Compare Verdict Guilty - 유죄 평결 prices across 50+ stores and find the best deal. Developed by Retro Army Limited. Published by paulstephendavis. Released on 6/13/2016. Available on PC. Genres: Action, Casual, Indie.

A cops-vs-robbers arcade brawler that punches above its weight class mechanically, but the dead online scene means you're mostly fighting the CPU.

I went in expecting a cheap pixel-art novelty and came out genuinely surprised by how much thought went into the fighting system. Verdict Guilty wears its Street Fighter II influences openly, right down to the character-select layout and the city map, but it builds something distinct on top of that foundation. The eight-fighter roster is split evenly between cops and criminals, each side with meaningfully different tools: cop characters can slap handcuffs on opponents to freeze them momentarily, while the criminal side gets nastier options like control-reversing grabs, time-bomb straps, and acid vials. Gun, the imprisoned fighter with no faction gadgets, plays almost purely physical. Reese is the wild-card outlier with a stretchy-arm special and an electrified damage aura. For a roster this small, the character variance is respectable. The combat mechanics have more going on than the accessible surface suggests. Inputs stay simple, no fireball quarter-circle nonsense, but the system rewards pressure reading. Blockstun cancels let defenders claw back initiative, throws universally whiff on crouching opponents which means crouching is unusually strong here, and several characters can convert a single opening into a full-life kill if the mixup lands. Firearms add a limited-ammo projectile layer: guns must be reloaded after a set number of shots, so burning them recklessly leaves you wide open. At 60fps the pace feels snappy, and the game runs light enough to work on practically any hardware you already own. That said, there are real problems worth naming. The online situation is the big one: there is no native netcode, so PvP with anyone outside the same room requires Steam Remote Play or a third-party tool like Parsec. For a game that lists local multiplayer and PvP as features, that gap stings. Character balance also has rough edges, some fighters have awkward normals and limited offensive options, while others clearly have more designed into them. The backgrounds, while animated, lean on a muted blue-purple palette that gets samey fast. And the community concurrent-player count tells you right now what you likely already suspect: finding a random live opponent through normal means is not happening. Where it genuinely works is in couch sessions and solo grinding through the per-character story mode. Each run clocks around half an hour, challenges teach mechanics through objectives rather than a bare training room, and the soundtrack from Bossfight and Truong-Son Nguyen keeps the energy up the whole way. Treat it as a local brawler to pull up when a friend is over, or a solo curiosity to explore the mechanical quirks of, and it delivers. Treat it as a live competitive game and you will be disappointed fast. Fred, Scout Team

Verdict Guilty - 유죄 평결
ActionCasualIndie

Verdict Guilty - 유죄 평결

Jun 13, 2016Retro Army Limitedpaulstephendavis
GamerScout Says

A cops-vs-robbers arcade brawler that punches above its weight class mechanically, but the dead online scene means you're mostly fighting the CPU.

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About Verdict Guilty - 유죄 평결

I went in expecting a cheap pixel-art novelty and came out genuinely surprised by how much thought went into the fighting system. Verdict Guilty wears its Street Fighter II influences openly, right down to the character-select layout and the city map, but it builds something distinct on top of that foundation. The eight-fighter roster is split evenly between cops and criminals, each side with meaningfully different tools: cop characters can slap handcuffs on opponents to freeze them momentarily, while the criminal side gets nastier options like control-reversing grabs, time-bomb straps, and acid vials. Gun, the imprisoned fighter with no faction gadgets, plays almost purely physical. Reese is the wild-card outlier with a stretchy-arm special and an electrified damage aura. For a roster this small, the character variance is respectable. The combat mechanics have more going on than the accessible surface suggests. Inputs stay simple, no fireball quarter-circle nonsense, but the system rewards pressure reading. Blockstun cancels let defenders claw back initiative, throws universally whiff on crouching opponents which means crouching is unusually strong here, and several characters can convert a single opening into a full-life kill if the mixup lands. Firearms add a limited-ammo projectile layer: guns must be reloaded after a set number of shots, so burning them recklessly leaves you wide open. At 60fps the pace feels snappy, and the game runs light enough to work on practically any hardware you already own. That said, there are real problems worth naming. The online situation is the big one: there is no native netcode, so PvP with anyone outside the same room requires Steam Remote Play or a third-party tool like Parsec. For a game that lists local multiplayer and PvP as features, that gap stings. Character balance also has rough edges, some fighters have awkward normals and limited offensive options, while others clearly have more designed into them. The backgrounds, while animated, lean on a muted blue-purple palette that gets samey fast. And the community concurrent-player count tells you right now what you likely already suspect: finding a random live opponent through normal means is not happening. Where it genuinely works is in couch sessions and solo grinding through the per-character story mode. Each run clocks around half an hour, challenges teach mechanics through objectives rather than a bare training room, and the soundtrack from Bossfight and Truong-Son Nguyen keeps the energy up the whole way. Treat it as a local brawler to pull up when a friend is over, or a solo curiosity to explore the mechanical quirks of, and it delivers. Treat it as a live competitive game and you will be disappointed fast. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Local PvPAsymmetric RosterLimited Ammo MechanicsCouch FighterBlockstun Cancel SystemPer-Character Story ModeNo Native Netcode

System Requirements

Minimum

OS
Windows Xp, Vista, 7, 8, 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
120 MB available space
Graphics
64MB internal
Processor
1.6GHZ
Additional Notes
Lowest resolution supported is 1280x720

Reviews & Ratings

No ratings available

Game Info

Developer
Retro Army Limited
Publisher
paulstephendavis
Release Date
Jun 13, 2016

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