Kidbash: Super Legend Preview

Kidbash: Super Legend is the latest game from Acclaim – yes, the same company whose logo you might have seen plastered on various boxes in the ’90s including the likes of the classic Mortal Kombat console releases and the Turok series. The publisher is back from the dead and has partnered with various smaller studios, this time including Indonesian developers Authentic Remixes and Fat Raccoon.

From the screenshots, you can probably see why I was drawn to Kidbash: Super Legend from the moment I first saw it. The game features simply adorable claymation art style inspired by the likes of Kirby and the Rainbow Curse and is eye catching to say the least. After hands-on with the game’s demo which was playable at BitSummit last week, I can safely say that Kidbash is also shaping up to be a solid rogue-like, especially for newcomers to the genre.

A Claymation Video Game World

Kidbash’s protagonist awakens during the demo’s opening to find himself suffering from amnesia. Wielding mysterious powers, he deems that he must be the protagonist of the game’s story, before getting swiftly beaten by a villainous boss. With assistance from some ‘NPCs’ (which they’re actually referred to as in the story), he embarks on a quest to prove that he is the hero of this fictional world and defeat all of its invading enemies. 

The story seems to be playfully leaning into video game tropes and fourth-wall breaks, with the upgrade screen pulling back to reveal the game’s window in a CRT frame. Consider me charmed by it, even if I am somewhat skeptical of how deeply it will evolve beyond its references and use of video game jargon to thoughtfully explore its world.

Run, Gun, and Evolve

Players guide Kidbash through designed linear areas, each of which end with a branch with an ability that will upgrade one of the player’s attributes or provide new abilities. The game is a 2D side-scroller in the vein of Mega Man, with Kidbash wielding both a sword and blaster that can be upgraded as he progresses throughout the world. Melee combat rewards getting up close and personal with enemies, while the blaster can be used to strike foes from afar, with a handy dash rounding things out in case things get too intense.

Combat has a good flow to it, with melee strikes chaining together and swiftly transferring between sword and blaster as you fight enemies across the screen. Kidbash can attack in all four directions, making fast-paced maneuvering advantageous even in tighter areas. Enemies also don’t inflict contact damage, with the player only taking damage from distinct attack animations or projectiles.

While the art direction is gorgeous and enemies all have distinct designs, it can be hard at times to read enemy animations, owing somewhat to some loose controls and inconsistent hit detection in the build I played. Given that the game isn’t set to release until next year, there is plenty of time for this to be amended.

Progression seems simple, yet I already found myself entering a “one more try” loop even within this demo, implying that there might be more under the hood than there seems. Upgrades consist of elemental effects for both Kidbash’s weapons or dash, speed enhancements, and permanent progression in the form of floppy disks. Once acquired, these can be used in the hub area to enhance the character’s abilities such as allowing for higher base defense stats or upgrades to the MAX ultimate ability.

As Kidbash defeats enemies, he raises an energy bar that, when activated, activates MAX. This allows him to wield large saw blades, which also have far reach and a boomerang effect, allowing the player to attack enemies from a distance multiple times. This adds a deeper level to the flow of combat and makes it easier to win back in tricky situations where the player’s default weapons aren’t yet strong enough.

After each run, the player finds themselves in a hub area that seems to have huge implications for how the narrative will develop in the final game. Here, Kidbash can interact with a number of NPCs, each with their own friendship level that can be raised in the full game, and new shops that can be unlocked by completing quests for their vendors.

Final Thoughts

While I was already charmed by its adorable art style, my time with Kidbash: Super Legend has piqued my curiosity for what could be a simple yet addictive action rogue-like that takes the best from platformers of the past. While some elements need ironing out, the combat is off to a strong start and only seems to improve as runs rise in complexity. I’m looking forward to seeing how the game improves and what reveals will follow as its release approaches next year.

Kidbash: Super Legend will release for PC and consoles in 2027.

Thank you to Acclaim for providing Gamer Social Club with access to a demo build.

Daire Behan

I am a writer from Ireland with almost a decade of experience writing in games media at various websites. I have a huge soft spot for character action games, platformers, horror, and experimental games that take risks. The weirder the better.

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Kidbash: Super Legend Preview

Daire Behan

I am a writer from Ireland with almost a decade of experience writing in games media at various websites. I have a huge soft spot for character action games, platformers, horror, and experimental games that take risks. The weirder the better.

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