Invincible VS Review: Is This £45 Fighting Game Worth It for Teens & Parents?
- 1 day ago
- 8 min read

Invincible VS reminded me once again of how difficult it is to forget the shock that overwhelmed me upon my first encounter with this amazing franchise. It’s one of those rare moments when an adaptation is better than the work it’s based on. A good portion of my social circle at the time went crazy for Amazon's series, constantly urging me to watch it and emphasizing making it to the end of the first episode, no matter how difficult it was. Forty minutes passed in agony, and I had before me yet another worn-out coming-of-age adaptation of very mediocre execution and themes.
Just when I thought it was another pointless hype phrase and decided to quit, that famous scene rolled out, catapulting the entire series into mainstream popularity. From framing and explosion of violence to the closing credits, less than three minutes passed, enough to make me a fan.
Over five years have passed since that moment, and in each of them, an ever-growing number of fans craved a high-budget game set in the world of Invincible, with dreams of a high-scale action adventure leading the way. Given that Invincible is brimming with Superman-like characters, I knew it was practically impossible to get a high-budget open-world game and that the most realistic outcome would be a fighting title with multiple active fighters.
In the mood for something completely different? Check out our Saros review!
Invincible VS is a Mixed Bag
Invincible VS is a mixed bag and as such will certainly not appeal to all players. On one hand, it's a very accessible and dynamic team fighting game that, in a truly fun and quality way, captures everything we're used to seeing in the comic/series. Excellent voice acting, convincingly portrayed characters of each fighter, and an unmatched amount of blood and general violence are truly worthy of praise, especially considering that it's not a genre giant like Mortal Kombat.

Unfortunately, Invincible VS in its current edition almost has no content for solo play, which is a very strange decision considering that such a popular IP will attract a good portion of players who are not used to the hardcore competitive scene of fighting titles. The content that exists is at least disappointing, because how else to describe a story of only about 70 minutes that actually doesn't even have an ending but promises a continuation in the future, probably paid expansions. Besides the story, you have the inevitable arcade mode, but woe to us if we've started counting that as serious content!
Story Mode: Short But Spectacular
This short story is otherwise very dynamic and attractively written, with constant brawls and spectacular moves by favorite characters from the small screen, which, in the end, only heightens the regret due to its brevity and complete lack of emotional charge. Everyone is fighting and bleeding, and I honestly don't care! If they already plan to sell the story through some DLC, it would be nice if it were at least quality enough to justify any price."Everyone is fighting and bleeding, and I honestly don't care!"
While we're on that topic, I have to say that I was extremely angry about the fact that from day one, you can buy various costumes whose total value almost exceeds the price of the base game?! Our feelings about microtransactions are clear, and MAYBE I could overlook that, but it's very tasteless to charge players for the Deluxe Edition and then just place additional paid costumes immediately after the game's market release.
If these were first-rate costumes, a person might say something, but if for 10 euros I can get a "costume" of a character whose shirt we've taken off, that's already becoming absurd, I'd even say disrespectful. As bad as that sounds, these are actually the only major flaws, which is far from a catastrophic verdict for a fighting title. The lifeblood of the game, the most important thing, is very well executed and simply forces you to play "one more round," regardless of the fact that a few hours earlier, you decided that enough beating was enough.
"THINK MARK, THINK!"
Core Gameplay Mechanics of Invincible VS: Team-Based Combat System
The main part of the game, aside from the flying body parts, is active swaps in combos. Every combo stops when a special meter fills, letting your opponent return to neutral. You can swap in a secondary fighter to reset the meter and extend your attack.
Given that you can perform active swaps while building your attack every few seconds, in theory, it's possible with a little practice to kill an entire character in one long, unbroken attack. Now, your opponent in those moments is not completely helpless, because during every active swap of yours, if they press the button in time, they can interrupt your attack and push you further away from them.
Timing is key here, because you can also choose the speed at which your secondary character enters the screen, and it's possible to bluff, that is, to introduce a character without an initial strike, which turns the whole thing into a stressful, but very satisfying rock-paper-scissors system where you're constantly on the edge. If, during defense, you miss the opportunity to deflect a secondary opponent, you can still save yourself with a combo breaker, a powerful attack that, at any moment, interrupts any combo regardless of its meter and brings you back into the game.
This luxury is certainly not free, because it takes a good portion of your special attack meter and half of your secondary character's renewable health, which, with one wrong move, can easily turn into an active fighter with half health. Believe me, every bit of health here is incredibly important, because even initial combo attacks can easily take a third of health, and you really don't want old man Brko to catch you weak and unprepared because, let's be real, we all know what Viltrumites think about the weak and injured...
Character Diversity and Balance
The game’s mechanics are strong, and you feel the diversity of fighters. This is surprising, since Invincible isn’t known for characters with varied attacks. Most just hit harder than their opponents—you don't need special moves if you can rip out a lung!

Each of the 18 playable characters has their own style, with properly balanced classic moves that they share with other characters and special ones that are their signature in the series or comic. Of course, they are all embodiments of classic genre archetypes, depending on whether they prefer close or distance combat, on the ground or in the air, and the like. For example, characters like Battle Beast cannot fly but prefer slow movement, yet possess destructive armored strikes that often break through attacks from faster characters like Mark or Anisse.
At first glance, the character balance seems quite well-tuned, with the caveat that there is always a significant difference between characters depending on how the competitive side suits you. For example, at the beginning, I destroyed enemies with armored attacks from characters like Conquest or Monster Girl very easily, simply because beginners often refuse to block and constantly bash the controller, hoping for the best. To be honest, some of them probably banged on the keyboard, because it's worth noting that Invincible VS supports crossplay gaming.
The Competitive Learning Curve Of Invincible VS
However, very soon I came across players who, without problem, react to and punish slow attacks, so suddenly frame knowledge becomes key, as do okizeme and neutral, that is, the classic elements of any somewhat serious fighting title.
When we're on that topic, it must be emphasized that Invincible VS has a very rigid training system that seriously lags behind other titles in the genre, like FighterZ, Mortal Kombat, or Street Fighter – if nothing else, at least it has more blood. You have two control templates and basic tools for controlling training dummy behavior at your disposal, but there is no combo guide or challenges for individual characters, which is an important tool for beginners who need all the help they can get.
Moreover, many of them will find the tutorial very confusing because the commands displayed on screen do not change depending on your selection, and, even worse, they are named after their functions (for example, special), which can be quite confusing. Keeping in mind that this is very much the type of title that will attract casuals, and they could have spent some time putting this in order, if nothing else, at least a little to enrich the impoverished amount of content.
In Conclusion

Invincible VS is best viewed exclusively as a competitive beat-em-up with almost no side content. For teens who enjoy fighting games and parents looking to understand what younger players are engaging with, if you're tired of Tekken or Mortal Kombat and eager to try a new title that throws you right into the fire, Invincible will suit you like a slap to Mark (in translation – excellently).
If you aren’t into fighting games but want to try, or you love the original series, be warned. Invincible VS operates by Viltrumite rules—strike first, explain later. Teens and parents new to fighting games should be especially mindful of the intense gameplay and mature content.
GAME RATING & ANALYSIS
Game Rating: 7.5/10 — Invincible VS delivers exceptional fighting mechanics and visceral combat that true fight game enthusiasts will appreciate, but its nearly non-existent single-player content, weak tutorial system, and aggressive monetization strategy with overpriced cosmetics significantly hinder its overall value for casual and new players.
AGE RECOMMENDATION
Recommended Age: 16+
Why: The game contains extreme violence with graphic depictions of blood and gore, intense, brutal combat, and destructive action typical of the Invincible franchise. While there's no sexual content or strong language beyond typical action dialogue, the graphic nature of the violence and the complexity of competitive fighting game mechanics make it unsuitable for younger audiences. The game is designed for players mature enough to handle intense violence and skilled enough to engage with hardcore fighting game systems.
GEMINI AI SUMMARY
Invincible VS is a team-based fighting game adaptation of the popular Amazon Invincible series that delivers impressive competitive mechanics but falls short on player-friendly content. The game features 18 uniquely designed characters with distinct combat styles, exceptional voice acting, and visceral action that captures the source material's ultra-violent aesthetic. The core gameplay revolves around an innovative active-swap combo system where players manage a primary fighter and two secondary fighters, creating dynamic rock-paper-scissors mind games during combat through timing and strategic substitutions. While the fighting mechanics are well-executed and accessible for newcomers, the game suffers from critical content deficiencies: a non-existent single-player experience consisting only of a 70-minute story without a proper ending and basic arcade mode, a confusing and underdeveloped tutorial system lacking combo guides and character challenges, and aggressive monetization featuring cosmetics priced at nearly the base game's cost (cosmetics available from launch day). The training system significantly lags behind genre standards from titles like Tekken, Mortal Kombat, and Dragon Ball FighterZ, offering minimal educational tools for new players. Character balance appears generally sound, with proper tier differentiation, though success depends heavily on understanding frame data and neutral game fundamentals, making it a steep learning curve for casual players. The game is best suited for fighting game enthusiasts seeking fresh competitive experiences, but presents significant barriers for casual fans of the Invincible franchise or newcomers to competitive fighting games. At its core, Invincible VS prioritizes competitive multiplayer integrity over player accessibility and content breadth, operating under the philosophy of intense difficulty-first design typical of hardcore fighting game communities.

