99 Vidas (PC) CO-OP Playthrough/Another object of immense power has fallen into the wrong hands.
99 Vidas (2016) by QuByte Interactive is a beat'em up game with interesting mechanics and setting, but not necessarily to our tastes. The game was made by a little-known Brazilian studio, but you have to admit that the guys did their job quite well. The story goes something like this....... title 99 Vidas ( 99 lives) is a powerful artifact that can affect the future of the universe, and in the wrong hands can pose a great threat. The artifact is found by an evil organization, and we simply must retrieve it to restore balance and order. The characters we play are a kind of chosen ones , described as guardians. The game is basically a standard Beat'em up, but with interesting and less interesting solutions. Cool for example is that each of the available characters uses to his advantage a certain element, which he composes into his blows. That is, lightning, water, earth or fire. We must admit that the animation of blows was very nicely done when, for example, in the middle of a blow fists are covered with fire, or for example during a ramming another hero creates a stone shield. The animations are quite smooth so it adds a really cool style to the whole combat experience. We also have to admit that the locations we will visit are very nicely done and full of details. Controls are very responsive and clear, as they should be in this type of games. The combat system consists of combinations of fists and legs, grabs and attacks. . We perform special attacks only when our special bar is half or full. This, of course, corresponds to the power of the special, so sometimes it is better to wait longer and use their full power, however, and it is quite large and very useful for boss fights. Now let's go to the less successful aspects in our opinion. The character progression system here was, to say the least, put in quickly and poorly thought out. It looks more or less like this: the more enemies we defeat, the more points we get to use between levels, for new skills or their upgrades. Basically, we discovered that the balance of moves is very uneven in this game, so there's no point in really buying all the moves and upgrading them to the max. There are combos which have a much shorter range, are generally slower, after their completion our character can't do anything for a while and is thus exposed to free damage, etc. You know where this is going. Between levels you can also buy additional lives, so instead of investing your points in additional skills, we recommend you to invest them in lives, as this is not an easy game. It took us a lot of tries to finish this game, and it's basically because of this lack of balance. it's best to buy the single most effective combo and basically use it throughout the game, because you want and believe me “Want” to have the most effective and deadliest combination as soon as possible. Why ? Because opponents in this game are no joke. Opponents in the blink of an eye can gather and surround you consuming your life bar in one moment, so you want to be able to eliminate them as quickly as possible. So basically going by this, the development opportunities that this game offers are actually its weakest point. In addition, the design of the characters, at least the main ones we play, seems to be so vague and uninteresting. I don't know, but I couldn't really find a character for myself here, and the one I chose was really random, as none of them convinced me by their design. We have 11 characters to choose from, but most of them will only be available after multiple playthroughs. The female counterparts of the guards are basically the same characters, just in a different setting and with slightly changed statistics. As for the rest, it's hard for me to say anything because we didn't have the opportunity to check them out. There is one more additional level that we forgot to record. Namely, it is a level in a post-apocalyptic climate, reminiscent of the fight with zombies from The Last of Us. We played it, but unfortunately it turned out that the material was not recorded. The game as a whole was really a great surprise, despite its balance and design problems. We were really delighted with it, and the gamelay made us happy. The gentlemen from QuByte managed to create a competent Beat'em up, which in its ending gives hope for a sequel. Whether this will be possible to achieve, I have no idea, but we wish them all the best that they will be able to achieve this intention in the future, because we would love to play a new part of this game. Overall, we highly recommend it.
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"Music by Karl Casey @ White Bat Audio"