound as if I’m down on Speed Brawl, but a lot of its stumbles are tertiary concerns. A good combat system goes a long way with me, and Speed Brawl is an unexpected and fresh take on the genre that I’ve thoroughly enjoyed. There’s an expressive potential to the combat and movement I haven’t felt from a brawler since Aces Wild.

It’s hella good, basically.