In 1998, eight years after bringing authentic but expensive arcade thrills to the home with its Neo Geo AES, SNK entered the handheld market with the release of the Neo Geo Pocket. It was monochrome, but the Neo Geo Pocket Color quickly arrived the following year. Competing with the Game Boy line, the NGPC featured various genres of games and some notable names (Metal Slug, Sonic the Hedgehog), but it was fighting games which formed a big part of the system's lineup. That a piece of hardware with “Neo Geo” in its name would also be home to multiple brawlers is not particularly surprising, but what was impressive was how well put together these pocket-sized fighters were.
Releases covered series such as Fatal Fury, Samurai Shodown, King of Fighters and The Last Blade, and despite an obvious visual downgrade and the system only having two buttons, they managed to provide an experience that felt true to those series as they appeared in both the arcades and on the AES. Now Cardboard Robot Games has adopted the look, sound and two-button combat system of those games to provide some welcome fighting excitement of their own with Pocket Rumble, a Switch-based 2D fighters which is newcomer friendly and throws in online play, too.
As well as using just the two buttons, Pocket Rumble simplifies special moves by having them performed by pressing down-forward or down-back with one of the attack buttons. Similarly, other techniques can be performed by pushing the two attack buttons together. This streamlined control system means the game works well with any of the control options on Switch, including detached Joy-Con.
While the game is easy to control, it possesses depth and challenge, and simply jumping in and button mashing will result in defeat. There’s a training mode where you can try out your moves (visible hit boxes can be turned on, should you wish) and there’s also a series of 31 short lessons explaining the intricacies of the fighting system. The lessons start with the very basics (move forwards, duck) as well as highlighting your special moves, but they eventually cover the likes of air-blocking, grabs to counter a block and using a move to clear a projectile.
Once you’ve mastered your various attacks (special and standard), it’s a matter of timing and choosing the right option for your situation. Characters have a twelve-chunk energy bar and although some moves have multiple hits if landed correctly, each hit removes one chunk of energy bar no matter the move performed. Taking this into account, it might seem pointless that the game includes light and heavy attacks, but the allure of a heavy attack is the greater hit stun, providing you with you with a larger window of opportunity in which to add a follow-up attack.
Visually, Pocket Rumble does a good job of capturing the look of a Neo Geo Pocket Color fighting game despite a different aspect ratio and larger screen; the display on an undocked Switch is actually larger than an entire NGPC system. Fighters have a chibi design and use four colours - a clear reference to the limitations of SNK's handheld hardware - although each has eight colour choices for their fighting garb if you’d like something other than the default. Fighter designs are generally decent and show off a lot of character, despite their simplicity.
More colour and detail is provided by the backgrounds, which include the likes of a classroom, a street, an amusement arcade and a laboratory. Various background animations provide things like subtle lighting effects, objects swaying in the breeze or something a bit more noticeable, like a moving train. Overall, it’s more elaborate than anything the NGPC could have managed, but it works well nevertheless; it feels like 'enhanced' retro, if that makes sense. While the NGPC didn't have them, scanlines add to the old school look of the game (with five opacity options available) but they can be turned off should you wish. The sound is even more faithful, with charmingly basic crunches and bumps working together with some well-composed tunes that are fun to listen to during the fights.
Despite the low number of eight fighters, there’s a good variety of moves and styles across the game, with inspiration seeming to come from SNK’s various game; however, other influences seep in too, and at times it feels like Street Fighter, Tekken and even Killer Instinct.
Each of the fighters feels unique, despite having common inputs; the reason for this is that the resultant moves vary considerably. Tenchi is perhaps the closest to a “standard” character: what we have here is a fireball spammer's choice who also possesses a good anti-air move and useful charge attack. On the other end of the spectrum there’s the ghoul-like June who summons various blades with a number of moves, can throw her head, turn into a cannon and will teleport while others can only dash.
Dashing provides more variety across the lineup than you might expect. Naomi will run towards opponents and Quinn will leap, whilst sword-wielding Hector will get in a hit on his rival should he be within range to dash past them. Keiko can’t run at all, but she can keep her distance thanks to her cat (a little distance away) who will transform into a monster to attack Keiko's opponent. Fighting against Keiko? Stay away from the kitty.
Of the other fighters, Subject 11 has large hands (perhaps inspired by World Heroes’ Rasputin) to grab a hold of you and throw you about (one of his attacks deals a whopping four hits) and the smartly-dressed Parker can place orbs that can electrocute the other fighter when caught between them.
There are also various different super meters in the game, although this is not like other games where multiple ISMs/fighting styles are selectable. Here, each fighter has just the one. While this could be seen as limiting, each style is suited to the individual fighter and this again helps differentiate the cast while also providing variety in your matchups.
Tenchi’s super meter builds as he fights, unleashing his best imitation of a Shinkuu Hadouken once full. On the other hand, Quinn begins with a full meter, which is good for one activation and sees him turn into a wolf, able quickly rush about the screen to cause damage (although this ends abruptly should the opponent get a hit in). Parker has parries and Hector’s is an interesting ability as it replenishes some of his health. On the other hand, his speedy special attacks cause self-harm.
Outside of the basic arcade mode, the other options for the solo player are VS CPU, where you fight a single opponent, and Career, which is similar but points are earned/lost depending on if you win or not. One notable difference between these modes and the arcade one is that you can change your character between rounds should you lose. Get more confident and you may take an interest in the colour-coded frame bar (located beneath your health) that indicates the likes of startup and recovery times, allowing you to consider further possibilities in future combos.
Single player is a good way to develop your technique, whether in the training mode or repeated battles against a fighter you are struggling against, but it’s not where the replayability of the game comes from. That comes from fighting other people, and Pocket Rumble is happy to give you that option, both on and offline, with both again allowing you to switch your fighter should you have just lost a round.
Online play is simple and straightforward allowing you to partake in ranked battles or against a friend. The number of players with the game has steadily increased leading up to launch, so you shouldn’t be waiting too long to find an opponent. If you do find yourself hanging around you can back out of the menu, play some single player and then be notified once a fight is available. The game uses GGPO (Good Game Peace Out) middleware to keep lag to a minimum, and barring one occasion, our online time with Pocket Rumble ran very smoothly.
To guarantee no waits between fights - or if you’d just rather fight friends than strangers - local play works well whether playing on the big screen or in tabletop mode, with the simple controls meaning newcomers can quickly get up to speed and indulge in the fighting fun.
Conclusion
Despite being a useful tool in your training, Pocket Rumble's arcade mode is slight, but in multiplayer the game excels thanks to a diverse (albeit small) lineup of characters. Fighting games can be complicated things, off-putting to newcomers with their wide array of moves and techniques, but Cardboard Robot Games has crafted a fun and easy to learn experience here, bundled up in a wonderfully nostalgic audio-visual imitation of the old Neo Geo Pocket Color brawlers. By employing just two attack buttons and simplifying the special moves, it may not offer as much depth as some fighting games, but there's still enough to keep even a genre veteran happy here. As newcomer friendly as the game is, timing and correct move choice are still key, so experience is undoubtably a factor. Working well with any controller, the game is good fun and perfectly suited for quick bursts of play, whether that be in online battles or playing tabletop against friends. Admittedly the Switch is not short of decent fighting games, but Pocket Rumble still provides great entertainment.
Comments 54
I might buy this now since it got an eight or at least wait for a sale.
Picked it up yesterday and its a total blast. Even more so if you want to get people who don't like fighting games where you need to remember a ton of motions for special moves.
@Shiryu played 1 match and went insane trying combo’s all the usual inputs and nothing working, then I found out it has none.
Fun game but takes a butt ton of skill and strategy out of a genre that desperately requires those things.
People wouldn’t watch EVO if Ryu could spam fireballs with a single button push, lol.
I have enjoyed the trailer video and now the description of the game in the review consolidated what I was expecting: something that can be more casual or delved into for more details depending on how you want to enjoy the game.
The game is not a priority to me, but who knows in the future or when a nice sale comes up.
Having a blast with this! I was a little skeptical of simplifying the controls to 2 buttons but it works we'll and does not take all depth away. Fights are still tactical. The best part is it works really well with the joycon, since there are no quarter circle-type moves. Also very little lag in online matches.
Really miss decent single player modes in fighting games. I remember finishing Tekken 2 and 3 with every character to see the ending movies and to unlock the excellent minigames. Nowadays you're lucky to get a picture with congratulations written on it. Or even an arcade / story mode at all. I like fighting games but not all of us are good enough for the online competitive scene so something more rewarding for the rest of us is welcome.
Anyway, downloaded this yesterday and it was mostly fun but very slight and I won the arcade mode by just spamming the fireball button. Not had time for other characters yet though.
Bit of a sneaky one here, but its £2.98 on the Russia store...
Cheaper in Mexico too but I think it’s ok to spend $10 here. I agree about single-player, the tutorial mode is great but a campaign with a LIGHT story would be great. Even just a single frame where each fighter has a slogan or short monologue, would go a long way here.
Great review! I'm picking this up this weekend!
@bluesdance Its hard, if not impossible to use the Mexico store in the UK.
@pbb76 hi, is it ok to use other regions? Can I do it using the switch? Thanks
@code45709 Yup, log into my.nintendo.com online, edit your account to say you live in a different country. Go onto your switch, log into the eshop and it will ask you to log in again, then you should be in the store of your account country you selected. Can use PayPal with most of these - like with Russia I used PayPal.
I rarely ever buy from the UK store. Usually I set my account to South Africa or Norway - and I also have seperate switch accounts set up for USA and one for Canada.
Reminds me of the great fighting games on the Super Game Boy, Game Boy Color, and Neo Geo Pocket.
seems like it exists for multiplayer. I'll pass
@HappyRusevDay
It has 2 in 1 combos like Street Fighter II, and some frame perfect juggles as well.
It does not reduce strategy and skill IMO, only execution. This game is straight fundamentals, and you will lose to the better player.
There is a great video by Core-A Gaming about the consequences of lowering execution that agrees with your latter point: https://youtu.be/iSgA_nK_w3A
Great diversity of characters. I like the ghost girl.
Does anyone know how to replace the kitty once you explode it with hitting both buttons?
@pbb76 thanks that’s brilliant 😉
Yay, downloading it when I get home
Great. Now that I bought Garou: Mark of the Wolves two days ago and find it quite hard to get into it. No Training mode, opponents fire their combos onto me and I don't know what I'm doing at all.
Scanline filters don't belong in a game with an aesthetic that mimics LCD displays.
As someone who grew up with a NGPC this immediately grabbed my attention. I spent a lot of time playing classic fighters for that handheld.
Bought last night. Well crafted and fun little game, really.
Day 1 buy for me as I've been waiting for this since it was announced BEFORE the launch of Switch as a launch title
Easy buy for me. And Its a steal at 4 bucks
I got it yesterday and boy I am really really bad at fighting games. I finally to the point I'm mediocre. even a game that is as simple as this.
I'm likely going to get this one. As a person who has just gotten into 2d fighters after playing Street Fighter II on my SNES classic, and wanted a simple fighting game with easy specials, this seems perfect for a beginner to the genre like me.
@N8tiveT3ch If it helps I'm really bad at fighting games too. Not that I play them much but I've never thought of playing a fighting game strategically, probably why I'm not too good at them.
@AxeltheBuizel Thanks for reminding me, I'd forgotten Street Fighter 2 was on the SNES classic.
@wazlon no prob! It's easily the game I've spent the most time on the system. It's what inspired me to become more interested in the fighting genre outside of Smash Bros.
@wazlon I just love the combos that are possible for any fighting game. Just makes me wonder if missed window for fast/timing reflexes. I'm older and set in my ways with my motor skills going to hell.
This is a great little retro fighter and well worth the $10.
However, I cannot understand why there are no options for difficulty settings in the solo player modes. There's only one option: hard. If you want an easier option to practice with, or a harder option to challenge yourself - too bad. The online works great, but it would be nice to have difficulty options for practicing offline.
Also, I find the special moves to be harder and more complicated to pull off than Street Fighter's advanced d-pad and button combos. I have a hard time reliably hitting the d-pad diagonally, as simple as that is.
@fbnaulin is that Stocke as your profile pic?
@brutalpanda Yes, it is. I love Radiant Historia.
Must keep practicing. June and Hector are really tough to beat in online play!
The gameplay sounds good, but those horribly ugly graphics are a dealbreaker when there are so many other good fighting games on or coming to the Switch. There is such a thing as too retro, people! I'll pass.
@Juablin Right now I believe they are the same but I believe the Steam version will get continued updates since it is still in Early Access, but the Switch version will get everything as one big update later. You can check out the developer update on the Pocket Rumble Reddit.
This game is fin is a bit barebones. There really should be an easier way to back out to the menu in certain modes. At times I find myself mashing through control prompt just to return to the menu. Also in training mode there's seeming no way to unassign buttons to be a blank input once you've set it which is very annoying. ( I accidentally set the dummy record option to the same button as my light and the game wouldnt let me return it to a blank input. Having a mode like SF 30th anniversary where you can just restore defaults and set all buttons would be nice).
Overall solid game with some minor annoyances and lacking some of the QoL improvements found in other fighting games. Also sweep to sweep seems unusually fast.
@SuperWeird I feel the same way as you. The arcade mode really needs a difficulty selection. Like I genuinely got stuck on the first fight for a good 30 min last night. I also find hitting diagonals to be inconsistent at times with the game so I actually kind of wish this game had traditional inputs instead of d.forward or d.back
It’s 7 in the Russian charts, and 15 in the U.K. ones.
The cheaper price convinced me to give it a go. But I hope they patch in difficulty options. I like working my up through the difficulties in fighting games.
Im rubbish at fighting games and i love it.
@HappyRusevDay there was a competitive Divekick scene for a while (it even made a showing at EVO) and that game literally only used 2 buttons (dive and kick) with no combos, specials or any kind of directional inputs... Compared to that I actually think Pocket Rumble is fairly complex 😋
@Warioware I feel exactly same way. I used to play fighting games at arcades (mainly SF2), then on SNES (included MK, Art of Fighting, fatal fury, & KoF or at least games with those characters in them. I can never tell the difference between the SNK game re releases, as they all have same characters), but remember playing world heroes, and just all fighting games. PS1 came out & I had Battle Arena Toshinden on release day, then got into virtua fighter (& fell in love with the dpad on Sony 1st party controllers ever since). Continued through soul Calibur 2 on Dreamcast & so on & so on. My point is, I feel I'm very experienced, but like you, I'm not confident enough or good enough to play online. I had friends that would come over & play that I ruled over, but that was different. It felt great to win over the ones that had the systems at home & played themselves outside of my apartment, but others I had to take it easy on & had to tell them how to throw a "fireball", lol. I usually took that opportunity to use characters I had never used. I enjoyed all of the tekkens & offsprings, MKs, etc, but I don't remember any of them being as combo heavy, even in arcades when experts stomped me in she (I knew when certain guys came in, I should probably walk around the arcade & come back later, lol). I did learn combos in SF4 I think, but that & dead or alive are the only games I remember playing training mode just to learn extravagant combos that I would probably never be able to pull off in serious games. I bought SFV & live the way it looks, but I just watch people play it cuz it's too combo heavy for me, & the arcade modes added later unlocked a single still picture when beaten with each character, which is way underwhelming for me. At least if it was a picture, it could have been some 3d interactive picture that I couldn't see by searching the internet. I miss the ending movies, and just the entire fighting game scene from prior generations, as since online became ubiquitous, everything except online versus is ignored, or if lucky an afterthought. I bought SFV like i said, but. That's the only fighting game in this generation except I played around with dead or alive free game on ps4, but I never cared for the gameplay of DoA series for some reason. Point being, that genre has lost all of my support, which they may not need, or think it's not worth the extra work it takes to create content for people like me, as the online balancing & selling new fighters as dlc (usually old fighters reimagined, etc, not new ideas there even, sadly) is exponentially more profitable than creating new content in any manner since that costs less to produce, takes less time & effort, & is more advertise friendly in YouTube generation where the streamers can play versus forever & story content is one & done w no one streaming since curious gamers can all watch the same video & all get to see the content that the streamers got for free, so no one buys it.
I'm really interested in this game now, but it really needs demo. I will definitely get on sale if no demo comes, but never bought the skull girls stuff or newer fighting games cuz I don't know how they play. That's something a video doesn't help me determine. If they gave a demo with 2 characters, that's then giving 25%of the game away free, so doubtful it will happen. With only 8 characters, & their variety being the main draw, I wish they were adding more paid dlc characters or something, but I imagine this is all it will ever have, keeping with the old school theme. Oh well. A sale will entice me eventually, I'm sure, but I'm glad some devs are still trying new things. Too bad the single player aspect is all but dead, but the combat styles are still being experimented with, at least.
Fun fighting game. I like how diverse the characters are. I settled on the zombie subject 11 for his throws.
June is definitely top tier with her zoning. Even just the CPU was brutal.
Don't blow up keiko's cat unless need last unblockable hit. It regenerates after every match.
@BulbasaurusRex
The game has a TON of detail and character in motion. Still motion doesn't do game justice. Their is actually a ton of animation on characters.
@HAL9000 Even the best animation in the world can't save a game's presentation when the graphic design is butt ugly like this. It's never been a good sign to be able to make out individual pixels with the naked eye since the 8-bit era ended.
@twztid13 Agreed. Part of the shame is that online never lasts anyway as people move on to the next thing so the games are not really future proofed and there is little incentive to dig them out in ten years to run through the lacklustre arcade modes. I'm not too keen on the modern Story Mode approach either - tons of talking heads for ten minutes, a thirty second fight then more talking heads, rinse and repeat until you get a still image or something equally unspectacular. The last Tekken felt a bit like this (individual characters having just one fight to see their ending!) and the lack of any fun ending is one of the things that's stopped me from getting into Smash.
Not sure if you played the recent Blazblue Tag Battle release but that looks like it's continuing the trend - excellent game mechanics but no arcade mode at present and the story mode presentation is dialed back compared to previous Blazblue games (no anime cut scenes, tons of unanimated talking heads where everybody seems to be in a combat stance for a conversation). And being a tag battle game I doubt they'll insert an arcade mode with any meaningful sense of progression capped with character-specific endings. I hope I'm wrong but I doubt it. There does appear to be intention to insert the arcade mode given its presence in the hub but it will be bad if they charge for it.
Pocket Fighter is fun for what it is but it is definitely aimed at multiplayer. There isn't much reward in the single player content. Fun and well-presented but a bit slight.
Good game, and glad I got it. Chucklefish doin good once again. I will say I hope they dial down the solo Arcade difficulty a bit or give us difficulty options. Hit a wall with Naomi at June - one round I couldn’t even land a hit, way too cheesed. Gonna try online matches later for giggles, but typically I only play fighters solo/couch multi.
Reminds me of SNK vs Capcom on Neo Geo Pocket, god I loved that game!
@twztid13 Late here, but for what it's worth the game's also on Steam. Steam's two week or two hour returns policy means almost everything there has a demo in practice. You could buy it, try it for an hour and return it, shrug.
@Hypocee thanks for the tip. I can't wait until every platform offers this. They can put a time limit or a restriction on how much you coild access on some platforms, even (essentially a demo). But I hate buying games that seem to have deceived me about content, or games that just don't have, say, tight controls for a platformer, for instance. In this case, if Iike it, even, I'd return it because I would want it on switch. I was never interested in handheld mode because I have a 3ds& vita I use to play if i want to play in bed (I don't game outside of my home), & the compression of games w an insane scope like Xenoblade & zelda just take away immersion for me in handheld mode, but a situation recently has made me love playing games that are much friendlier to handheld mode like Hollow Knight (maybe games w 16bit or pixel art graphics). Pocket fighter falls into that category. Also, I have eshop credit on switch & no funds otherwise, so it actually will have to wait until I get funds i can use on steam.
I want to support games that I like, as do most gamers, because we want future products from them. If refunds were so detrimental to the growth of the industry, Steam would have stopped that policy already. CDPR, GoG, etc, show that most gamers arent out to steal, & that gamers will likely seek out devs that trust us & base policy on that. I mentioned that since it seems to be the argument that Activision, EA, Ubi, etc use to implement DRM & make gamers keep games they don't feel are what was advertised, even if within 2 hours of buying, etc. It's likely going to remain a dream, but I do hope this will catch on, either by choice, or by law (w provisions that don't allow ppl to take advantage) in US eventually.
@Warioware agree wholeheartedly, & i did play a little of blazblue tag & feel same. Charging for it would be insane. I figured it would be closer to SFV where they add later, but as we agree, it will be lackluster for us & more likely something to check a box off to say it's included in the description with little effort invested.
@BulbasaurusRex tell that to sqeenix, cuz octopath could have been so much more immersive if it wasn't so backward looking in graphics department....but I digress, sorry.
@twztid13 Most of "Octopath" looks just fine. It's only the character sprites that need more detail in that game.
@BulbasaurusRex you're right. I went back & looked after i commented & realized it was only that bad when it shows the characters up close. I'm still pissed about how it looks so that probably clouded my judgement.
EDIT: on that same note, the backgrounds of this game aren't that bad. Admittedly, it's far less detailed than Octopath, but the characters are what stand out in this game, too.
@twztid13 Unfortunately probably true. Heard yesterday that Tekken 7 might get a season pass 2. I miss the days when games were the complete package on day 1.
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