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Let's talk about the conclusion first. I played this game for about two weeks. From being full of expectations to getting better, to finally calming down and looking at it, I felt quite complicated. As a player who grew up watching Ultraman and is a little obsessed with fighting games, I try to put aside the childhood filter and use the habit of evaluating bacteria from the four dimensions of graphics, gameplay, krypton gold, and social interaction to give you a reference. I give it an overall score of 7.5/10. It's not a masterpiece, but it definitely has its own unique points of enjoyment.
As for the picture, I think it can scare people at first glance. The character modeling is considered to be very detailed on the mobile phone. The texture of the leather sheath, the chest light, and even the special effects of the light technology are all very presentable. The lens stretching and particle explosion when zooming in will really make Ultraman fans shout "Tiga" at the beginning. However, if you look carefully, you will find that the material of the scene is relatively thin, and the floor reflections are always the same. Some map textures can even show traces of stretching. When cutting to a distant view, the edges of the characters are a bit jagged. But considering the positioning of this game, I think the picture can be given a 7 points. It wins because of the IP restoration and loses because of the technical limit.
The gameplay is the soul of this game, and it is also the part I want to focus on most. It is not the kind of numerical crushing that uses mindless tricks, but it really has the flavor of "real person PK". The pace of the battle is very fast, and there is a set of mutual restraint logic between basic attacks, skills, dodges, and grabs. If you rush forward and press combos, your opponent will accurately block and then counterattack. At this time, you have to learn to use displacement skills to "cheat" or go around behind. The most exhilarating moment I experienced was when I was able to counterattack with my remaining health. The opponent thought they were safe, so I took him away with a set of "Spacium Rays" plus a finishing move. That kind of psychological game pleasure cannot be given by a pure game of painting. Moreover, it also has a team competition system. You operate one Ultraman, and your teammates operate another. You can cooperate with taking control, sharing damage, and focusing fire. It has a lot more tactical depth than single combat. However, I have to complain that the operation feels a bit "slippery", and the character's turning and back-swinging are not easy to follow. Occasionally, you will feel that you are competing with the screen instead of fighting monsters. But this does not affect its fun. I give it an 8.5 in terms of play style.
The aspect of krypton gold is the most controversial aspect of this game, and I must speak objectively. The game itself is free, and there is no mandatory payment threshold, which is very conscientious. But if you want to reach the high end of the ladder and team competitions, the resource gap for developing characters in the later stage will become larger and larger. Card drawing, skins, and star upgrade fragments are all pitfalls that need to be filled with time or money. The good news is that it is not stingy in giving away resources. You can save a lot of diamonds by signing in, completing tasks, and playing dungeons every day. It is completely worthwhile for Zero Krypton Party to play with the initial characters until the mid-term. The bad news is that if you pursue full character illustrations or extreme combat power, your wallet may take a hit. So my conclusion is: the krypton gold system exists, but it is not to the point of "you can't play without krypton". It is more like a paid accelerator. Scored 6.5 points, barely passing.
The social dimension is a surprise. It does not simply make a chat room, but uses the team system to its full potential. You can invite acquaintances to join the gang, or you can ask the wild men to form a team to play in the "Cosmic Arena" on the world channel. The team's voiceover will be turned on directly, and they will shout in real time "He is disabled! Quickly make up for the damage." This experience is actually a bit like a competitive mobile game. Moreover, there are territorial competitions and ranking seasons between teams. The sense of team honor during the weekly settlement is quite high. You will be willing to study the lineup and play routines for the sake of gang ranking. Of course, social interaction is also a place for disputes. Occasionally there will be comments in the world channel, but the blocking function is very convenient and does not affect the social experience. I give it 8 points.
In general, Ultraman: Fighting Superman is not the kind of reskinned work that you want to delete after playing it for a week. It has indeed worked hard on the combination of fighting battles and IP. The shortcomings are also obvious: the technical optimization is average, some models will heat up and drop frames, the development line in the later stage is too long, and it is not very friendly to pure PVE casual players. But if you are an Ultraman fan and you happen to like head-on confrontations, then this game will definitely bring back the passion you had when you were a child, imagining yourself becoming light. It has shortcomings, but the soul of the game is positive. This feeling of "real people fighting without giving face and only focusing on strength" is indeed rare in mobile games nowadays. Not bragging, it's worth a try. 😎👍