Super Climax Heroes Battle GAME
The Free-Run system has causes something many have dreaded; A change in controls. Although the control scheme is now different, I feel as though it's actually much better then the previous controls. Everything flows much easier. The only issue this has presented is charging your Rider Gauge
Another new mechanic introduced is something like a Barrier-Burst technique. This allows you to, at the expense of some of your Guard Gauge, create a burst of energy that will knock your opponent away if you get stuck in a combo. All of these changes make game play a lot more tactical; You'll need to think more then you did before and plan out your combos before you try to execute them.
Super Heroes mode is somewhat like a mix between OOO Ragnarok mode and Fourze's Heroes mode. There are a bunch of locations, and at each of these locations are various missions, ranging in difficulty for you to take. These missions have very simple objectives; Beat the enemy or Beat the enemy within the time limit. Super Heroes mode lasts much longer then Heroes mode in Fourze, taking me about 3-4 hours to complete. Along with taking longer it is also much more challenging. The missions start out easy as you'd expect but as you progress will actually get harder and becoming challenging even to those who have played the previous games. This new challenge was a great addition and made the game feel fulfilling to play. There is no order in which the missions need to be done, allowing for some freedom.