The Honnoji Academy is going to live an epic election: there is much more at stake than a mere presidency of the student council. Arc System Works and Aplus seemed to have the answer in the form of a video game to the wishes of many Trigger anime lovers but it has ended up falling short. We tell you in the analysis of Kill la Kill IF.
In the always close relationship between Japanese animation and video games, there are cases that lend themselves more to being ported to electronic leisure than others. Kill la Kill, an anime produced by Trigger in 2013, is one of the cases that loudly asked to make the leap to a console, as they well knew in Platinum a few years ago. The task ended up falling away from the house of Bayonetta and Hideki Kamiya, but the announcement of Kill la Kill IF continued to excite fans of the anime starring Ryuko Matoi and Satsuki Kiryuin: with Arc System Works on the ship, a fighting game could be a more than optimal option for the series … although in the end, the result was not what the Honnoji Academy students deserved.
A disappointing work if we consider that behind the creators of Dragon Ball FighterZ or Hokuto no Ken? Not really: the game is signed by Aplus Games, authors of Little Witch Academy: Chamber of Time or regular contributors to Arc System Works and Natsume in the latest video games of the River City franchise. It’s not that Kill la Kill IF has a playable problem; It is more a matter of content and presentation: the production has ended up being too conformist, and it seems complicated that plans to expand it in the future with new content will help you sign a product according to what is expected of a contemporary title.
Is everything negative in Kill la Kill IF? Not at all: the work that its developers have done by being able to bring a visual style as particular as that of Kill la Kill to the territory of the videogame is very meritorious, but all their effort in the technical and playable is eclipsed by what they end up presenting the software.
Kill la Kill if, Sen-i-Shoshitsu!
You will never see me defend the quantity to quality in fighting, but it seems complicated to justify the decision to put eight series characters in Kill la Kill IF at the premiere. It is not even understood when you put yourself at the controls and prove that, in reality, it is not that we are talking about an excellent job of creating playable mechanics that can justify such a poor base of fighters. Nor is it explained that protagonists who could have been perfectly in the game or the enhanced versions of certain fighters with whom we came across in story mode and that cannot be controlled by the player have been ignored. It seems more a matter of time and budget than an artistic decision.
Without giving it many more laps, you go to the only way available at the beginning: history. The campaign is divided into two: one with Satsuki as the protagonist and another with Matoi. It will hardly cost you two or three hours to finish them and see the two new stories proposed for the title. They are not excessively interesting and comply with the alternative plot prototype for a video game based on an anime: where it passes it does not stain, where it passes it does not clean. It will not contribute much to the fans of Kill la Kill, who will be required to finish the plot of the student council president to be able to unlock the free battles against AI or the online multiplayer. It is disappointing that part of the original animation team has been involved in the script: Satsuki and Matoi’s fief gave much more.
Although the campaign serves as a tutorial, it also offers challenges in which we face the game’s own characters and insipid hordes of enemies. There is not much else to explain as content: you can unlock different elements to access the diorama mode (in which you can create your own scenes inspired by the anime) and access all its audiovisual content. You will have to split your face on the online and enjoy what Aplus has done well with Kill la Kill: transfer the battles you enjoyed in the anime to the circuitry of PS4 and Nintendo Switch with ease.
Undress your enemies!
He has ended up being too conformist
. How to play? You have three attack buttons and you can execute charge, short and long-distance attacks. Each of them can become a special attack, animated with the same style that could be seen in the series, respecting the techniques most loved by fans and making them, if possible, more spectacular. You must measure the distance and defense to be able to enter the opponent with the simple combos available to each of the protagonists. The choice of your fighter will depend entirely on your form of play: if you prefer to play at a distance you will like Nonno Jakuzure; If you do more, the melee pulls Ira Gamagoori or Uzu Sanageyama.
During the game, you can use a system that cuts the battle called Bloody Valor. It will allow you to restore part of life, attack the opponent or get some more energy. Its execution is similar to that of stone, paper, and scissors, so there can be three cases in each contest: victory (which translates into the chosen effect), defeat (with punishment) or draw (in which nothing happens ). The victories in the Bloody Valor translate into new levels of Valor that, upon reaching three and having the energy bar full, will allow us to access the final attack of the fighter: the Fiber Lost Secret Art, which will destroy the rival by tattering his clothes and ending the fight.
Kill la Kill IF is fun to the controls, and if I had spoiled the content as much as the playable and visual we would be talking about a video game with a very different rating. The online is populated by users who are taking advantage of the game in their early stages, so it is now easy to find users to enjoy with company. This is what you should do if you want to take hours to the title: once the story modes are finished, you will only have to fight against hordes and the survival mode, so the playable offer is not all the varied that the genre demands today.
Too bad the content has not been spoiled as much as playable and visual.
The original voices of the series have been featured and many of the aesthetic elements that have turned Kill la Kill into a cult anime have been adapted. You cannot ask IF to provide more scenarios than those seen in the original series, so there is not much variety in the maps and their interaction is practically nil. Beyond the playable, the most enjoyable of the Aplus video game is its visual section, which has managed to perfectly capture the anime on which it is based. Unfortunately, he cannot live alone on what he sees and his short but respectable playable section.
Kill la Kill IF reminds of the prototypical anime game of several generations ago one of those products that do not know if they intend to please the anime fan more than the video game. Times have changed, and the demands of the fighting genre and the titles inspired by Japanese series are far from what Aplus and Arc System Works. Without being a bad product, it does not live up to what its followers deserve.
Clearly in content: eight series characters, a three-hour repetitive campaign mode that brings nothing to anime fans, an insipid horde mode and classic survival. You must really like their mechanics to be able to take advantage of so few protagonists in their online mode. And it’s a shame because in the playable it is far from being a bad three-dimensional videogame. Kill la Kill IF, however, is able to capture the essence of the anime in which it is inspired with ease, respecting the original voices and all the aesthetic elements that have become a cult of production. Unfortunately, its defects weigh more than its advantages.
- Capture the visual essence of anime successfully
- It offers playability according to what is expected of Kill la Kill
- Diorama mode allows you to create your own anime scenes
- It falls short in content: few characters and game modes
- The campaign is far from what was narrated in the original anime
- The hordes do not have optimal control to be enjoyed