Compare Grand Class Melee 2 prices across 50+ stores and find the best deal. Developed by Ogopogoid Entertainment. Published by Ogopogoid Entertainment. Released on 7/20/2018. Available on PC. Genres: Action, Indie, RPG, Strategy.

Local couch combat with 60-plus classes and an RPG job tree that snowballs hard across 8 rounds. No online, no ranked ladder, but for four people on one couch it punches well above its weight class.

I'll be upfront: I came into Grand Class Melee 2 expecting a shallow pixel brawler I could dismiss in twenty minutes. What I got instead was a surprisingly tight loop that kept the couch going for a solid couple of hours before anyone asked to stop. The pitch is simple, the execution is smarter than the price tag implies. The structure is eight rounds of top-down arena combat for up to four players, with bots filling any empty slots if you can't fill the couch. Each round you pick a class from a branching job tree, and here's where it gets interesting: you carry one ability forward from a previous class and pair it with whatever your new class brings. That two-slot loadout system means every player's build diverges quickly. By round five you've got one person throwing screen-clearing lasers while someone else is stacking slow effects to make them unavoidable. Melee itself runs on a slash, thrust, and parry system with a bit of real depth once you stop button-mashing. Rounds run fast, maybe thirty seconds of actual fighting, so the pacing never drags. Points stack based on kills and damage, not pure survival, which smartly punishes the corner-camper strategy before it can ruin anyone's evening. The class roster is the real argument for buying this. Over 60 classes spread across the tree means the permutations between four players stay fresh across multiple sessions. Ranged and magic builds feel stronger than pure melee by most players' accounts, and that's worth knowing before you lock in a straight sword fighter late in the tree. Balance isn't clinical, but at this scale and price point, asking for pro-level tuning is the wrong expectation. The procedurally generated and tweakable battlefields add another layer of variability, and a Steam Workshop lets the community build custom jobs and abilities, which extends the shelf life considerably for dedicated groups. Now the honest part. There is no online multiplayer. That is the single biggest wall between GCM2 and a wider audience, and I don't have a workaround for you. There is a Remote Play workaround posted by the developer in the Steam forums, which can stretch the local-only restriction a bit, but it's not a native online mode and will never feel as clean as one. If your regular crew isn't physically in the same room or on the same network, a large chunk of the game's value proposition evaporates. The solo-versus-AI mode exists and the AI Challenges leaderboard gives it a thin competitive spine, but you're clearly not the target here if you play alone. For what it is, a budget local-multiplayer arena game with more build variety than most games twice its price, it earns a genuine recommendation. Controller support is solid, the Xbox gamepad layout maps naturally to the slash and thrust inputs, and the game runs without demanding anything from your hardware. Just make sure you have people to play with. Fred, Scout Team

Grand Class Melee 2
ActionIndieRPGStrategy

Grand Class Melee 2

Jul 20, 2018Ogopogoid Entertainment
GamerScout Says

Local couch combat with 60-plus classes and an RPG job tree that snowballs hard across 8 rounds. No online, no ranked ladder, but for four people on one couch it punches well above its weight class.

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About Grand Class Melee 2

I'll be upfront: I came into Grand Class Melee 2 expecting a shallow pixel brawler I could dismiss in twenty minutes. What I got instead was a surprisingly tight loop that kept the couch going for a solid couple of hours before anyone asked to stop. The pitch is simple, the execution is smarter than the price tag implies. The structure is eight rounds of top-down arena combat for up to four players, with bots filling any empty slots if you can't fill the couch. Each round you pick a class from a branching job tree, and here's where it gets interesting: you carry one ability forward from a previous class and pair it with whatever your new class brings. That two-slot loadout system means every player's build diverges quickly. By round five you've got one person throwing screen-clearing lasers while someone else is stacking slow effects to make them unavoidable. Melee itself runs on a slash, thrust, and parry system with a bit of real depth once you stop button-mashing. Rounds run fast, maybe thirty seconds of actual fighting, so the pacing never drags. Points stack based on kills and damage, not pure survival, which smartly punishes the corner-camper strategy before it can ruin anyone's evening. The class roster is the real argument for buying this. Over 60 classes spread across the tree means the permutations between four players stay fresh across multiple sessions. Ranged and magic builds feel stronger than pure melee by most players' accounts, and that's worth knowing before you lock in a straight sword fighter late in the tree. Balance isn't clinical, but at this scale and price point, asking for pro-level tuning is the wrong expectation. The procedurally generated and tweakable battlefields add another layer of variability, and a Steam Workshop lets the community build custom jobs and abilities, which extends the shelf life considerably for dedicated groups. Now the honest part. There is no online multiplayer. That is the single biggest wall between GCM2 and a wider audience, and I don't have a workaround for you. There is a Remote Play workaround posted by the developer in the Steam forums, which can stretch the local-only restriction a bit, but it's not a native online mode and will never feel as clean as one. If your regular crew isn't physically in the same room or on the same network, a large chunk of the game's value proposition evaporates. The solo-versus-AI mode exists and the AI Challenges leaderboard gives it a thin competitive spine, but you're clearly not the target here if you play alone. For what it is, a budget local-multiplayer arena game with more build variety than most games twice its price, it earns a genuine recommendation. Controller support is solid, the Xbox gamepad layout maps naturally to the slash and thrust inputs, and the game runs without demanding anything from your hardware. Just make sure you have people to play with. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttrading-cardsworkshopcloud-savestier:sub-5Local Arena BrawlerJob SystemAbility DraftingCouch PvPBot SupportProcedural ArenasWorkshop SupportBuild Customization

System Requirements

Minimum

OS
Windows XP SP3
Memory
3 GB RAM
DirectX
Version 9.0
Storage
250 MB available space
Graphics
Shader Model 2.0 support
Processor
Intel Atom 1.6 GHz
Additional Notes
XNA Framework 4.0, .NET Framework 4.0 Client Profile

Reviews & Ratings

No ratings available

Game Info

Developer
Ogopogoid Entertainment
Publisher
Ogopogoid Entertainment
Release Date
Jul 20, 2018

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