Invincible VS is the rare comic-and-show adaptation that trusts both
About four hours in, I notice Mark's face. There's blood on it. Not the spray that comes with a hit and then disappears, but actual blood, smeared across his cheek and forehead, that has stayed there for three rounds now. I look at Nolan, his opponent. Nolan is worse. His white Viltrumite uniform is mostly red. They have been at it for nearly ten minutes, and the game has been quietly logging the wear, character by character, hit by hit, until I'm looking at two men who have been bleeding for a while.
That's the move. Invincible VS, the new 3v3 tag fighter from Quarter Up and Skybound Games, is full of small specific choices like that. Nothing about it is louder than it needs to be. The combat doesn't ask for quarter-circle inputs. The story mode doesn't run thirteen hours. The roster doesn't try to outscale Mortal Kombat. What the game does instead is care, in a quiet specific way, about how every fight feels and looks. Which is exactly the right move for a show that has always been about the cost of violence more than the spectacle of it.
I panic-tag Anissa in to break out of it. The other player reads the tag instantly, counter-tags into Conquest, and now I'm eating an even longer combo on a fresh character. By the time I recover, half my team is gone. Twenty seconds. One bad read. Half the match.
That's what every neutral interaction in Invincible VS carries. Quarter Up is mostly the team that built the 2013 Killer Instinct reboot, and the conversation between attacker and defender from that game is back here, just inside a 3v3 frame. Three buttons handle light, medium and heavy. A fourth covers a directional special. No motion inputs to memorise. You press a direction and a button and something specific to your character comes out.
What runs underneath is the tag layer. A teammate bursts in to extend a combo. Or to break one. The defender can read the tag and counter-tag, halting your string cold. So you start feinting the tag instead, faking the input, baiting your opponent into a read that leaves them open. Most tag fighters are about not letting the other person play. This one is about both of you playing at the same time.
A couple of edges. The Assist Break, the panic button I used on Anissa above, has no per-round limit. Newer opponents will mash it and quietly kill their own bench without realising. The sudden-death rule, when the round timer runs out, can flip a clean lead through one bad read. Neither is fatal. The rollback netcode, on the other hand, is the cleanest I have played on this year. Every match, from the open beta through to post-launch, held up without a stutter worth flagging. For a tag fighter that lives or dies on frame timing, that's the part that matters most.
Lucan is the grappler. He has a soft stomach, he lands belly-first on people, and his hits land with the kind of grunt that suggests someone who has been skipping his morning runs. Anissa is a precision striker, all flat-hand cuts and short windows. Thula's braid does actual reach damage, giving her a tool nobody else in the family has. Conquest is the bully. Mark is the all-rounder, built as the game's anchor—fast, flexible, easy to learn, mean in the right hands. Nolan, by contrast, is heavier, slower, more deliberate. The same family, ten years older, picking his openings instead of mashing for them.
Outside the Viltrumite cluster, the cast widens out. Atom Eve is the zoner with the cleanest projectile in the game and the worst close-range options to match. Rex Splode plays chaos—grenades that bounce off walls, mines you can plant mid-combo, a kit that punishes anyone who isn't paying attention. Battle Beast is a bully with super armour on half his moves, which sounds annoying because it is annoying. Cecil is the wild card and the answer if you ever get bored of the rest. Teleports, weapons, cyborg minions, a kit that asks you to know what you're doing.
Ella Mental is the new face, built for the game with Robert Kirkman and show writer Helen Leigh involved. She is an elemental controller. Quick, mid-range, full of options. She is the one I kept picking, which I did not see coming.
The voice work carries a lot of the rest. J.K. Simmons is back as Nolan. Gillian Jacobs is back as Eve. Jay Pharoah is back as Bulletproof. The soundalikes covering for absent actors do not yank you out of it. Mid-fight, characters talk to each other. Mark and Nolan bicker. The Viltrumites condescend. Rex is being Rex. None of it feels like a quote inserted for the trailer.
The animation runs on twos—the same trick the show uses and the Spider-Verse films popularised, where frames hold a beat longer than usual to give every motion a stamp. The bigger reference, though, is Ryan Ottley's original Image comic panels, which have always treated violence with weight: blood that stayed, bone visible through skin, damage the camera didn't flinch from. The game pulls from both. Every connecting hit is followed by a quarter-second of stop-motion impact. A freeze frame of contact, the punch hanging in the air with the blood spray attached. Combos read more like a flipbook than a stream. Each hit is a moment. You see it.
The cinematic ultimates push it further. Land one and the camera cuts in, a short bespoke sequence plays in the show's exact visual language—flat black lines, blocky shadows, a single accent colour for impact—and your character does something stupid. Puts their fist through someone's chest. Boots them off the moon. Calls in an airstrike. It doesn't look like a 3D approximation of the show. It looks like the show.
The arenas do the same work in the background. A subway. A rooftop in Chicago. A Viltrumite training hall with the red trim. Arena Shifts let one fighter punch the other through a wall into a new stage mid-round, and the transition is short, kinetic, made of the same animation parts as the cutscenes between rounds. There is no seam between fight and story.
This is also where the blood lives. It accumulates. It stays. It tells you who has been winning at a glance. It is not the Mortal Kombat impulse to gross you out. It is the Invincible impulse, comic and show both, to show you what the fight cost.
The setup pulls you in. Mark is fighting Nolan, but Nolan is back in his Viltrumite whites, scrapping alongside Lucan and Thula. Something is off. You spend the hour figuring out why. Every fight has a reason to happen—no "let's spar to the death for no reason" filler—and the pacing is tight enough that I played through it in one sitting and was surprised when the credits showed up.
And then it stops. Mid-momentum. On a cliffhanger that does not resolve, with no clear signal yet on whether DLC will pick it up. A Year 1 pass is already on the books—Immortal and Universa this summer, two more characters later in the year—so there is a roadmap, but no confirmation the campaign itself continues. For the hour you do get, the campaign reads better than the average for a fighting-game story mode. It is a small story told carefully, which is more than most of these even try to be. The arcade ladders, by contrast, don't hold the same standard. Each character gets a short ending narrated in stills, mostly just restating whatever you already knew about them. Fine for an hour of solo grinding when you don't want to deal with online. The campaign is where the actual singleplayer effort lives.
What the cliffhanger does, oddly, is make the rest of the package feel intentional. The game knows it is small. It knows the campaign is one hour, not thirteen. It knows the roster is 18, not 40. It knows the menus are lean. It picks its specific battles and gets them right. The cliffhanger is the one beat where the restraint reads less like a choice and more like a deadline. I'd buy the DLC that finishes it on day one.
Quarter Up's first game out as Skybound's in-house studio could have been a paint-by-numbers licensed fighter. It isn't. It's a 3v3 tag game made by people who clearly watched the show, played Killer Instinct on release day, and decided to make something that respected both. The fact that all of that fits inside an 18-fighter roster and a one-hour campaign is the most surprising part. The bigger version was the easier one to make. I am glad it isn't this one.
The twenty seconds that taught me the game
I want to tell you about a match I lost. I'm running Ella Mental, the new character built for the game, into someone playing a team of Conquest, Battle Beast and Thula. Three big bodies, all armoured. I open with a light chain, Ella's quick enough to get a hit in. They block, counter, and I get clipped by an opener I didn't see coming. A ten-hit combo chews through Ella's first health bar.I panic-tag Anissa in to break out of it. The other player reads the tag instantly, counter-tags into Conquest, and now I'm eating an even longer combo on a fresh character. By the time I recover, half my team is gone. Twenty seconds. One bad read. Half the match.
That's what every neutral interaction in Invincible VS carries. Quarter Up is mostly the team that built the 2013 Killer Instinct reboot, and the conversation between attacker and defender from that game is back here, just inside a 3v3 frame. Three buttons handle light, medium and heavy. A fourth covers a directional special. No motion inputs to memorise. You press a direction and a button and something specific to your character comes out.
What runs underneath is the tag layer. A teammate bursts in to extend a combo. Or to break one. The defender can read the tag and counter-tag, halting your string cold. So you start feinting the tag instead, faking the input, baiting your opponent into a read that leaves them open. Most tag fighters are about not letting the other person play. This one is about both of you playing at the same time.
A couple of edges. The Assist Break, the panic button I used on Anissa above, has no per-round limit. Newer opponents will mash it and quietly kill their own bench without realising. The sudden-death rule, when the round timer runs out, can flip a clean lead through one bad read. Neither is fatal. The rollback netcode, on the other hand, is the cleanest I have played on this year. Every match, from the open beta through to post-launch, held up without a stutter worth flagging. For a tag fighter that lives or dies on frame timing, that's the part that matters most.
Half the roster is the same guy on paper
Nine of the 18 launch fighters are Viltrumite. They are all super-strong, they all fly, they all wear the same suit. This should be a disaster. In practice, Quarter Up has made each one feel like themselves.Lucan is the grappler. He has a soft stomach, he lands belly-first on people, and his hits land with the kind of grunt that suggests someone who has been skipping his morning runs. Anissa is a precision striker, all flat-hand cuts and short windows. Thula's braid does actual reach damage, giving her a tool nobody else in the family has. Conquest is the bully. Mark is the all-rounder, built as the game's anchor—fast, flexible, easy to learn, mean in the right hands. Nolan, by contrast, is heavier, slower, more deliberate. The same family, ten years older, picking his openings instead of mashing for them.
Outside the Viltrumite cluster, the cast widens out. Atom Eve is the zoner with the cleanest projectile in the game and the worst close-range options to match. Rex Splode plays chaos—grenades that bounce off walls, mines you can plant mid-combo, a kit that punishes anyone who isn't paying attention. Battle Beast is a bully with super armour on half his moves, which sounds annoying because it is annoying. Cecil is the wild card and the answer if you ever get bored of the rest. Teleports, weapons, cyborg minions, a kit that asks you to know what you're doing.
Ella Mental is the new face, built for the game with Robert Kirkman and show writer Helen Leigh involved. She is an elemental controller. Quick, mid-range, full of options. She is the one I kept picking, which I did not see coming.
The voice work carries a lot of the rest. J.K. Simmons is back as Nolan. Gillian Jacobs is back as Eve. Jay Pharoah is back as Bulletproof. The soundalikes covering for absent actors do not yank you out of it. Mid-fight, characters talk to each other. Mark and Nolan bicker. The Viltrumites condescend. Rex is being Rex. None of it feels like a quote inserted for the trailer.
The comic and the show are in your hands the whole time
This is the part the screenshots can't really show. Invincible VS is doing something specific with its visuals that, more than the combat itself, made me realise this wasn't another lazy licensed game.The animation runs on twos—the same trick the show uses and the Spider-Verse films popularised, where frames hold a beat longer than usual to give every motion a stamp. The bigger reference, though, is Ryan Ottley's original Image comic panels, which have always treated violence with weight: blood that stayed, bone visible through skin, damage the camera didn't flinch from. The game pulls from both. Every connecting hit is followed by a quarter-second of stop-motion impact. A freeze frame of contact, the punch hanging in the air with the blood spray attached. Combos read more like a flipbook than a stream. Each hit is a moment. You see it.
The cinematic ultimates push it further. Land one and the camera cuts in, a short bespoke sequence plays in the show's exact visual language—flat black lines, blocky shadows, a single accent colour for impact—and your character does something stupid. Puts their fist through someone's chest. Boots them off the moon. Calls in an airstrike. It doesn't look like a 3D approximation of the show. It looks like the show.
The arenas do the same work in the background. A subway. A rooftop in Chicago. A Viltrumite training hall with the red trim. Arena Shifts let one fighter punch the other through a wall into a new stage mid-round, and the transition is short, kinetic, made of the same animation parts as the cutscenes between rounds. There is no seam between fight and story.
This is also where the blood lives. It accumulates. It stays. It tells you who has been winning at a glance. It is not the Mortal Kombat impulse to gross you out. It is the Invincible impulse, comic and show both, to show you what the fight cost.
The hour that holds, and then doesn't
Quarter Up sold the campaign as a bonus episode of the show, co-written with Helen Leigh, with Kirkman in the room. It runs about an hour. The cutscenes use the same animation-on-twos style as the in-match flourishes, just at higher framerate and longer length. A couple of sequences honestly look better than what is airing on Prime right now.The setup pulls you in. Mark is fighting Nolan, but Nolan is back in his Viltrumite whites, scrapping alongside Lucan and Thula. Something is off. You spend the hour figuring out why. Every fight has a reason to happen—no "let's spar to the death for no reason" filler—and the pacing is tight enough that I played through it in one sitting and was surprised when the credits showed up.
And then it stops. Mid-momentum. On a cliffhanger that does not resolve, with no clear signal yet on whether DLC will pick it up. A Year 1 pass is already on the books—Immortal and Universa this summer, two more characters later in the year—so there is a roadmap, but no confirmation the campaign itself continues. For the hour you do get, the campaign reads better than the average for a fighting-game story mode. It is a small story told carefully, which is more than most of these even try to be. The arcade ladders, by contrast, don't hold the same standard. Each character gets a short ending narrated in stills, mostly just restating whatever you already knew about them. Fine for an hour of solo grinding when you don't want to deal with online. The campaign is where the actual singleplayer effort lives.
What the cliffhanger does, oddly, is make the rest of the package feel intentional. The game knows it is small. It knows the campaign is one hour, not thirteen. It knows the roster is 18, not 40. It knows the menus are lean. It picks its specific battles and gets them right. The cliffhanger is the one beat where the restraint reads less like a choice and more like a deadline. I'd buy the DLC that finishes it on day one.
What stays on the face stays in the head
Mark's face was still bloody when I closed the game for the night. The game remembered. Most games of this kind would have cleaned him up between rounds, reset the model, started fresh. Invincible VS doesn't. It logs the wear, hit by hit, and trusts you to notice. After two and a half weeks, that's the thing that sticks. Not the combos, not the cast, not even the cutscenes. The moments where the game quietly chose to do the harder, smaller, more specific thing—the bloody face that doesn't reset, the Viltrumite who runs out of breath, the cutscene that uses the show's exact frame timing, the campaign that ends one beat before you wanted it to. None of it is louder than it needs to be. All of it lands.Quarter Up's first game out as Skybound's in-house studio could have been a paint-by-numbers licensed fighter. It isn't. It's a 3v3 tag game made by people who clearly watched the show, played Killer Instinct on release day, and decided to make something that respected both. The fact that all of that fits inside an 18-fighter roster and a one-hour campaign is the most surprising part. The bigger version was the easier one to make. I am glad it isn't this one.
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