[Análisis] I'll win! Super Strikers for Nintendo Switch – iGamesNews

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[Análisis] I'll win! Super Strikers for Nintendo Switch – iGamesNews

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The Spanish-speaking world is soccer. It is something that is carried in the very heartbeat of each country, the character that can be felt in the football environment seems to agree with the personality of the people, spirited, brave, warm-blooded people. Obviously I do not want to generalize, not everyone likes soccer, and of course, it does not depend on nationalities, but we have historically been united by this sport. So it is even more serious than today we still don't have a decent football game on Nintendo Switch, one that hooks us for hours and hours, since, leaving Fifas apart, the only things that have arrived have been little jewels, with their lights and shadows (perhaps with more than the latter), like the one that is with us today.

I'll win! Super Strikers is an innovative mix between tactical RPG and soccer. Win matches to level up and win new teams that will allow you to learn special skills, improve your players' statistics or protect yourself from the effects of status changes. The developer is Rese, it was released on Steam on July 26, 2018 and premiered on Nintendo Switch on February 28. You are ready, we begin the analysis Ganbare!

Ganbare Super Strikers

Gameplay

Let's get down to business, Ganbare! Super Strikers (hereafter Ganbare) It is a fairly fair indie game at the production level, but it compensates with a very interesting game system at the same time. This game system is, broadly speaking, a mixture of tactical RPG (how could FF Tactics, Fire Emblem…) and arcade soccer (Super Sidekicks, Mario Strikers…) a symbiosis of genres that works very well and that does not We have seen it represented in turns, as is the case, but in real time at Inazuma Eleven or (presumably) at the next Capitain Tsubasa. But let's get to the heart of the matter. What is a Ganbare match like?

They are duels of soccer 7 or soccer 11Depending on the field in which we play, the tactical formation is quite limited in this regard, even more so in the 7-soccer formations, although given the way the games are played, it is not missed either. Players have 6 stats, numbered 0-100, which represent how good or bad each player is in the different actions he exercises on the field, these are: stop, pass, kick, tackle, dribble and block. The games last 40 minutes, 20 minutes each part, but in reality they represent each of the turns we have each time we turn our rival. The field is distributed by a determined number of squares.

And finally, the game begins. When it is our turn we will be able to decide what actions our players do (except the goalkeeper) whether we attack or defend. We have two possible actions, to choose between: move, pass, dribble or shoot. When we defend we will only have 2: move and entry. The movement is always two squares. This system is so on a regular basis except for one rule, when we defend we will have only one opportunity for the entire team to make an entrance to the rival team and we can also do it even after exhausting the two basic actions. With an example it will be understood: we can be with a gap of 4 squares between two rival players, make the two movements to get to his side, and also make the entrance to steal the ball. If we manage to steal it, it will be our turn directly, if on the contrary we err, we can continue to perform actions with the other players (mainly moving them) but we will not be able to make an entry until the next turn.

Each of the actions we decide to do (except move) will involve the player's statistics. These will be determined by making a random roll around your own statistic.For example, if I have a 60 kick, a random roll will be made in which my final score could be either 50 or 70. In addition, the actions that imply that the ball goes flying (shoot and pass) will subtract 10 points for each square that they cross If the force reaches 0 before the ball reaches its destination, it will be thrown in a random direction. Every time a ball is crossed with an opponent, both defending and attacking, and either in a pass or with the ball controlled, there will be a statistical duel, whoever wins will take possession of the ball. In a pass, the statistics from the front pass (by the attacker) to the blockade (by the defender) will act, with the ball under control, the dribble statistics will act against the entrance.

The percentage of success expected for our action will be shown on the screen, the case of shots on goal is somewhat special, we will always have the possibility of hitting the center of the goal or one of the two sides, if we shoot to the center we will see how our percentage is reduced, as it will be easier to stop for the goalkeeper, but we do shoot to the sides, even if we exceed the goalkeeper's “stop” statistic, we can hit the post and miss the goal. Players will also have an effort bar, which wears out as we perform actions, if it approaches the end the player will see all their statistics reduced by halfOne way to solve this is to take advantage of the two possible substitutions that we can make at the break of a game, allowing a fresh player to enter. But why should a player who is capable of making a “ghost kick” rest, what would a soccer game be without its superpowers?

My team, my power

This is where the most RPG part of the title comes in.. In story mode we will have our own team, which we can customize (so it doesn't look Japanese no matter how hard the game is pawned) full, both his shield and his name, as well as the appearance and name of each of the players. Players will level up based on the performance given in each match, the amount of positive actions that you have achieved will improve your statistics … and learn powers.

The point is that we can equip players with different accessories that will provide them with improved statistics and even special abilities. These abilities will be provided by these objects, for example some sleeping boots will give the sleeping pass ability to a player, but if he has them equipped for enough matches, through the experience obtained, the player will be able to learn the skill and use it taking off his boots, to, for example, put on others. These abilities have all kinds of effects, normally at the same time that they apply their effect they suppose a rise in the statistics of the action, making these actions decisive for their use.. The regulation of these works through some points of "magic", the PM of all life we ​​go. This bar also improves along with statistics and each special ability consumes a percentage. The truth is that we have been impressed by the quantity and variety of objects and possibilities that exist in this sense, from simple "super shots" to freezing dribbles, invisible passes … The effects are applied if the action in question beats the rival that is facing, for example, a freezing dribble will freeze your opponent (and you will not be able to perform actions on your next turn) if you overcome the opponent's block. There are more things, but I also do not want to excessively lengthen the text with these details, I prefer that they be small mechanics that the player discovers.

The game is fun and varied, it shows a bit unfair in some points, but rng is also part of the game, even in real football there is also a lucky point that is uncontrollable and unfair at times, you know, "that's right football". The game system feels fresh, the closest thing I can think of was that minigame in Final Fantasy X, Blitzball. Quite similar in every way, except that the movement was real-time and less tactical. If there is a negative point that I would like to highlight within this gameplay, some "glitches" that allow us to exploit the result unfairly and absurdly. Basically it consists of achieving a 1-0 advantage and then locking ourselves with the ball in a corner of the field, protecting the ball with 3 players in the holes that the rival could take advantage of to make us an entry, from there it would be enough to spend turns until the game is over. We understand that there is no way to solve this … perhaps it is best to take it as a "help" in case we can not pass an impossible match. In principle, these are the bases of Ganbare, but what modes are there for this gameplay?

Game modes and duration

A little sparse in this regard, there are only two game modes. An arcade mode, where we can select between 3 types of competitive format, fast match, tournament or league. We can also play local multiplayer on the same console. On the other hand is story mode, it is here where through a simple history the parties are spun, up to 42. The first ones work as a tutorial, and they introduce all the powers through the objects obtained in them. The difficulty can be quite high In addition, there are always two additional objectives to be met in each game, such as "win by more than 3 goals", "do not use a certain skill" or "keep your goal at 0" that will award new items to the player. Between games, we can configure our equipment, training, objects, do the tutorials again …

Overall it's a pretty durable game in its story mode, and each game becomes enjoyable, since the rivals use different strategies, different objectives are asked of us and we must balance the use of our players so that they do not remain low in level, even the substitutes, taking into account that the first matches are football 7 but then there will be football 11. It does not have too much replayability but neither do we ask the elm for pears, we can always enjoy arcade mode and even pick up a friend in multiplayer games on a single screen.

Control, graphics and sound

Ganbare was born as a PC game, and it shows. Selecting with a pointer to each of our players would help the games to flow more dynamically, however each time we select a player, we have to select the action we want, and without leaving that submenu, select the pass box, which it is previously determined in a box. If we decide to change the option, for example to check if we want to move another player a little later, when we return to the submenu of the pass of the player of the ball, we must go back box by box until the one we previously selected, since it is not save our selection. It may seem bullshit, but this is the basic movement of Ganbare, that there is no polish in this sense hints that it does not

Without a doubt the worst section of Ganbare comes graphically, The artistic design is not wrong, but technically and graphically it seems more like a mobile game than anything else. The menus also leave a lot to be desired, they are bland and feel very simple. The animations are very poor too … it is not a game that seems to be very spoiled, everything seems static and when it moves it is seedy (given how static it was before). The sound effects are also very simple and the music is repetitive and very standard.

conclusion

Ganbare is not the soccer game we are waiting for, but it does have an entertaining and complex game system.. The pity is that it is not accompanied by the other aspects that would make it a game at least remarkable. We miss more modes, better control and, above all, more care in the graphic, technical and sound aspects. Still, it has the basics, it's fun, and that's why it takes what for me is a good grade. I think it is not a game for everyone, and right now there are better games for this price and even lower, but Ganbare is not that it appears, although what it seems weighs too much. I am sure that with more production money or more time to be developed it would have penetrated much more among the people, since it is fun. There are times that, like in soccer, you can lose having done the most essential things well, but they can always sneak in for you in a corner kick … you have to take care of those details.

I'll win! Super Strikers is available now on Nintendo Switch only digitally, at a price of € 9.99, in Spanish and occupies a total of 302 megabytes.

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