JoJo's Bizarre Adventure: All-Star Battle R

JoJo's Bizarre Adventure: All-Star Battle R — ReviewJoJo fans chasing fan service and deep fights should buy in, though anyone hoping for a complete story should temper expectations first.

External ratings91%Steam Reviews14.3K reviews70Metacritic/10072OpenCritic/100
Reviewed by: Alex Rivera · Published: ·review.views: 2,922 Comments
DevCyberConnect2 Co. Ltd.|Released2022-09-01|ActionViolent|
8.0
Overall Score

“JoJo fans chasing fan service and deep fights should buy in, though anyone hoping for a complete story should temper expectations first.”

Graphics
8
Audio
9
Gameplay
9
Story
7
Content
8

Verdict

Worth The Hours, If You Know Why You Came

Is this game worth dozens of hours of your life? It depends entirely on what you came here for. If you showed up to experience the latest fighting mechanics, it is absolutely worth it. If you showed up hoping for a complete, satisfying story, it falls a little short. The roster of more than fifty fighters can comfortably sustain hundreds of hours of online competition, but the thickness of the single-player content does not quite live up to that name list. That split runs through the entire experience, and being honest about it is the only way to set the right expectations.

The critics handed it a 9 out of 10. My own verdict lands at 8, a gap that comes down entirely to how much weight you give the thin single-player against the superb fighting that surrounds it. It is a genuinely well-built game and I recommend picking it up, but it does have real shortcomings, so do not walk in expecting perfection. It is a bit like visiting a long-established restaurant: the signature dish is unbeatable and the decor is a little dated. You came for the food, so do not complain that the table wobbles. The combat is the food, and it is superb.

A Sincere Celebration That Leans On Its Strengths

The depth of the combat is more than enough to paper over the mediocrity of the plot. Once you are lost in the pleasure of stringing combos together, what the story is barely registers. The cooperation between the audio and the visuals pushes the on-screen performance to its ceiling, and the whole thing turns out to be a game that plays even better than it sounds, which, given how good it sounds, is saying something.

If you have never touched a previous entry, this is an excellent place to climb aboard. If you have played the earlier games, this is a necessary upgrade rather than an optional one. The ten new characters genuinely shift the environment, so the old routines no longer reliably work and you have to relearn your craft. That kind of freshness is rare and valuable in a fighting game, and it is part of why this remaster justifies its existence beyond simple nostalgia.

Do not let the word celebration fool you into thinking this is just a reskin. The sincerity is real; it is simply distributed unevenly, with the lion's share going to the gameplay and a smaller portion left over for the story. That is a fair trade, honestly, because everyone here came to fight. Stacked against a peer like the three-dimensional combat of the Naruto Ultimate Ninja Storm series, which wins on cinematic story recreation, this game answers with a deeper combat engine, a far larger cast, and a sense of presence that the fully voiced menus and Stand performances make impossible to ignore. I logged seventy hours and only hit fifty-eight percent completion, and I happily accept that particular poison.

Pros

  • The combat system is intelligent and strategic, with assisted movement adding positional and matchup depth.
  • Japanese voice acting is updated to the latest anime cast, with full voice coverage across battles and menus.
  • The roster spans the entire history of the series, totaling over fifty fighters with ten new additions.
  • Stand battles are flashy yet legible, so you can still read priority even amid chaos.
  • The soundtrack is grand and the signature-move sound cues are instantly recognizable.

Cons

  • The story mode is a letdown next to the original; the main plot is passable but forgettable.
  • The menu interface has too many nested levels, making navigation cumbersome.
  • Frame pacing wobbles when all effects fire at once, and the ending feels rushed.

Opening

The first time a character spoke to me from the menu screen, I froze with the controller half-raised. This was not a generic recorded line dropped into a dropdown. It was the real voice of the latest anime cast, answering the exact option my cursor was hovering over. Every selection earned a reaction, as if someone were sitting on the other side of the glass, waiting for me to make up my mind. And the fighting had not even started yet.

Then I opened the character select grid and counted: more than fifty fighters lined up in neat rows, spanning the entire history of the series, with ten brand-new faces folded into the lineup. Dragging my thumb across that roster felt less like browsing a menu and more like flipping through a decade-old photo album. Some names I had not seen in years. Others I was meeting for the first time. You understand very quickly that this is not merely a fighting game; it is a celebration of everything the franchise has been.

But celebrations can get loud past the point of comfort. The main story, I have to admit, is a genuine disappointment next to the original release, passable on the night and forgotten by morning. What saves the whole package is that the fighting itself is solid enough to make you forget the plot's flatness entirely. I poured roughly forty hours into this remaster, and when I finally set the controller down, my ears were still faintly ringing from the noise of it all.

Story | 7/10

Story: 7/10

A Passable Hero's Tale That Slips Away By Morning

The main story mode walks you through a competent hero's arc, the kind that is perfectly watchable while it is in front of you and almost entirely gone by the next day. It strings together set pieces drawn from across the series' long history, and as a celebration of that history the content is undeniably generous. But generosity of quantity is not the same thing as narrative weight. Compared to the original release this mode came from, the story here is a clear letdown, and there is no point pretending otherwise.

A staged duel between two characters

What the mode does well is give every brawl a reason to exist. The fights land at meaningful junctions in the plot's progression, so even when the storyline itself feels well-worn, the motivation behind each clash is satisfyingly concrete. For the sake of nostalgia, these matches earn their place. It is a little like rewatching an old film: you already know exactly how it ends, and you sit through it anyway because the journey is the point. The story leans on that affection rather than on genuine surprise.

The trouble is that affection only stretches so far. By the midpoint I could feel the structure repeating itself, a familiar rhythm of confrontation and resolution that never quite escalated into anything I had not seen the series do before, and often better. The campaign is content to be a highlight reel rather than a fresh story, and while a highlight reel of this particular franchise is hardly a dull thing to sit through, it does mean the mode is coasting on goodwill it inherited rather than goodwill it earned. For a remaster carrying this much history on its shoulders, a little more ambition in the writing would have gone a long way.

The Amnesiac Blacksmith and the Joy of Looking Around

If the spine of the campaign is merely adequate, the rewards for poking around its edges are quietly delightful. There is one side quest in particular, centered on an amnesiac blacksmith, that I will not spoil here because half its charm is stumbling into it yourself. Go find it. It is the sort of optional thread that the developers clearly cared about, tucked away where only curious players will trip over it, and it does more for the world than several of the mandatory story beats combined.

That tension defines the whole narrative layer: the obligatory parts are dutiful, while the discretionary parts sparkle. The cutscene fights that connect story segments are functional rather than cinematic. There are no real surprises in the camera work; it is competent and unremarkable, the visual equivalent of a firm handshake. You cannot reasonably expect a fighting game to deliver film-grade direction, and to its credit it never simply gives up either. It does its job, hands you back to the action, and trusts the combat to carry the emotional load.

Built For The Faithful, Not The Curious Passerby

The volume of text here is substantial, and reading through it demands genuine patience. Longtime fans will hit beats that earn a knowing smile; newcomers may find themselves blinking at references with no clear foothold. That is simultaneously a barrier and a defining feature. This mode serves the devoted core of the audience rather than the casual passerby, and that is something worth understanding clearly before you buy in expecting a self-contained drama.

The ending, when it arrives, comes a touch abruptly, almost as if the schedule ran out before the script did. Considering the sheer number of characters the game had to service, though, the rushed finish is forgivable. Pouring resources into the fighting rather than into elaborate cutscenes is, frankly, the more honest allocation. Nobody walked away from a match feeling shortchanged, even if a few of us closed the campaign wishing the story had been given the same care that the roster so obviously received.

So think carefully before you buy on the strength of the story alone. If you are a devoted fan, the campaign is a warm victory lap that hits the beats you want to see hit, and the patience it demands is patience you will happily give. If you are a curious newcomer with no prior attachment, you may finish the mode wondering what all the fuss was about, because the narrative assumes a fondness it does not bother to build from scratch. Know which of those two players you are, and you will know exactly how much the story side of this package is worth to you before you ever load the first cutscene.

Audio | 9/10

Audio: 9/10

A Voice Cast Refreshed To The Latest Anime Actors

The single most important thing the audio team did was update the Japanese voice cast to match the latest anime actors, and that decision pays off everywhere. Battles and menu screens alike lean fully into the performances, leaving no dead corners where the silence creeps back in. This is not background filler. The voice work functions as an emotional switch, flipping the mood the instant a line lands. When a character bellows the name of a signature move, the wall of sound briefly rises above the background music, and the recognition is total. Eyes closed, you still know exactly who just stepped onto the stage.

A character unleashing a Stand ability in battle

That legibility through sound is rarer than it looks. It is a little like listening to an old radio drama, where a single voice cue is enough to build the entire scene in your head. You do not need the picture; your ears have already drawn it for you. In a genre crowded with overlapping effects, that kind of clarity is a real achievement, and it elevates moments that on paper are just two fighters trading blows into something that feels staged and deliberate.

Menus That Talk Back And A Soundtrack Worth Saving

The fully voiced menu interactions turned out to be the unexpected treat of the whole package. Choosing any option triggers a corresponding character reaction, a detail that does nothing for your win rate but everything for your sense of presence. You stop feeling like you are manipulating rows of data and start feeling like you are holding a conversation, even if the other party is purely virtual. It is the kind of small touch that costs a studio real effort and that most competitors simply skip.

The music earns its own praise. Two tracks ended up on my personal playlist: the dusk theme that plays over the main hub, and the final-boss track. One of them makes me want to sit and stare at nothing; the other sends my pulse climbing. That range is the mark of a score that understands its job. The overall quality is high and the orchestration genuinely grand, the sort of accompaniment that makes a flashy special move feel like an event rather than an animation.

One Small Imbalance That Never Breaks The Spell

If there is a complaint to register, it is a minor one about volume balance. Now and then the effect sounds will ride over the top of the voices, and you have to dip into the options menu to even things out by hand. It is a nuisance rather than a flaw, the kind of thing you fix once and forget. It does not compromise the integrity of the overall experience, and at this price point a fully voiced game already reads as a sincere offering rather than a cut-corner one.

When the whole soundscape comes together, the cooperation between music, voice, and effect work pushes the on-screen performance to its ceiling. Walking away from a long session, my ears had not suffered. If anything, the audio is one of the strongest arguments for buying in at all, because it consistently makes the fighting sound as good as it looks, and occasionally even better than the story underneath it deserves. That is the rare compliment I can pay without reservation: the sound design never once let the rest of the production down, and more than a few times it quietly carried it.

Visuals | 8/10

Graphics: 8/10

Cel-Shaded Models That Make The Manga Move

The visuals are bright, vibrant, and bursting with energy, and the character models stay faithful to the manga style they are adapting. The first time I walked a fighter out of a shadowed cave and into direct sunlight, the realization landed: the lighting here is not a checkbox feature, it is a necessity. It is what keeps the Stand abilities from looking like molded plastic and makes them read instead as raw energy. That single design decision separates this remaster from a flatter, cheaper presentation of the same characters.

A character releasing Stand power during combat

Look closely at the light and shadow falling across a model and you notice it reacts in real time. The metallic Stands in particular catch the light, their sheen shifting as the camera angle changes. This is the kind of detail that a static screenshot simply cannot capture; you have to see it in motion to understand it, the way a gallery painting always beats a photograph of the same canvas. The game is constantly rewarding players who actually watch what is happening rather than mashing with their eyes half closed.

Living Arenas And A Discipline Of Style

The arenas refuse to sit still as dead backdrops. Crowds cheer along the edges of the stage, and while it is only textured animation, the atmosphere it conjures is entirely convincing. The presentation understands that a fighting stage is a performance space, not just a flat plane to stand on. That sense of occasion is part of what kept me poking at the game long after the credits, which is its own kind of compliment to the art direction.

What impressed me most, though, is the restraint. The visual style stays unified from start to finish, with no jarring photorealistic textures bleeding into the anime rendering. Even the loading screens hold the line. That consistency is harder to pull off than simply piling on technical effects, the same way matching a room's decor matters more than buying expensive furniture that clashes. You can stare at this game for hours without eye strain, and honestly, that alone is enough.

There is a confidence in that discipline that I came to admire more the longer I played. Plenty of adaptations chase technical bragging rights and end up looking like a committee assembled three different art styles and refused to choose between them. This one knows precisely what it wants to be and never wavers from it, so the whole production feels authored rather than assembled. The payoff is an aesthetic that ages gracefully within a single session, holding its charm from the first match to the seventieth hour without ever wearing out its welcome or asking you to forgive an ugly seam.

Frame Dips That Stay Out Of The Way

It is not flawless. There are occasional frame fluctuations, especially when every effect on screen fires at once. The crucial point is that these dips never interfere with the timing of your inputs; the game only looks momentarily choppy, it does not feel that way under your thumbs. Can you accept a presentation that occasionally stumbles? I can, provided it never freezes at the exact instant a move comes out, and to its credit this game never commits that particular sin.

That distinction matters enormously in a fighting game, where a single dropped frame at the wrong moment can decide a match. Here the engine drops its frames in the safe spaces, between the meaningful inputs rather than on top of them. The result is a presentation that is gorgeous to look at, disciplined in its style, and forgiving enough in its rare hiccups that I never once blamed the visuals for a loss. For a genre this demanding, that is a quietly remarkable balance to strike.

It helps that the dips are genuinely rare rather than a constant background hum. You can play for long stretches and never notice a single one, and when they do surface they pass in an instant, more a flicker than a stutter. I would happily take this profile over a game that runs at a locked rate but renders its characters as flat, lifeless cutouts. The art direction is doing the heavy lifting here, and it is good enough that the engine's occasional shortness of breath reads as a minor footnote rather than a headline complaint worth dwelling on.

Combat | 9/10

Gameplay: 9/10

Combat That Earns Its Depth The Hard Way

The claim that the combat system is intelligent and strategic is not marketing fluff. For the first ten hours you will feel like you are flailing, mashing buttons and hoping. By the twenty-hour mark, something clicks, and you start to genuinely enjoy it. That hard-won sense of precision, the feeling that every single blow carries weight and meaning, does not come for free. You have to put in the time, and the game trusts you to do exactly that rather than handing you mastery on the first night.

A character performing a Stand battle on stage

The newly added assisted movement layer increases the complexity in a way I would compare to a chef suddenly reaching for two extra spices. Use too little and the dish is bland; use too much and it overpowers everything else. Threaded in carefully, it deepens the positional play without drowning the fundamentals. Learning when to lean on it and when to leave it alone became one of the most satisfying mastery curves in the whole package, the kind of system that keeps revealing new wrinkles the longer you sit with it.

Stands That Read Clearly Even In The Chaos

Characters summon their Stands and duel at center stage, and the effects are both lavish and clear. Watch the arc of a Stand's punch and you realize it is not a simple sprite playback. It has heft, it can block your line of sight, it shifts where both fighters want to stand. The first time you read an opponent's intent and slip a move in clean, the satisfaction outranks beating any boss. The particle effects never smear into an indistinct blur. Even when both players trigger their biggest moves simultaneously, you can still see who acted first.

That level of clarity is a luxury in a busy fighting game, and it is the backbone of the whole experience. The legibility means that high-level play stays fair: you lose because you were read, not because the screen turned to soup at the decisive moment. It also makes spectating genuinely fun, since the action narrates itself. Every flashy exchange remains parseable, which is exactly what a competitive game needs if it wants its mind games to actually matter. Without that visual honesty, all the mechanical depth in the world would collapse into guesswork, and the careful reads that make the combat sing would be impossible to pull off with any consistency.

Friction That Hooks Rather Than Frustrates

There are moments when the controls feel a little fiddly, especially when you are reaching for a flawless combo and your fingers tie themselves in knots. But this lands squarely in the annoying-but-addictive category. It is not fatal; if anything it becomes the dividing line between the experts and the beginners. It is like playing piano, where the harder the fingering, the better the finished piece sounds. The difficulty is the reward, not an obstacle to be smoothed away, and learning to dance through that friction is precisely where the lasting satisfaction lives.

Underpinning all of it are the versus and online modes, which anchor what could easily be hundreds of hours of competition. With more than thirteen thousand reviews backing the game's reception, there is clearly a community willing to keep pushing these systems. The single-player may run out before you do, but the head-to-head fighting has the depth to keep paying you back for as long as you are willing to keep showing up to learn it.

That is ultimately the heart of the recommendation. A fighting game lives or dies on whether its core loop can survive thousands of repetitions without going stale, and this one passes that test handily. The mastery ceiling is high enough that even after dozens of hours I was still discovering new ways to apply the assisted movement, still finding fresh reads in the Stand exchanges, still losing matches I felt I should have won and learning something concrete from each defeat. That sense of a system with more to teach you is exactly what keeps a competitive community alive, and it is the strongest reason to treat the combat as the real product here.

Content | 8/10

Content: 8/10

A Roster That Spans The Entire History

The headline of the content offering is the roster: more than fifty fighters drawn from across the entire history of the series, with ten new characters folded into the mix. Scrolling that list is genuinely impressive, a parade of faces that doubles as a tour through everything the franchise has ever been. For longtime fans this is the core of the value proposition, the reason the word celebration keeps coming up. Those ten new additions are not just padding either; they change the competitive environment, forcing veterans to relearn matchups they thought they had solved.

Two fighters clashing with flashy Stand effects

That breadth has a real competitive consequence. The lineup is large enough to support hundreds of hours of online play, because every character you have not yet faced is a fresh puzzle to decode. The old reliable tactics do not automatically transfer to the newcomers, so the metagame stays in motion. In a fighting game, that sort of churn is precious, and it is the roster's size that makes it possible in the first place.

Completion That Quietly Eats Your Weekends

The collection content has teeth. I cleared the main story in roughly forty hours, then looked up at the seventy-hour mark to find my completion sitting at just fifty-eight percent. The game's quiet little urge to explore a bit more is, frankly, poisonous in the best way. There is always one more title to unlock, one more challenge to clear, one more corner to check, and the hours evaporate without ever feeling wasted.

On top of the base offering, a Season Pass adds further downloadable fighters after launch, extending the lineup for players who want to keep their options expanding. It is a sensible way to keep a roster-driven game fresh, and given how central the cast is to the whole appeal, more characters is exactly the kind of addition this particular game benefits from rather than the usual bolt-on filler.

What kept pulling me back, though, was less the headline unlocks and more the steady drip of small ones. Every session seemed to hand me a fresh title, a new piece to chase, or a fighter I had been ignoring suddenly worth a second look. That trickle is deceptively effective, the sort of design that never demands a marathon yet somehow consumes one anyway. By the time I noticed how many evenings had quietly vanished into it, I had stopped counting the hours and started counting the things I still wanted to see, which is exactly the trap a content-rich game is supposed to set for you.

When The Lineup Outpaces The Single Player

For all that abundance, there is an honest caveat. The depth of the single-player content does not quite live up to the promise of that enormous name list. The roster writes a check that the solo modes cannot entirely cash. If you are buying primarily to grind through a rich offline campaign, the thickness simply is not there to match the breadth of the cast, and that mismatch is the clearest weakness in an otherwise generous package.

The flip side is the reception, which speaks for itself. Steam users have landed at ninety percent positive across more than thirteen thousand reviews, a strong signal that the community feels well served. Read together, the picture is consistent: this is a game whose content shines brightest when other people are involved, where the staggering roster and the living metagame turn into a near-bottomless well, even as the lonelier corners of the package remain a little shallow by comparison.

If I had to distill the content verdict into a single line, it would be this: buy it for the cast and the competition, not for a solo campaign to lose yourself in. The numbers tell the same story the hours did. The roster is the headline, the online play is the engine that keeps it running, and the offline modes are the pleasant but finite warm-up act. Set your expectations along those lines and the package feels enormously generous; expect the reverse and you will bump into its limits sooner than you would like. For the audience it is actually built for, the depth on offer is close to bottomless.

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