REVIEW – “Invincible VS” is a scrappy addition to a turbulent fighting game market, but a lightweight on playable content

I am a puddle of bones, lying on the precipice of a new world caught in the throes of a warring universe with beings far beyond what humanity could comprehend. Some protect, some destroy, all vie for control. To witness this new era of pain is one thing, but to participate in it is another thing entirely and I must say, after dedicating hours to fighting everyone I could, all I can say is I want more Invincible VS.

After I played the open beta for Invincible VS, I was excited and intrigued. The game’s tone, characters, and art also meshed well with my tastes, so much so that I started watching the show to learn more and prepare for this review. Research! I’m still in season one, but if you’ve seen the show, then you know there’s an immense amount to chew on in just that season alone. It’s easy to see why it’s been renewed three times since then.

New fighting games always have to fight like hell to get any recognition beyond vaunted franchises and games like Fatal Fury, King of Fighters, Granblue Fantasy Versus Rising, or Guilty Gear. Factor in the Big Three–Street Fighter, Tekken, and Mortal Kombat–and it’s a wrap for newcomers. But everyone’s always looking for something different, and while I’m not nearly as tapped in as others are with the fighting game community (FGC), I’m still willing to make a moderately bold take and say if all goes well, Invincible VS could see a similar level of gradual success as Skullgirls did a decade ago.

One thing this game has on others is the licensing, of course. Working with a popular comic and show about superheroes does a lot for people who may not even be fans of either. It’s filling the void left by Injustice‘s absence. NetherRealm Studios got Omni-Man as DLC in Mortal Kombat 1, but this is a wholly different modality. 3v3 fighting games have a certain nostalgic acclaim and feel with the FGC dating back to the Capcom-developed Marvel fighting games, chief among them Marvel vs. Capcom 2. That’s mostly where the comparisons end though, for better or worse.

Battle Beast makes it rain with his ultimate

These days, to be successful, fighting game developers have to think about a lot. Most inch themselves toward competitive viability, chasing that esports stage that elevates players (and the game) into new heights by being beamed into households around the world to capture new audiences. Skybound Games and Quarter Up have been upfront in that being part of their intent, making a game that’s tournament-ready, as fun to watch as it is to play. Casually though, and to solidify more sales, you need to cater to people a bit closer to me, ones that want a breadth of content to play alone and online, stuff to do to justify the purchase and time spent learning the game. This is a bit of a weaker point for Invincible VS on launch, but what’s here is good.

The single player story is fun. It plays with the formula of the game by making some fights 2v2, 1v2, or even 1v3. It’s constructed like an episode of the show and it even has a continuity with it taking place somewhere toward the end of the third season. Lasting around two hours, it’s relentless with action, hardly a moment in it where characters are given a chance to breathe let alone speak with each other. Imagine the most ass-beating episode of the show you can, where setpieces took precedence over plot and characterization, and you’ve got a good idea what it’s going for.

It’s to the point where it’s actually a little jarring. The game shifts from eye candy cutscenes that emulate the show well, but with a unique animation style akin to Spider-Man: Into the Spider-Verse like it’s animating on twos, to gameplay with nearly no segues. It can catch you off guard, especially if you were leaning back in your chair and enjoying the show (ask me how I know). The cinematography and composition of some of it are impressive enough to assuage that feeling. There are grand shots of violence, multiple characters trying to turn each other’s heads into hollowed-out cereal bowls, but naturally, it shines the best when you’re in charge of it.

The reason why I like the story mode is because it’s a sampler plate, kind of the tutorial after the tutorial. I implore all players, veterans and newbies, to actually do the tutorial and finish it, but after that? Story is a good place to go. You get to play as nearly every character in the roster at some point, feel them out on the spot, and even if you lose, you get to retry the battle with no delay. Friendly! It allows you to find some faves, see who you like, then go from there into the practice mode to lab some combos and team them up with complementary characters and assists, or dive in online if you want. I’m a fan of the latter, my win-lose ratio is not.

All the personality of these characters is intact with how they fight

The open beta gave a strong impression of the roster’s variety. Since my knowledge of the show and characters was very vincible, I was sharing the concern of others that many characters look like they’d overlap too much in terms of overall design and move sets. I’m happy to say that’s hardly the case! Sure, the Viltrumites on the roster all wear similar godly white bodysuits by default, but they all control differently enough to matter. My favorite among them is Lucan, who’s a grappler with some real density to him and an aerial belly flop move to send opponents to the ground and bouncing off it for good follow-up potential. His stomach also has jiggle physics, as does any character with breasts. It’s mostly tasteful though – whose heaving bosom would not budge when engaging in an intergalactic gladiatorial deathmatch?

To be honest though, the cast gets much more colorful, literally and figuratively, when you start factoring in the others. I took to Robot as he has some nasty projectiles to zone the hell out of enemies, and his missile assist is pretty much just Doctor Doom’s missile assist from Marvel vs. Capcom 3, which is very valuable for juggles and links. I finally tried Invincible and Omni-Man – they’re good! Nice, balanced archetypes, not unlike Ken and Ryu, are always a staple of Street Fighter, built for speed as much as for versatility and strength. My go-tos still switch around Rex Splode, Bulletproof, Allen the Alien, and Battle Beast. Sadly for Monster Girl, I’m finding less to do with her than I thought I would, so I benched her. Sorry. 🙁

The marquee character for me was Ella Mental. Ever since she was announced, I was intrigued. Not only is she voiced by Tierra Whack who is one of the most creatively impressive music artists of the last ten years, but she was heavily inspired by X-Men’s Storm. Instead of weather, Ella controls the primal elements of fire, water, earth, and wind, but she has a sleek design like Storm, great movement with an air dash and double jump, and seems to be one of the most canonically powerful characters in this roster which is saying something. Whack’s performance fits the bill as well, matching her peers both from the show’s voice cast or ones filling in for the game, a whole lot better than other recent big celebrity performances in fighting games. Woof.

Ella’s soooo cool

This is a good time to talk about the voice cast and to correct some misinformation I accidentally spread with my open beta article. I was under the impression that basically all the voice cast from the show appears here as the same character. While that’s true for many characters like Atom Eve (Gillian Jacobs), Lucan (Phil LaMarr), Battle Beast (Michael Dorn), and Omni-Man (J.K. Simmons), some had to be recast, but damn were there good choices made in this regard. I could’ve sworn that Steven Yeun was reprising his role as Invincible himself. Nope, it’s just a really, really good performance from Aleks Le (Luke from Street Fighter 6, Daredevil in Marvel Rivals). Comedian James Adomian also does a pretty decent Seth Rogen impression for Allen the Alien. His voice is gruff yet clear, and I love the way he says “you gotta be fucking kidding me!” when it’s his turn to fight in a match after one of his teammates gets liquefied.

Being a budget title, some concessions are to be expected in terms of content and production values, but they’re mostly solid across all of Invincible VS. Characters mostly animate well in-game and with cutscenes–there’s not as much stiff and robotic jank as you see in a game like Mortal Kombat when played at its extreme. If you play the arcade mode, each character has a voiced and animated (like a motion comic, not a story mode-like cutscene) ending to unlock, which is nice if a bit bare minimum. What I do like, however small it may be, are the little chibi-like interpretations of characters from the game in the lower-right of the loading screens. They’re cute, maybe not fitting the gritty, violent tone of Invincible, but even people with a cursory attachment to the property like me know it’s capable of levity and humor. It’s a nice touch, and I look forward to seeing them as I’m playing.

The music done by The Glitch Mob is quite good. It channels late ’90s/early aughts driving electronic jams with fried synths and snappy drums, and epic film soundtracks with huge horns and pervasive melodies to match the scale of the characters and fighting. The main theme is appropriately bombastic and I don’t mind idling on the menu for it. You can even listen to it on streaming services like Tidal right now.

I was able to play a decent amount of online as well. A bunch of my peers and I piled into lobbies and duked it out. I held my own against a few of them once I got my bearings back and I’m happy to say that there was pretty minimal issues. Sometimes there was connection difficulty to establish and begin a game, and one time I had a connection drop in the middle of a match, but it was technically more solid than the open beta was and that was already pretty good! Cross-continental matches even held up well with the FGC-cherished rollback netcode doing some heavy lifting. There isn’t much to do online, just fight casually either through matchmaking or a customizable lobby system, or do ranked matches for the glory of the universe. That’ll be enough for the most dedicated of players, but casuals will likely bounce off it quick unless they’re invested to learn and devote time.

A very solid starting roster of pals and pests

Even with its six-button minimum, I imagine that won’t be too much of an issue since Invincible VS is about as easy as a fighting game can get while retaining the technical depth seasoned fighting game players want. Because of the homogenization of how combat works, you can pick up a character you’ve never played as before and manage well enough if you know the basics. I used primarily motion controls because I’m old and every single fighter works similarly.

They all have attacks for light, medium, and heavy strengths while standing and crouching with heavy crouching attack being a universal launcher to get your opponent in the air, and everyone has three special attacks unique to them, two super moves, and a world-ending ultimate attack that devastates anyone’s health bar. Some unique normal moves exist, like not every character has a meteor attack or dive kick in the air. They’re all performed the same way too. A quarter circle forward and light attack is always a special move, and they can all be boosted with the medium button instead of light for additional hits and damage. Heavy is where the supers and ultimates live. Simple, easy, accessible.

For the standard controls, it’s even easier, just one button press (a dedicated special button) and a single direction to make specials happen, press two buttons and a direction for a super, and so on. Hell, no matter what type of controls you use, you can just mash the light attack button over and over for an auto combo that goes into a super if you have enough meter built up. I used both an arcade stick (Mayflash F500 V2) and Xbox controller and found both to be solidly comfortable for different reasons, my personal rustiness notwithstanding.

What’s better than Robot? BIG Robot

Where things get a bit more technical is all the offensive and defensive options to remember and know when to employ. I won’t go into everything as the game’s tutorial does that for us; suffice to say, there’s always a way out of a situation or into one if you’re trying to break down your opponent’s defense or close distance to smack them around. I especially like how you can break combos with your assist or stop an opponent from using an active tag to beat your ass more and give you some breathing room. You can even feint it for some mind games and baiting. The dreaded combo meter that’s supposed to break once you get hit too much wasn’t really an issue either. The arena shift is a nice touch, giving you the situational ability to clock your foe so hard that you switch locales. It’s far from the first game to do these things, but altogether in the fray of Invincible’s world feel nice and fitting. It ends up feeling like a combination of Ultimate Marvel vs. Capcom 3 and Killer Instinct, which makes sense since some of the devs worked on the latter and surely enjoyed the former.

I know I extolled the benefits of the tutorial earlier, but it has one glaring issue here that unfortunately is retained from the beta: it only gives button instructions for standard controls, not motion. This is very confusing because the buttons you’re told to press to perform some of the more advanced techniques just straight up won’t work, you’ll have to go to the actual move list in the pause menu to see how to do it with motion controls. Big oversight, but one I’m sure will be fixed soon enough.

I encountered a problem with subtitles not showing in the story while playing on my Xbox Series S. Playing on PC they showed fine, so something’s up with the console version. Subtitles only show during the character intros before fights (which are good by the way), but not story or with the arcade endings.

There’s a lot to unlock by raising character mastery and profile levels for the ultra fan

It’s also hard to ignore the light offerings for playable content. It really is just story (and a relatively short one at that), arcade, training, a tutorial, and a few different methods to fight online that ultimately shake out to the same one way. A team fight mode would have been cool where you can get two friends and fight on the same side, maybe even against another team of three, or just alter the number of members on a team like the story does. With Invincible VS‘ classical fighting-game leanings, maybe this didn’t make sense to the devs, and 2XKO already has that type of co-op play on lockdown, but in these days, you can’t be too rigid or afraid to get a little ridiculous and flashy with it. Compared to recent hits like Fatal Fury: City of the Wolves or the newly polished Virtua Fighter 5 REVO: World Stage, this game is getting smoked and feels like you’re paying a small premium for the licensing alone.

So as someone finally comes to mop me up like spilled oatmeal, I’ll leave you with this: Invincible VS is good. It’s a big game even if it feels small at times. Good production does it some nice favors and with DLC already lined up, hopefully Quarter Up and Skybound Games can take notes from the community, deliver some surprises, and forge some longevity for those who are jaded and looking for a new mainstay on their hard drives and offer a new way for Invincible fans to experience that universe.

I’m of the opinion that Invincible VS has some ground to make up to stand among the greats, but the foundation is beyond solid. It can be tough to rate a fighting game on launch because they’re made to change over time. Regardless, if any of this intrigues you, join us! We’re fighting, we’re cussing, we’re bleeding, but most important of all, we’re having some fun. Just don’t one-and-done us or rage quit, you gotta run the set and take the L!

Title:
Invincible VS
Platform:
PlayStation 5, Xbox Series X/S, PC
Publisher:
Skybound Games
Developer:
Quarter Up
Genre:
Fighting
Release Date:
April 30, 2026
ESRB Rating:
M
Dev's Twitter/X:
Editor's Note:
Game provided by Skybound Games. Reviewed on Xbox Series X/S.

Invincible VS is good. It’s a big game even if it feels small at times. Good production does it some nice favors and with DLC already lined up, hopefully Quarter Up and Skybound Games can take notes from the community, deliver some surprises, and forge some longevity

I am a puddle of bones, lying on the precipice of a new world caught in the throes of a warring universe with beings far beyond what humanity could comprehend. Some protect, some destroy, all vie for control. To witness this new era of pain is one thing, but to participate in it is another thing entirely and I must say, after dedicating hours to fighting everyone I could, all I can say is I want more Invincible VS.

After I played the open beta for Invincible VS, I was excited and intrigued. The game’s tone, characters, and art also meshed well with my tastes, so much so that I started watching the show to learn more and prepare for this review. Research! I’m still in season one, but if you’ve seen the show, then you know there’s an immense amount to chew on in just that season alone. It’s easy to see why it’s been renewed three times since then.

New fighting games always have to fight like hell to get any recognition beyond vaunted franchises and games like Fatal Fury, King of Fighters, Granblue Fantasy Versus Rising, or Guilty Gear. Factor in the Big Three–Street Fighter, Tekken, and Mortal Kombat–and it’s a wrap for newcomers. But everyone’s always looking for something different, and while I’m not nearly as tapped in as others are with the fighting game community (FGC), I’m still willing to make a moderately bold take and say if all goes well, Invincible VS could see a similar level of gradual success as Skullgirls did a decade ago.

One thing this game has on others is the licensing, of course. Working with a popular comic and show about superheroes does a lot for people who may not even be fans of either. It’s filling the void left by Injustice‘s absence. NetherRealm Studios got Omni-Man as DLC in Mortal Kombat 1, but this is a wholly different modality. 3v3 fighting games have a certain nostalgic acclaim and feel with the FGC dating back to the Capcom-developed Marvel fighting games, chief among them Marvel vs. Capcom 2. That’s mostly where the comparisons end though, for better or worse.

Battle Beast makes it rain with his ultimate

These days, to be successful, fighting game developers have to think about a lot. Most inch themselves toward competitive viability, chasing that esports stage that elevates players (and the game) into new heights by being beamed into households around the world to capture new audiences. Skybound Games and Quarter Up have been upfront in that being part of their intent, making a game that’s tournament-ready, as fun to watch as it is to play. Casually though, and to solidify more sales, you need to cater to people a bit closer to me, ones that want a breadth of content to play alone and online, stuff to do to justify the purchase and time spent learning the game. This is a bit of a weaker point for Invincible VS on launch, but what’s here is good.

The single player story is fun. It plays with the formula of the game by making some fights 2v2, 1v2, or even 1v3. It’s constructed like an episode of the show and it even has a continuity with it taking place somewhere toward the end of the third season. Lasting around two hours, it’s relentless with action, hardly a moment in it where characters are given a chance to breathe let alone speak with each other. Imagine the most ass-beating episode of the show you can, where setpieces took precedence over plot and characterization, and you’ve got a good idea what it’s going for.

It’s to the point where it’s actually a little jarring. The game shifts from eye candy cutscenes that emulate the show well, but with a unique animation style akin to Spider-Man: Into the Spider-Verse like it’s animating on twos, to gameplay with nearly no segues. It can catch you off guard, especially if you were leaning back in your chair and enjoying the show (ask me how I know). The cinematography and composition of some of it are impressive enough to assuage that feeling. There are grand shots of violence, multiple characters trying to turn each other’s heads into hollowed-out cereal bowls, but naturally, it shines the best when you’re in charge of it.

The reason why I like the story mode is because it’s a sampler plate, kind of the tutorial after the tutorial. I implore all players, veterans and newbies, to actually do the tutorial and finish it, but after that? Story is a good place to go. You get to play as nearly every character in the roster at some point, feel them out on the spot, and even if you lose, you get to retry the battle with no delay. Friendly! It allows you to find some faves, see who you like, then go from there into the practice mode to lab some combos and team them up with complementary characters and assists, or dive in online if you want. I’m a fan of the latter, my win-lose ratio is not.

All the personality of these characters is intact with how they fight

The open beta gave a strong impression of the roster’s variety. Since my knowledge of the show and characters was very vincible, I was sharing the concern of others that many characters look like they’d overlap too much in terms of overall design and move sets. I’m happy to say that’s hardly the case! Sure, the Viltrumites on the roster all wear similar godly white bodysuits by default, but they all control differently enough to matter. My favorite among them is Lucan, who’s a grappler with some real density to him and an aerial belly flop move to send opponents to the ground and bouncing off it for good follow-up potential. His stomach also has jiggle physics, as does any character with breasts. It’s mostly tasteful though – whose heaving bosom would not budge when engaging in an intergalactic gladiatorial deathmatch?

To be honest though, the cast gets much more colorful, literally and figuratively, when you start factoring in the others. I took to Robot as he has some nasty projectiles to zone the hell out of enemies, and his missile assist is pretty much just Doctor Doom’s missile assist from Marvel vs. Capcom 3, which is very valuable for juggles and links. I finally tried Invincible and Omni-Man – they’re good! Nice, balanced archetypes, not unlike Ken and Ryu, are always a staple of Street Fighter, built for speed as much as for versatility and strength. My go-tos still switch around Rex Splode, Bulletproof, Allen the Alien, and Battle Beast. Sadly for Monster Girl, I’m finding less to do with her than I thought I would, so I benched her. Sorry. 🙁

The marquee character for me was Ella Mental. Ever since she was announced, I was intrigued. Not only is she voiced by Tierra Whack who is one of the most creatively impressive music artists of the last ten years, but she was heavily inspired by X-Men’s Storm. Instead of weather, Ella controls the primal elements of fire, water, earth, and wind, but she has a sleek design like Storm, great movement with an air dash and double jump, and seems to be one of the most canonically powerful characters in this roster which is saying something. Whack’s performance fits the bill as well, matching her peers both from the show’s voice cast or ones filling in for the game, a whole lot better than other recent big celebrity performances in fighting games. Woof.

Ella’s soooo cool

This is a good time to talk about the voice cast and to correct some misinformation I accidentally spread with my open beta article. I was under the impression that basically all the voice cast from the show appears here as the same character. While that’s true for many characters like Atom Eve (Gillian Jacobs), Lucan (Phil LaMarr), Battle Beast (Michael Dorn), and Omni-Man (J.K. Simmons), some had to be recast, but damn were there good choices made in this regard. I could’ve sworn that Steven Yeun was reprising his role as Invincible himself. Nope, it’s just a really, really good performance from Aleks Le (Luke from Street Fighter 6, Daredevil in Marvel Rivals). Comedian James Adomian also does a pretty decent Seth Rogen impression for Allen the Alien. His voice is gruff yet clear, and I love the way he says “you gotta be fucking kidding me!” when it’s his turn to fight in a match after one of his teammates gets liquefied.

Being a budget title, some concessions are to be expected in terms of content and production values, but they’re mostly solid across all of Invincible VS. Characters mostly animate well in-game and with cutscenes–there’s not as much stiff and robotic jank as you see in a game like Mortal Kombat when played at its extreme. If you play the arcade mode, each character has a voiced and animated (like a motion comic, not a story mode-like cutscene) ending to unlock, which is nice if a bit bare minimum. What I do like, however small it may be, are the little chibi-like interpretations of characters from the game in the lower-right of the loading screens. They’re cute, maybe not fitting the gritty, violent tone of Invincible, but even people with a cursory attachment to the property like me know it’s capable of levity and humor. It’s a nice touch, and I look forward to seeing them as I’m playing.

The music done by The Glitch Mob is quite good. It channels late ’90s/early aughts driving electronic jams with fried synths and snappy drums, and epic film soundtracks with huge horns and pervasive melodies to match the scale of the characters and fighting. The main theme is appropriately bombastic and I don’t mind idling on the menu for it. You can even listen to it on streaming services like Tidal right now.

I was able to play a decent amount of online as well. A bunch of my peers and I piled into lobbies and duked it out. I held my own against a few of them once I got my bearings back and I’m happy to say that there was pretty minimal issues. Sometimes there was connection difficulty to establish and begin a game, and one time I had a connection drop in the middle of a match, but it was technically more solid than the open beta was and that was already pretty good! Cross-continental matches even held up well with the FGC-cherished rollback netcode doing some heavy lifting. There isn’t much to do online, just fight casually either through matchmaking or a customizable lobby system, or do ranked matches for the glory of the universe. That’ll be enough for the most dedicated of players, but casuals will likely bounce off it quick unless they’re invested to learn and devote time.

A very solid starting roster of pals and pests

Even with its six-button minimum, I imagine that won’t be too much of an issue since Invincible VS is about as easy as a fighting game can get while retaining the technical depth seasoned fighting game players want. Because of the homogenization of how combat works, you can pick up a character you’ve never played as before and manage well enough if you know the basics. I used primarily motion controls because I’m old and every single fighter works similarly.

They all have attacks for light, medium, and heavy strengths while standing and crouching with heavy crouching attack being a universal launcher to get your opponent in the air, and everyone has three special attacks unique to them, two super moves, and a world-ending ultimate attack that devastates anyone’s health bar. Some unique normal moves exist, like not every character has a meteor attack or dive kick in the air. They’re all performed the same way too. A quarter circle forward and light attack is always a special move, and they can all be boosted with the medium button instead of light for additional hits and damage. Heavy is where the supers and ultimates live. Simple, easy, accessible.

For the standard controls, it’s even easier, just one button press (a dedicated special button) and a single direction to make specials happen, press two buttons and a direction for a super, and so on. Hell, no matter what type of controls you use, you can just mash the light attack button over and over for an auto combo that goes into a super if you have enough meter built up. I used both an arcade stick (Mayflash F500 V2) and Xbox controller and found both to be solidly comfortable for different reasons, my personal rustiness notwithstanding.

What’s better than Robot? BIG Robot

Where things get a bit more technical is all the offensive and defensive options to remember and know when to employ. I won’t go into everything as the game’s tutorial does that for us; suffice to say, there’s always a way out of a situation or into one if you’re trying to break down your opponent’s defense or close distance to smack them around. I especially like how you can break combos with your assist or stop an opponent from using an active tag to beat your ass more and give you some breathing room. You can even feint it for some mind games and baiting. The dreaded combo meter that’s supposed to break once you get hit too much wasn’t really an issue either. The arena shift is a nice touch, giving you the situational ability to clock your foe so hard that you switch locales. It’s far from the first game to do these things, but altogether in the fray of Invincible’s world feel nice and fitting. It ends up feeling like a combination of Ultimate Marvel vs. Capcom 3 and Killer Instinct, which makes sense since some of the devs worked on the latter and surely enjoyed the former.

I know I extolled the benefits of the tutorial earlier, but it has one glaring issue here that unfortunately is retained from the beta: it only gives button instructions for standard controls, not motion. This is very confusing because the buttons you’re told to press to perform some of the more advanced techniques just straight up won’t work, you’ll have to go to the actual move list in the pause menu to see how to do it with motion controls. Big oversight, but one I’m sure will be fixed soon enough.

I encountered a problem with subtitles not showing in the story while playing on my Xbox Series S. Playing on PC they showed fine, so something’s up with the console version. Subtitles only show during the character intros before fights (which are good by the way), but not story or with the arcade endings.

There’s a lot to unlock by raising character mastery and profile levels for the ultra fan

It’s also hard to ignore the light offerings for playable content. It really is just story (and a relatively short one at that), arcade, training, a tutorial, and a few different methods to fight online that ultimately shake out to the same one way. A team fight mode would have been cool where you can get two friends and fight on the same side, maybe even against another team of three, or just alter the number of members on a team like the story does. With Invincible VS‘ classical fighting-game leanings, maybe this didn’t make sense to the devs, and 2XKO already has that type of co-op play on lockdown, but in these days, you can’t be too rigid or afraid to get a little ridiculous and flashy with it. Compared to recent hits like Fatal Fury: City of the Wolves or the newly polished Virtua Fighter 5 REVO: World Stage, this game is getting smoked and feels like you’re paying a small premium for the licensing alone.

So as someone finally comes to mop me up like spilled oatmeal, I’ll leave you with this: Invincible VS is good. It’s a big game even if it feels small at times. Good production does it some nice favors and with DLC already lined up, hopefully Quarter Up and Skybound Games can take notes from the community, deliver some surprises, and forge some longevity for those who are jaded and looking for a new mainstay on their hard drives and offer a new way for Invincible fans to experience that universe.

I’m of the opinion that Invincible VS has some ground to make up to stand among the greats, but the foundation is beyond solid. It can be tough to rate a fighting game on launch because they’re made to change over time. Regardless, if any of this intrigues you, join us! We’re fighting, we’re cussing, we’re bleeding, but most important of all, we’re having some fun. Just don’t one-and-done us or rage quit, you gotta run the set and take the L!

Date published: 04/30/2026
3.5 / 5 stars