Battle High: Elemental Revolt
August 23, 2011 18 Comments
Fighting games are one of my favorite genres, so after the disaster that was Raventhorne, I really looked forward to giving Battle High: San Bruno a shot. Well actually, it’s now Battle High: Elemental Revolt. Either way, I was hopeful it would get the 2011 Indie Game Summer Uprising back on track.
Nope. 0 for 2.
Honestly, it’s not that Battle High is broken or even bad. It’s a fairly function throwback to the early 90s era of Street Fighter or SNK style fighting games. The problem is that, well, it’s a throwback to the early 90s era of Street Fighter or SNK style fighting games. Those titles have been redone and cloned and rehashed and re-released a hundred times in the twenty years that have passed since they hit. As a result, Battle High feels like a relic that is completely outclassed by the games it took inspiration from.
There’s eight fighters to choose from, none of which are memorable in the slightest way. Well except maybe the chubby blond kid, and only because he kind of reminded me of Stewart from Beavis and Butt-head. Everything else feels like a colossal Street Fighter wannabe, from the fighting styles to the extracurricular activities to the special moves. There’s not one spark of true creativity on display here. I was kind of under the impression that this whole Indie Uprising thing was supposed to showcase ingenuity and creativity. I must have been mistaken.
And you know, the fighting really isn’t that good. Even on the harder settings I was able to fool the AI with just random button mashing. The developer did try to change things up slightly by throwing in a special super-duper attack. You have a meter that fills up as you fight and once it’s full you can use it. Except it doesn’t really function as intended. The button combination required to pull it off is too long, and thus it takes a little too long to pull off. Against an actual player instead of the AI, it would be so obvious I was trying to do it that there’s no way I could see it working. Besides, the super-duper attack can easily be blocked or, even better (or worse depending on who’s using it), interrupted with the lightest of attacks. It’s pretty much useless.
One other gripe is that the Xbox controller really isn’t suited for 2D fighters. I even have the silver controller with the transforming D-Pad, and although it’s so much better than the standard controller, it still really isn’t all that good for these types of games. Using the analog stick isn’t a good choice either because it registers full movement if a gnat so much as leans on it. I did have a lot more success using a fighting stick, but how many people out there own those? Oh, and a personal nit-pick is that some of the characters I played as had a special move where you have to press forward, then down, then diagonally forward-down. Call me retarded or a newb but I’ve never been able to do those type of moves in any fighting game, and I’m not the only one who’s like that. It’s why I never used Ryu or Ken in Street Fighter II, because I could never get that damn Dragon Punch to work.
I didn’t play Battle High with another player. Yea, I’m sure there will be plenty of people out there that say it gets better with another person around. So what? The same thing can be said about dying of radiation poisoning. Besides, if I tried to get my friends to play this, they would look at the copies of the Mortal Kombat 2011, Super Street Fighter IV, Soul Caliber IV, Tekken 6, or Super Smash Bros. Brawl on my shelf and say “why are playing this again?”
And that’s a good question. Why? Unless you live and die by the Indie scene, there’s really nothing at all of value in Battle High: Elemental Revolt. It’s bland even by the standards of most Street Fighter II rip-offs that popped up twenty years ago. And if you desperately want something that’s old school, why not just play the original? It’s right there on Xbox Live Arcade for the low price of 400 Microsoft Points. That’s only four dollars more than Battle High, but that also buys you online play, achievements, and all the other bells and whistles that come in the package.
Actually, I take back what I said about Battle High not being bad. It is bad. It fucking sucks by any standard including Xbox Live Indie Games. It’s boring. It’s tired. It’s shallow. It’s flavorless. It’s not memorable. I’m sure I’ll get accused of trolling on this, but really, it was such a let down for me. One of the ten best games to showcase the Indie movement my aching ass.
In closing, I want to say that I’m really disappointing in the game selection featured in the Indie Game Summer Uprising so far. As bad as Raventhorne was, and it was way worse than Battle High, at least it kind of felt a little original. Battle High doesn’t have that going for it. What did selecting it for this promotion do towards the betterment of the Xbox Live Indie Game scene? Players who are not as gung-ho about Indie games are going to play this and let out a collective “meh.” This was not a showcase of what I know an Indie game is capable of, and it’s not going to win over the hearts of those who don’t care to learn just how good an Indie game can be. What it did was prove that a small development team lacking a budget and professional game design credentials doesn’t have the capability of making a halfway decent rip-off of one of the most cherished games of all time. Hell, I could have told you that.
Battle High: Elemental Revolt was developed by Mattrified Games
80 Microsoft Points were seriously wondering when, or if, one of these games is actually going to rise up during this uprising in the making of this review.
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