Let’s address the elephant in the room, Dimensions VS. is basically Super Smash Bros. if the eight playable characters included a bootleg version of Kamina from Gurren Laggan with a couple of moves lifted wholesale from Captain Falcon, a tall skinny man with a TV for a head and a small humanoid cat creature.
Of the three stages available to play at GCAP in Melbourne this week, where the game is developed, one of the stages was basically a palette swapped variant of Final Destination.
The fact that it’s drawing very stylistically and mechanically heavily from Super Smash Bros. isn’t an inherently bad thing, but it’s impossible to overlook when talking about the game.
So, from our time with Dimensions VS. at Melbourne International Games Week, what sets it aside from Smash Bros. and its competitors?
The most notable change visually is the inclusion of a health system rather than the percentage damage seen as the default in Smash. However, upon further inspection, this health bar basically operates in the same way as Smash Percentage does. The more you hit an enemy, the more they fly and the better the chance of knocking them off screen.
While some of the characters moves are distinct from those in Smash, most of them fill similar roles.. You have a bubble shield that gets smaller and weaker the longer it’s out, a grab, an upward recovery special, side and down specials that fill similar niches to Smash, charged normal attacks based on button holds and directional stick taps. Honestly, it will feel very familiar to long time Smash players.
If I’m totally honest, Dimensions VS. in its current state feels, for better or worse, like a modded version of Smash. Sure some of the moves are different, sure the UI elements are different, but deep down it’s smash through and through. Hopefully as development continues it manages to find its own unique feel, because right now I would mainly come to Dimensions VS. if I were looking for a Smash Bros. palette swap.