Rather than punching, what if you hit with musical notes? That’s what modus Studios thought, and the result is God of Rock, which pits rival musicians against each other.
While God of Rock is a fighting game, the core of the experience relies on note charts a la Rock Band, or, most overtly, Persona rhythm games. The longer the song goes without a winner, the more complex the note charts become. If you’re not quick, the charts can get insane. Although the soundtrack contains 40 songs, they blur together a bit, and it’s almost impossible to distinguish between them.
With traditional special moves and breakers, your moveset varies depending on the character you choose. It’s hard to really appreciate the 12 character designs, many of which are inspired by famous musicians like Bowie and Elvis, given how much attention the note chart demands.
As you become better at multi-tasking, you’ll find that many of the moves offer wild mechanical variance, thanks in part to the special moves. Specials heal, require charge-ups, drop extra notes on opponent charts that can’t be removed, etc. It calls upon what you’d expect from games like Street Fighter or Mortal Kombat at its highest level.
However, the online component is where the specials shine, even at higher difficulties. The strategy of choosing when to use your attacks becomes paramount. If you get too cocky, it’s easy to lose the rhythm. As long as God of Rock can nurture and maintain a player base, there should be plenty of reasons to keep playing.
Pros:
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Good mechanics.
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Character design with vibrancy.
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Strategy for specials, breakers.
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Designer.
Cons:
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The struggle to appreciate characters.
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Unmemorable soundtrack.
My score for this game 7 over 10.