On Stream:http://store.steampowered.com/app/665090/The_Initial/

About This Game

Our New Game《Initial 2: New Stage》 is coming now!!! If you like our new game, please add it to wishlist, it will be released a few days later !!! Thank you!

THE INITIAL is a hyper action game about pretty schoolgirls battling against evil.

The game takes place in a special area called SPE, with a school for students gifted with ESP powers. Every student of the school is skilled in battle, and an evil organization wants to create an artificial girl who has the ultimate power. They have secretly collected combat data and are close to achieving their goal. Now it’s up to two students, Ruri and Erika, to stop them.

This game focuses on high-speed arena-based action. Utilize lightning fast sword attacks and electricity-based powers to smash through enemies. Block, evade, and look for chances to strike against smart enemies who will do the same!

There are many ways to overcome enemies: use skill points to learn new skills and abilities, capitalize on the weaknesses of enemies to beat them quickly, and if the enemy is knocked into weak state you can execute it directly!

This game has many levels and battle zones with plenty of challenges along the way. Enemies with different abilities, multiple traps, and unique bosses. With four difficulty levels to choose from, there’s a challenge just right for everyone from beginners to action game veterans.

We hope you will like it. Grab your sword and good luck!
    • OS: Windows 7/8/8.1/10
    • Processor: Intel i3 or better
    • Memory: 2 GB RAM
    • Graphics: GTX 740 or better
    • DirectX: Version 9.0
    • Storage: 3 GB available space
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Posted: December 15, 2018
To be entirely honest, despite my own personal feelings, there really isn’t a way to say this is a "bad" game, no matter your reasoning. Let’s break it down:

This game is $10 first off, $5 on sale, which is what i got it for. That’s cheaper than some skins in games like Fallout 76 or LoL and people still buy those. Think about that, you get an entire game for less than the cost of a skin. You’re getting exactly what you’re paying for too. What do you expect from a game that launched at $10? it has plenty of content, th gameplay is crisp and repsonsive, the controls (using a controller) are well-mapped. The game also has nice graphics and great special effects, espeically considering it’s a $10 game ($5 depending if you get it on sale like i said)

It also has voice acting which, while not in english, i can still tell they probably aren’t bad voice actors either.

Sure, the game’s grammar could be better, but to be honest who the f*** buys a fighting game centered around schoolgirls for the story or dialogue? Not you.

Speaking of story, it *does* have one, and it may or may not be good from what i understand of it, to be honest i’m not entirely sure but, again, you aren’t buying this game for a complex, engaging story, trust me.

This game was made by five people also, which, all things considered, is impressive. (OH but The Forest was made by 5 people too! Well that game was in Early access for years and has a higher price tag)

Does the game function well? Absolutely. Hasn’t crashed on me yet, or even froze and i also have not encountered any bugs to speak of either.

Variation, lots of people complain you’re fighting the same types of enemies throughout the game. Well, you are, and you know what? I’m still having fun several levels in, because the enemies work together with their unique abilities to keep the game engaging and fun. Quality over quantity folks.

Transparency, the devs are good at this. The store page tells you literally everything you might need to know to decide to buy this game. There’s no BS here. Everything in the pics, videos and description are completely accurate. nothing is even remotely misleading. They tell you what it’s about, they tell you what is in the game, and the price tag is right there. You KNOW what you’re buying. There’s no DLC, no Microtransactions, they’re not trying to screw you over.

This is a game about schoolgirls beating the crap out of each other with swords, with fast paced combat, cool effects, and good graphics, all for $10 (or even $5)

So again, for what you’re paying, you’re getting exactly what you should expect. Anyone who thinks it’s not worth it, well that’s up to you, but there’s a 2 hour timer on refunds and that is *plenty* of time to decide the game simply isn’t for you.

Personally, i love the game, i think it’s a lovely little indie gem. The combat is ridiculously fun, altho i have to play the game in bursts (like every fighting game) since my arm muscles get worn out.

Overall, the game, taking everything into consideration, is a solid 9/10, at least in my humble opinion. I enjoyed the hell out of this game and would recommend it to anyone into anime and/or fighting games, especially fast paced ones.

Unrelated to the review:
I saw that there is a sequel to this game! I think that’s really awesome and am happy that the devs were able to make a continuation.


Posted: September 14, 2017
If you don’t have
a controller
, don’t even try this game. It’s just way too annoying when you only use your keyboard&mouse to move around the in-game camera especially in this fast-tempo game. I really love the Japanese voice actors. I understand how much investments the developers had paid for those fancy voice actors, but I don’t think all the voices are well-matched with all the in-game characters. I’m not talking about how the characters’ mouth moves when they speak (well, that also need to be fixed for perfection). I’m talking about the faces, how would you have no emotional reacts when you are talking to someone with an emotional voice? It just feels like so damn fake and horrifying.

I would definitely recommend this game if you have
a controller

2/10 For people who don’t have a controller and play this game.
8/10 For individuals who use a controller to play the game.


Posted: September 4, 2017
Worthwhile game for people who like fast response based action games (Devil May Cry, Ninja Gaiden, Bayonetta). I will be mainly critiquing mechanics and design in the review–it may come off as negative given the amount of things I will be nitpicking but I think this game is very close to being excellent so I wanted to take the time to be specific about things. As it seems they may still patch things, I will mention this review is as of Sept 4, 2017

About the camera, reading the other reviews it seems like a lot of issues had been resolved prior to me playing the game, but there’s a few more points to potentially improve. An option for a farther camera would be helpful–I often found myself getting hit from offscreen by the fast dashing attack that claw enemies have.

This situation is very common due to what I expect is the typical encounter strategy of running around baiting suicide robots, then hunting down ranged enemies before engaging in the meat of the melee combat. Ironically, this approach to begin with is to minimize the chance of getting attacked from offscreen. This strategy is further supported by the fact that the ranged enemies have much lower health than other enemies and the sprinting attack will prioritize ranged enemies over everyone else nearby. A potential fix to this problem of strategic variety would be more enemy types and/or more actions within each enemy type.

To further expand upon the sprinting attack, it is a quick dash attack towards an enemy that is initiated by a light attack during sprinting. The interesting thing about this move is its auto-locking function which targets an enemy in range for you automatically, making it essential for hunting ranged enemies (as previously mentioned) but also as a gap closer for bosses, which I will go into further detail below.

Enemies are not aware of the Y-axis and will initiate attack attempts if you’re hovering over them, making the downward falling slash risky as you can end up attacking into a move you can’t see that has a more favorable hitbox. Additionally in the few encounters that happen on multiple floors, melee enemies are incapable of chasing you and ranged enemies can only attempt to shoot you.

Dodging has a bit of a long vulnerability time. While it’s important to punish defensive indiscriminate dodge chaining, it also limits the offensive potential of the player. This is most notable in the variant of claw enemies that will block most attacks. In the tutorial you are taught to guard crush them with heavy attacks, but as this guard crush also pushes them back, they often end up out of range and using a dodge as a gap closer is too slow as they re-gaurd while you’re still in dodge recovery. Getting close and using a strong attack chain is usable but as there are no combo options from a strong attack initiator and strong attacks within higher level combo chain that start with light attacks often fail to crush means this can be a boring approach. The actual approach i found best to use on these enemies was to sprint away at a small distance then use the sprinting attack to quickly close to perfect distance before they can bring their guard up and enable a full combo chain. One solution to the dodge recovery issue is either allow for limited chaining whereupon a long recovery will be incurred after a certain number of dodges (Bayonetta) or simply prevent dodge-to-dodge chaining but allow dodge into attacks freely.

The ranking system is based simply upon amount of HP remaining at the end of the encounter, with all hp being refilled after an encounter. Given that there is a way to self-heal 30% by using all your SP for a full screen attack, this is generally the best way to use SP as your ranking affects the amount of points you get to buy moves with per encounter (unless of course you are having no problem with hp at all). As far as I can tell the ranking system is something like 85+% hp remaining full 1000 points, with anything under being scaled to your health (e.g. 72% hp remaining gets you 720 points) and an overall rank at the end of a level. If you consistently get 80+% you can easily buy all the actions before the end of the game, which is a plus for me as these games are all about having options.

The boss battles are probably the low point of the game for me. You can almost never complete any of the better combos, with the bosses dodging out at the transition point, with some of the later bosses dodging even out of the basic light attack combo. Additionally, bosses’ "safe" strike times are fairly strict, meaning even if you do a perfect dodge/perfect block into a counter they won’t be staggered and usually end up hitting you on follow up attacks anyway–you absolutely have to wait for the right time to attack. Combine this with bosses having very little wait time between attacks and it could be pretty frustrating until you figure out the general pattern most of them share. With only a couple of exceptions, this results in the correct strategy for every boss being sprinting in a circle around them until they use one of their slow (usually ranged) attacks whereupon you immediately use the sprinting attack to close in, using a light combo before backing off and repeating. However, as a saving grace boss health bars are reasonable and once you get the pattern it does not take too long to finish one. This is a shame as I generally prefer the more agile character-vs-character fights in these types of games (think Vergil in DMC3, Angelo and Dante in DMC4) when they are made correctly.

Some final nitpicks, these mostly are minor issues that just go away with getting used to the particulars of the game:
Your striking range and coverage always seems shorter than it should be, I found myself constantly misestimating how safe i was in the middle of or initiating an attack chain, especially from the claw enemies.

The dodge distance is a bit too far, with dodging past an enemy to hit them from behind often overshooting resulting in a whiff. Dodge distance being shortened wouldn’t be a problem as there are plenty of invincibility frames in the dodge. Air dash should be lengthened however. Alternatively weapon range could be increased as mentioned above and dodge length left alone.

Non-sprint walk speed seems a bit on the slow side. Sprinting is fine as is though it could also be sped up without much detriment if a similar move speed bump was granted to enemies so they couldn’t be completely dusted.

Control customization would also be nice

As quick comments about non-gameplay aspects the game:
– Story and cutscenes are like an abridged cliche anime. I won’t hold this against it as I know how expensive cutscenes are to make and how small a team this is. Taking the effort at all to contextualize things is a net plus considering the circumstances for me.
– The game is very short, taking under 3-4 hours to complete once, though these types of games are generally highly replayable due to the inherent appeal of its gameplay. There’s additionally a challenge mode.
– Character models look decent, costume design is definitely anime-style, with the face models for the female characters looking very similar to some of the dead or alive characters.
– Gameplay animations generally look great, with nice looking FX work going with a lot of moves.
– Environment models don’t look as good as the characters but the gap isn’t distracting
– Music is surprisingly catchy though there’s only a few tracks. Given that the game is fairly short, the latter isn’t a problem

As much as I nitpick, I want to again clarify that for fans of the genre I think it is worth playing, especially at sale prices. The responsiveness of the system is inherently satisfying to play and is something I very rarely see done correctly outside of Platinum-developed/originated games, even at AAA budgets.


Posted: December 27, 2017
Considering that I just bought it for $7.50 and it was made almost entirely by five people, this was a surprisingly kick♥♥♥♥♥game.

This game is not a well polished AAA title. There are six enemy types plus five bosses. The level design is simplistic and highly linear, and the game pace is set by road blocks that open after defeating a pre-determined number of enemy waves. Finishing a playthrough on Normal difficult took me less than three hours, and it’s pretty clearly intended to played on a controller.

What this game does deliver is frantic, feel good hack n’ slash action, and every time the pace relents a moment for a cut scene, you’ll realize your fingers hurt from your white-knuckle grip on your controller. The English subtitles deliver charming doses of Engrish, the story is delightfully nonsensical, and the protagonist’s fighting animations are glorious. And it’s all set to an infectiously enthusiastic soundtrack.

This game plays like a low-budget weeby version of Lollipop Chainsaw, and I loved every moment of that.

Chico Mao

Posted: August 14, 2017
"The Initial" is your typical 3d hack-n-slash/action type of game that is similar to ninja gaiden / devil may cry / bayonetta series.

At the start, players will be given a choice between 2 beautiful female heroines who look different but have the same skills.

There is little backstory, where an evil corporation is trying to take over the world and using replicated(clone) girls for battles. Surprisingly, it has some cut-scenes with decent voice acting.

The learning curve is easy, as players are guided with a tutorial at the start, the main gameplay is all about fighting and running around clearing "zones".

Each "zone" will consist of a range of enemies and unique bosses. There is also an added feature of obtaining coins after clearing each "zone", allowing players to unlock more fighting moves.

+++ The Good +++
1) Fantastic 3D character models, very nicely done.
2) Decent voice acting during cut-scenes.
3) Easy learning curve, lots of action.
4) Gameplay, fight scenes are amazingly fluid.
5) The music is fast paced, and fits well with the gameplay.
6) There is support for controllers and key-mappings in settings.
7) There is character progression with unlockable combos/abilities.
8) Developers are active and open to suggestions/feedback.

— The Bad —
1) Even though character models are beautiful, the expressions are poor, feels "wooden" at times.
2) Limited replayability, once the game is completed, starting a new game becomes repetitive.
3) There is a lack of content, could have more enemies / unlockables / costumes / moves / secrets / levels.
4) The backstory could be improved further, players get thrust into the action too quickly.
5) Translation could be improved further, you do get minor grammar mistakes or awkward sentence structures. However, this is NOT game-breaking, do take note the developer’s main language is not english, so please bear with them.

To conclude, "The Initial" is a fun action-packed game, with beautiful graphics and fluid combat mechanics.

Even though there are some minor translation issues and lack of content/backstory, I believe both casual players and hardcore hack-n-slash fans will still enjoy this title.

Final Score : 8.5 / 10


Posted: December 29, 2018
Its pretty much a simple hack n slash with tons of flair. The loli cyberpunk theme is actually pretty good. Although you can upgrade your abilities via buying them from money you win, its generally just a button mashing brawlfest. If you are looking for a story or substance look elsewhere. But if you want a short fun bounce around and beat the snot out of lolis, then this may be the ticket. Initial II has much more substance, quite literally 4x the content, enemies etc, but this one is a nice fairly cheap(to buy) thrill, got it on sale for 50% off, also nice to see it have region pricing so everyone around the world can afford it when it comes on sale. I wouldnt go as far as to say its the best value though, but if you are a game collector of sorts and enjoy and want to support the hack n slash genre, this ones a good one to support. Lolis with blades, but it would have been a little nicer if they had more attitude, they just seem to have no personality. 6/10 for me


Posted: November 18, 2017
No camera lock. Controls are unresponsive and stiff. Combat is dull and repetitive.

Characters are utterly lifeless and plot is flat. The animations in the cutscenes look like emotes from an early 2000s MMORPG.

The soundtrack is the best part of this game, but even that isn’t much to talk about because it’s very repetitive and doesn’t make up for the lack of any sound effects or voices whatsoever in combat. The music is probably meant to mask this but ends up somehow making it even more noticable.

This is Ninjabread Man levels of bad. Ordinary combat is boring and the boss battles are tedious, with attack patterns happening with no rhyme or reason. You’re either waiting for the one or two attacks that leave the boss open or just flailing at them and hoping that the RNG doesn’t have the boss spam their unblockable♥♥♥♥♥♥

And I know this is an indie title but there is really no excuse for not having lock-on in a hack and slash like this. It’s like trying to make a version of GTA but not having a brake button, or an RPG without a save system. Which would be fine if this was a beta but it’s not, it’s a full release.

But I could forgive the shoddy controls if it weren’t for the fact that there’s nothing redeemable about this game. Okay it’s a five man team but out of five people not ONE of them could come up with a decent story? For ♥♥♥♥’s sake, Journey has more of a story than this game! "The bad guys have attacked our high school of weapon-wielding schoolgirls by creating robots of them because REASONS" is not a story. It’s a premise. And it doesn’t help that all your characters have less personality than robots.


Posted: July 20, 2017
Product received for free

The Initial is the debut title from new indie developers, Restory Studio.

In The Initial, you play Ruri, a schoolgirl at the special SPE school for students with ESP. For some reason that isn’t really explained, you carry a big sword with you everywhere you go, and your best friend is another schoolgirl with a large sniper rifle. Your school also doesn’t seem to have a set uniform, but you look pretty sweet in your dress, anyway.

The game begins with you hanging out enjoying the scenery while you wait to meet up with your friend, when a "replicated girl" suddenly appears nearby. You turn to face her (it?), ready to defend yourself, when — boom! She’s obliterated into little floating light cubes by a rifle shot.

Accompanying Miss Rifle (I can’t remember her name; sorry), you soon learn that an evil organisation has taken over the ESP towers (!) and is siphoning off the energy of the students, leaving these replicated digital versions behind to defend their handiwork. Not being one to put up with such nonsense — okay; your friend talks you into it — you head off to do battle and free the school from extra-sensory oppression.

The anime-inspired graphics in The Initial are its obvious draw card. The character models are beautiful, with clean lines, great fighting animations, and lovely shiny mapping effects. Cut scenes are presented using the game engine and they look nice, with no obvious intra-model clipping that’s so common in many other games. It’s a shame that the facial expressions are so wooden, though; a bit more emotion in the faces would have made a world of difference.

I’m a little surprised — and maybe sad; I’m so conflicted! — to see that there are no jiggle physics. These days games like these ALWAYS have jiggle. Instead, Ruri is unconventionally proportioned in a more realistic manner than most anime-themed beat-em-ups, though I can’t say the same about some of the other characters, and there’s no fan service whatsoever. Well, maybe a little bit; the shimapan flashes are a pleasant distraction on occasion.

The game is set across four or five different levels, each with a different theme to it. The background graphics are quite nice, but generally fairly basic, with simple textures and not much detail. The sakura trees in the first level are lovely, though.

There are half-a-dozen or so graphics options to play with, but after turning everything on I didn’t need to touch them again.

The game features typical anime game / beat-em-up music, that is exceptionally well produced and almost immediately fades into the background once you start playing (figuratively, if not literally as well). It’s a mostly forgettable sort of electronic rock with high-tempo beats and repetitive riffs, but it suits this sort of game perfectly. I can’t say I’d want to buy the sound track, though.

Sound effects seem quite limited, but they work well. You quickly get to learn the start-up sounds of the few ranged attacks that you’ll have to face, allowing you to dodge them even when they’re from an off-camera enemy.

The game features Japanese voices that sound good to me, though I have no idea if they’re actually saying anything like the subtitles suggest.

The Initial takes the rather common 3D fighting beat-em-up across a linear series of rooms and does very little with it, to be blunt. The controls on offer are the rather common light or heavy attack, with limited set combos, jumping, juggling, and aerial attacks, as well as a rechargeable sort of ‘energy bar’ to power your ranged, charged, and single special ‘bomb’ attack that hits everything on screen. It’s all been done before and The Initial doesn’t stray from the tried-and-tested formula, but what is here is actually very good.

The game features full controller support and a sensible default layout; there’s keyboard support and remapping of controls, I think, but I didn’t need to fiddle with either. Basic offensive moves are easy to time and chain into each other, with easy enemies in particular often opening themselves up to juggles and slow-motion finishing moves. Defensive moves are easy to time and can almost always get you out of a tight spot with only minimal reduction to your health bar. The animations flow nicely into each other, making the game’s pacing feel fast, but still controllable.

The game is broken up into a number of levels, each of which is made up of a number of areas that you play in a set order. You fight waves of enemies in one area, unlocking the exit to the next area, where you fight waves of enemies to progress again. Once you’ve fought your way to the end of the level you meet a boss. Kill him or her, and you move onto the next level, until you finish the game.

The script is full of grammatical errors and the story is bonkers, but it’s lovable in that crazy anime way. When you meet the first boss and he introduces himself as "HANDSOME … STRONG … HEARTTHROB MAN … Ryuzaki!" in a series of poses, you can’t help but enjoy yourself.

As you fight you get awarded coins to spend on unlocking new moves. These are mostly longer combo chains, though there are a few nice new move types in there, too. You can spend your coins at any time by pausing the game and entering the moves list menu. The game saves after each screen, allowing you to continue from your last completed area if you die, and, to my relief, you can continue if you quit to the main menu as well (though this may only work at the start of each level).

So what The Initial does, it does well. But I’m sad to say that it doesn’t do that much. Each area in each level is only populated by up to a handful of enemy types, so as you fight your way through the game, you’re doing so fighting the same enemies that you fought in the first level, over and over and over again. They seem to become mildly more difficult as you progress, but essentially the same tactics that work on Level 1 will work right up to the end of the game, with only the bosses offering you unique challenges.

Though the game seems ripe to offer more, you can only play as Ruri, and unless you’re absolutely terrible at the game you will have unlocked all of her extra moves before your first play through is completed. The game’s not very long either; I finished a complete play through in just over two hours with 14/20 Achievements.

The game offers Steam Achievements, which you’ll only fully unlock if you finish the game in every difficulty mode, but after restarting in the next difficulty level I couldn’t bring myself to play even through to the end of the first level for a second time; once you’ve played once there seems to be nothing new to motivate you to play again. And that’s a shame, because with more variation, more progression, more unlockables, and a reason to replay it, the Initial could have been a great addition to the genre.

+ Beautiful character models with fluid animations
+ Crazy storyline with nonsensical characters
+ Controller response is excellent
+ Steam Achievements

– Not enough of anything (moves, enemies, unlockables, playable characters, levels, …)
– Terrible grammar
– Poor facial expressions
– Pricey for the limited replayability on offer

The Initial is more fun than it should be. Its combat is finger-strainingly repetitive and it has only a few enemy types to beat up, over and over again, using a fairly small array of moves to do so. But the wacky anime story kept me playing to see what would happen next, and the beautiful character models and fluid animations gave me something nice to look at while I did. Longevity suffers from lack of variation and progression, but it’s good fun for one play through at least.

Save for Later

For more game reviews, visit Save or Quit[saveorquit.com].


Posted: July 29, 2017
This review is based on a full Normal difficulty playthrough and 1 and a half hour of Very Hard.

The game itself has gone through a few revisions since I beat it and all for the best. On normal mode I feel it’s a good action game. You start out with a simple moveset like you do for most action games and buy combos and abilities. These can range from "Buy XXXYYYXXXX" or "Press X to attack back after right timing." You get coins to buy these skills after beating areas in a game. There are a few small variety of area scenery and enemies. It’s enough for a game that takes about three hours to beat. The bosses seem to be well thought out as it can be a matter of trial and error before you figure out the pattern needed to beat them.

Now for what I care about most. The combat is much better than most action games you would find on Steam. You have the ability to cancel your animations, but not at all times. The defensive options are a simple dodge and block at the beginning. Eventually you can unlock the ability to parry and dodge with a follow-up attack. The parry is an instant kill, but only kills one enemy even if you’re surrounded. However, attacking back with the dodge affects everybody within proximity of the attack, but it won’t kill. One other ability is to intercept the enemy with your own attack, but with the start-up on moves you would need to know they’re about to attack to use this. There’s no indication of when they will other than their own start-up too.

Your offensive options are a few simple combos, but are usually interrupted easily unless you launch the character. It seems like the character will only hit everybody in some instances. Each combo serves a function and is used for things like trapping characters in furious sword swipes and allowing you to move. Another combo allows you to blow all of your enemies away. There are finishers in the game when an enemy is red, but you have to be neutral to use it for some reason. Movement from character to character is done well. There is a dash button and it’s utilized during combat to instantly teleport you to the enemy you want to attack. The game equips you with a gun to put an enemy into stagger state. You are also able to charge your regular attack to deal a lot of damage to a single enemy on screen or charge until you’re red to kill every enemy on screen. One of the abilities you buy allows you to instantly go into red state. Unfortunately going into this stance is near impossible in Very Hard. Your last attack is an attack that kills everything on the screen instantly and refills your life gauge. The former two require resources from the bar below your life that you slowly build up. You can build it up faster with finishers, a parry follow-up, and apparently intercepting an attack. Since the bar only serves as a function for these two things I didn’t feel it needed to be mentioned immediately.

The game is a joy to play on Normal and is a real challenge on Very Hard. I feel some of the challenge on Very Hard comes from being unable to utilize all of the tools given to me, though. I cannot intercept, I am given no time to charge an attack, I get hit at certain points in combos too easily, and I can’t recommend playing on Very Hard because of these flaws. I find myself making it through areas by press attack a few times, dashing to the next enemy, pressing attack a few times again, and repeating. Sometimes I will use parry and dodge, but it’s usually too suffocating or there’s an environmental hazard.

I recommend the game because I had a lot of fun on Normal and most people probably won’t touch Very Hard. This review is based mostly on the game’s mechanics and Very Hard difficulty.


Posted: September 3, 2017
First i want to say for the price point set at $10.00 this game is a fantastic entry level game for those who love hack and slash games with hot women. The team that made this game was a 5 person team and the fact this game is the product to that is amazing.

Pros and Cons:

Pros/consThe campaign/story mode is non existant/lacking but its a good training ground for people who wish to get into this genre of gaming.

The combos are well thought out and are designed to teach as you progress. I do wish we had more combos and that they were not all unlocked.

The graphics are beyond amazing, and realistically you should buy the game just for them.

* we need more characters in the next installation*

Overall this game is awesome and you will get 2 plus hours of play time with it.
I hope the developers add more characters/skins and maybe even add ons for the story or more *modes*.


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