Tuesday, May 20, 2025

Final Fury

Final Fury is a long awaited 1-on-1 fighting game from Kluge Interactive. The developers are known for their music game - Synth Riders - that has become a hit. This game features a Force mode where one instead of touching colored orbs with precision one needs to use force (speed) to hit them. This alone could be used in a combat focused game but Final Fury is completely different beast. It is an unique game and if developed well it could become another hit.

When I talk about a fighting game, I mean a game like Street Fighter, Tekken or Mortal Kombat. It may feel like an impossible feat to do in VR. Nonetheless after playing a bit of the early access I can see that there most likely is a way to bring some of the fighting game experience to VR.

As one would expect, the game can be played solo against AI or against another player via online matching.

After picking a character the game will put the player in an arena where they will first see each character enter with little intro, Tekken or Soul Calibur style. Then they will embody the chosen character and fight.

The player can moves along 2 axes using thumbsticks, there's no possibility to jump or duck which feels very limiting. The movement along those two axes always keeps the player directly facing their opponent.

Moves one can perform are triggered by an actual move. For a punch one needs to simply punch forward, for a throw one needs to reach forward and hug the air, for a block one needs to lift both fists and have them in front of their face. Special moves are also triggered by a different motion each. When throwing an opponent the player is moved away and up in the air to oversee the throw - this prevents motion sickness but can feel very awkward.

There are 6 playable characters (one being an unlock) and each of them has two special attacks. Each character is different and has its strengths and weaknesses. For example, one character is slow, doesn't have much reach but is very strong. One character is fairly swift, both attacks have mid to long reach but she lacks raw power. Another one can shoot homing missiles and land timed mines which are both bad for short range. These differences can create favorable and unfavorable matchup.

One notable thing is about distance, even short range attacks are done from fairly far away from the character model. The basic punches are actually ranged attacks. It also makes grabbing a bit more awkward as it happens from a distance one would not be able to grab. The notion of distance than becomes a bit distorted but this will become something each player will need to learn.

The game couldn't be called a fighting game if timing wouldn't be important. I was surprised to see that having a good timing makes a difference in winning or losing (or being hit) and that alone gives me hope that this game can become functionally a fighting game.

Visually the game looks great. Vibrant colors and stylish graphics fit well with fast paced combat. Soundtrack is full of energy and brings up the tempo.

I believe that Final Fury can introduce VR gamers to a new game genre while providing little bit of workout. Will Kluge Interactive manage to set a foundation for fighting games in VR?

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