Compara los precios de Aces Wild: Manic Brawling Action! en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Culture Attack Studio. Publicado por Culture Attack Studio. Lanzado el 31/1/2014. Disponible en PC. Géneros: Action, Indie.

If the beat-em-up genre lost you somewhere between generic brawlers and mindless button-mashing, this one-person arcade miracle from Culture Attack Studio is the corrective you didn't know you needed.

I keep coming back to small games that nobody talks about at launch, and Aces Wild: Manic Brawling Action is exactly that kind of find. It is a side-scrolling aerial brawler where your feet almost never touch the ground, built almost entirely by one person, Tyler Doak, with a soundtrack by James Landino that pulses like a lost 90s arcade cabinet someone discovered behind a storage unit. The moment you understand that staying airborne is not a stylistic flourish but a survival requirement, something clicks, and the game starts feeling less like a retro tribute and more like its own strange, precise instrument. The mechanical heart of Aces Wild is the Wild Meter, a resource that fills as you land Rapid Attacks and chain combos. Higher Wild means your hits hit harder, but enemies become more aggressive and armored in kind. You can burn accumulated Wild by unleashing Crash Attacks, which send opponents caroming around the arena like pinballs, or charge them further by holding the button for genuinely absurd damage output. If Wild climbs past the Panic Threshold, you can trigger a Panic Attack that spends all of it to restore health and scatter enemies, though the threshold then rises to make sure you cannot lean on it as a crutch. Layered on top of this is the Rank system, which multiplies your score, accelerates Wild gain, and simultaneously makes enemies more hostile the better you perform. Pinata enemies, marked by violet smoke, detonate into swarms of Bonus Ninjas when defeated, turning score chasers into high-stakes gambles. The whole system rewards players who keep pressure on without ever letting greed outpace control. The three playable characters give the system different textures. Ace Wilder runs on raw rapid-fire punches and kicks. Gene Drift carries a sword, which changes the rhythm of Crash Attack timing considerably. Eagle Morris plays like a ninja, with a Flash Step smoke-out dodge variant that lets him slip through gaps the others cannot. All three share the same fundamental dodge mechanics, where a well-timed invincibility window opens a counter-attack through Rapid or Crash Counters, and learning to read enemy tells and use that window is the real skill curve here. Seven levels spread across environments ranging from container yards and warehouses to rooftops and robot factories, each split into sub-stages capped with a boss that will dismantle you until you understand it. There is also a boss rush mode and multiple difficulty tiers going up to Maximus, and everything is unlocked from the start because this is, fundamentally, an arcade game about score and craft rather than grind. Where the game shows its seams is in the second half. Later stages lean on inflating enemy health bars and stacking encounter numbers rather than introducing genuinely new threats, and some boss attack patterns cross the line from demanding into cheap in ways that feel less designed than unfinished. The dodge window is tight throughout, but against certain later enemies the timing becomes contested enough that more patient players may start to feel friction the early stages never produced. Content-wise, the campaign is the main offering, and if the arcade loop of score-chasing and character mastery does not hook you, there is not much else to fall back on. For players who do get hooked, reports of 100-plus hour sessions are out there, which tells you everything about the depth hiding inside what initially looks like a throwaway indie brawler. The soundtrack alone justifies attention. Landino's compositions carry the specific energy of a Saturday morning shonen anime running at two times speed, and they are matched to the action tightly enough that landing a clean combo sequence feels choreographed to the music. The hand-painted backgrounds and frame-by-frame character animation show craft that a solo production has no business delivering at this level. Aces Wild is not a long game and it is not a gentle one, but it understands what it is from the first screen to the last, and that self-knowledge is rarer than it sounds. Kai, Scout Team

Aces Wild: Manic Brawling Action!

Aces Wild: Manic Brawling Action!

31 ene 2014Culture Attack Studio
GamerScout opina

If the beat-em-up genre lost you somewhere between generic brawlers and mindless button-mashing, this one-person arcade miracle from Culture Attack Studio is the corrective you didn't know you needed.

PC
Steam Deck PlayableProtonDB Gold
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Acerca de Aces Wild: Manic Brawling Action!

I keep coming back to small games that nobody talks about at launch, and Aces Wild: Manic Brawling Action is exactly that kind of find. It is a side-scrolling aerial brawler where your feet almost never touch the ground, built almost entirely by one person, Tyler Doak, with a soundtrack by James Landino that pulses like a lost 90s arcade cabinet someone discovered behind a storage unit. The moment you understand that staying airborne is not a stylistic flourish but a survival requirement, something clicks, and the game starts feeling less like a retro tribute and more like its own strange, precise instrument. The mechanical heart of Aces Wild is the Wild Meter, a resource that fills as you land Rapid Attacks and chain combos. Higher Wild means your hits hit harder, but enemies become more aggressive and armored in kind. You can burn accumulated Wild by unleashing Crash Attacks, which send opponents caroming around the arena like pinballs, or charge them further by holding the button for genuinely absurd damage output. If Wild climbs past the Panic Threshold, you can trigger a Panic Attack that spends all of it to restore health and scatter enemies, though the threshold then rises to make sure you cannot lean on it as a crutch. Layered on top of this is the Rank system, which multiplies your score, accelerates Wild gain, and simultaneously makes enemies more hostile the better you perform. Pinata enemies, marked by violet smoke, detonate into swarms of Bonus Ninjas when defeated, turning score chasers into high-stakes gambles. The whole system rewards players who keep pressure on without ever letting greed outpace control. The three playable characters give the system different textures. Ace Wilder runs on raw rapid-fire punches and kicks. Gene Drift carries a sword, which changes the rhythm of Crash Attack timing considerably. Eagle Morris plays like a ninja, with a Flash Step smoke-out dodge variant that lets him slip through gaps the others cannot. All three share the same fundamental dodge mechanics, where a well-timed invincibility window opens a counter-attack through Rapid or Crash Counters, and learning to read enemy tells and use that window is the real skill curve here. Seven levels spread across environments ranging from container yards and warehouses to rooftops and robot factories, each split into sub-stages capped with a boss that will dismantle you until you understand it. There is also a boss rush mode and multiple difficulty tiers going up to Maximus, and everything is unlocked from the start because this is, fundamentally, an arcade game about score and craft rather than grind. Where the game shows its seams is in the second half. Later stages lean on inflating enemy health bars and stacking encounter numbers rather than introducing genuinely new threats, and some boss attack patterns cross the line from demanding into cheap in ways that feel less designed than unfinished. The dodge window is tight throughout, but against certain later enemies the timing becomes contested enough that more patient players may start to feel friction the early stages never produced. Content-wise, the campaign is the main offering, and if the arcade loop of score-chasing and character mastery does not hook you, there is not much else to fall back on. For players who do get hooked, reports of 100-plus hour sessions are out there, which tells you everything about the depth hiding inside what initially looks like a throwaway indie brawler. The soundtrack alone justifies attention. Landino's compositions carry the specific energy of a Saturday morning shonen anime running at two times speed, and they are matched to the action tightly enough that landing a clean combo sequence feels choreographed to the music. The hand-painted backgrounds and frame-by-frame character animation show craft that a solo production has no business delivering at this level. Aces Wild is not a long game and it is not a gentle one, but it understands what it is from the first screen to the last, and that self-knowledge is rarer than it sounds.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-cooptier:sub-5Aerial CombatScore AttackWild MeterArcade BrawlerFrame-Perfect DodgeBoss RushShonen AestheticCharacter SelectPinball Enemies

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
320 MB RAM
DirectX
Version 10
Storage
166 MB available space
Graphics
Pixel Shader 1.2

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Información del juego

Desarrolladora
Culture Attack Studio
Distribuidora
Culture Attack Studio
Fecha de lanzamiento
31 ene 2014

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Aces Wild: Manic Brawling Action! está disponible en PC.

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Aces Wild: Manic Brawling Action! se lanzó el 31 de enero de 2014.

¿Quién desarrolló Aces Wild: Manic Brawling Action!?

Aces Wild: Manic Brawling Action! fue desarrollado por Culture Attack Studio.