And we’d highly advise you try the “mission mode”, which has several handy tutorials. It definitely takes series newbies an hour or more of getting used to the timing. But start with the weak moves, then head to the medium moves, eventually building up to the strong attacks (fight the temptation to enter a command even twice) and you’re in business. It feels liberating compared to other grappling games out there though, that have you “building” up a special meter to unleash a finisher. Flub up the timing, and you’ll be on the receiving end of your opponent’s attack, or they’ll counter you. Try going for a finisher straight away (you can indeed do this) and you’re 99% likely to have it reversed. The approach to gameplay is so simple yet works well. Simply walk into your opponent to initiate a grapple, enter your command (weak/medium/strong attacks) at the instant you touch and hope you timed it perfectly. You’ve got a 2D isometric view of the ring, simple yet charming sprite-based grapplers and a timing-based approach to gameplay instead of button-bashing for the most part. And the same rings true for the latest entry in the series, which hit Early Access on Steam after an almost decade-long absence for the franchise. Bar a few off-shoots though, the gameplay and presentation has remained similar over the years.
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