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Great visual effects make every hit feel impactful, and a unique visual style combines realistic environments with stylized character models that remain faithful to their source material. But I can’t really tell you much about how it affects matches because I would have to literally put the controller down for a minute or two to allow the lazy AI opponent to hit me enough to charge that meter.īut a poor E3 showing isn’t necessarily reflective of Jump Force as a whole. There’s a comeback mechanic called “Awakening,” for example, that requires you to get beat up in order to fill up a separate meter. Based on what I know of the mechanics, I can only speculate on that. That’s why even after 45 minutes of playtime with Jump Force, it’s hard to say how an actual match would play out. It’s extremely important in a fighting game to be able to react to whatever your opponent does, and when your opponent does practically nothing, it leaves half the game in question. There was no difficulty selection or ability to fight against other people - just a practice dummy that would randomly wake up, do a combo, then go back to sleep. For some reason, Bandai Namco limited E3 attendees to only fighting against brain-dead, easy AI that essentially would just stand there and wait for you to hit them. That brings me to the biggest problem of the E3 demo: the E3 demo itself. This decision meant matches played out a little too quickly for my taste, but without an actual human to fight against, it was hard to really get a natural feel for it. You can’t choose which member to tag in, either the order you choose your team dictates the order you tag them in once you’re in a match.
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One interesting departure for Jump Force is that while it is a 3-on-3 tag fighting game, all of your team shares one health bar, and there’s no regaining life by tagging in a new character, which means you really only need to tag in your partners for tag assist combos. As it stands, Jump Force isn’t anywhere near the level of depth or complexity as a game like Dragon Ball FighterZ, but it at least feels like there’s enough here that will separate those who take the time to learn the mechanics against those who just mash on the attack button.