Invincible VS, a combating sport primarily based on the favored animated and comedian guide collection, is slated to launch subsequent yr. It’s additionally featured in EVO 2025, the place Destructoid had the chance to talk with its Lead Fight Designer, John Bautista.
Bautista shared invaluable perception into the staff’s expertise with combating video games, particularly Killer Intuition, in addition to particulars on Invincible VS‘s sport design, strategy, inspirations, character roster and mechanics, and extra.
Observe: Elements of this interview had been edited to enhance the studying expertise.

I needed to, to start with, focus on, clearly, the staff’s earlier involvement in Killer Intuition. I needed to know the way the staff has taken these classes discovered at Killer Intuition after which constructed on that for such an enormous IP that Invincible VS is correct now.
John Bautista (Lead Fight Designer for Invincible VS): So a number of of us had been initially on the Double Helix staff, so Killer Intuition 2013. To be completely trustworthy, just about all the things we discovered all through that have, we tried to determine purposes for, as a result of there was lots that we discovered all through that whole improvement cycle. We utilized lots to that, to the core basis of the sport itself, so the motion, the character[s], character interactions, hitboxes, body knowledge, all the above, all of the foundational parts. However one of many largest bits of nuance that we found throughout the improvement of Killer Intuition was how attention-grabbing the two-way interplay was with the counter system.
And as we’re growing a tag fighter, we’re making an attempt to determine tips on how to get that two-way interplay right into a tag fighter, however make it make sense? And that was really one of many largest hurdles that we needed to type of recover from, as a result of, , tag fighters are all about combos. It’s, “How excessive can I make this combo go? What number of hits can I get? Can I catch a break?” All of that stuff. And we don’t wish to take away from the participant’s enjoyable. We wish to be sure any form of interplay we embrace is natural, and we managed to incorporate choosing and selecting after we’re permitting these potential breaks to occur by means of our help breakers and our counter tags. And the best way we’re doing that’s [in] our layering the inspiration for our system, we picked and selected alternatives to incorporate these breaking mechanics.
And all through the years of testing and dealing [on] FGC, we managed to land on this actually stable basis of those enjoyable back-and-forth interactions that embrace plenty of thoughts video games that made Killer Intuition so fashionable and so profitable in what it was doing, and we felt that we landed on one thing candy.
It’s attention-grabbing you deliver up tag fighters, as a result of there appears to be an enormous abundance of tag fighters out there now. I simply puzzled for those who may contact on what the staff is bringing to tag fighters to make it completely different, so it doesn’t really feel like each different tag fighter available on the market proper now.
Bautista: So considered one of our massive emphases after we first began serious about how we may put collectively a tag fighter was, after all, reviewing what earlier tag fighters had completed. And one of many largest issues we found was individuals had been usually scared to herald their help or to truly tag freely, as a result of there was all the danger of like, oh yeah, if I do that on the fallacious time, that character is useless. And so we tried to determine other ways to mitigate that, in numerous avenues.
On high of that, we’re additionally making an attempt to determine other ways to emphasise your eager to make the most of your teammates as a lot as potential. We don’t need this to be like, oh, yeah, you deliver them on [for] very small alternatives to emphasise sure assaults. We’re like, no, like, make the most of them as a lot as you possibly can. By doing so, you’re rising the variety of hits you may get. You’re mitigating threat. You’re including completely different alternatives to transform on combos and so forth and so forth. And by doing so, we type of landed on this actually lively circulation for the combo programs.
So among the distinctive mechanics that we included, going again to the two-way interactions, is now we have one thing referred to as the help breaker. So when you’re getting hit in the midst of a combo, you possibly can really usher in your help to disrupt your opponent’s combo. But it surely’s not free. You realize, there’s an enormous hit to your cooldown. It prices two bars of what we name the enhance gauge. After which on high of that’s in case your opponent really anticipates you calling in your help breaker, in the event that they pop a brilliant at simply the proper time, they get in Joyful Birthday, as a result of they’re gonna blast proper by means of that and maximize their harm. It’s actually cool, [and], like I mentioned, that mindgame, the forwards and backwards interplay is superior to see in-game.
Let’s really simply discuss this sport, as a result of I believe it’s crucial. It’s clearly an Invincible IP that has an enormous historical past behind it. You’ve plenty of materials to work with, not simply with the present that’s develop into fashionable, however the comedian books. I used to be questioning the place the staff appears at when designing a personality’s combating model and such, and the place you’re taking your important inspirations from to show it from what you’ve already seen to one thing that works in a combating sport.
Bautista: So our important inspiration is all the things, to be completely trustworthy. Every time we’re about to begin engaged on a personality, we at all times do deep dives. We take a look at all the things out there on the character’s previous, comparable to what their appearances had been within the present and the comedian books, and if they’ve any adjoining appearances in different media in any respect. After which we draw upon that to determine what are some key moments, what are some key beats? Like, what was actually cool about this character, and the way can we take that and incorporate it into the sport?
We additionally take alternatives to actually delve into characters’ personalities [and] their backstories. There are plenty of cheeky nods to backstories for various characters. Should you take a look at Bulletproof, there’s a really particular second within the comedian guide that we’re referencing together with his Final, and it’s a type of little issues the place, like, if now we have an opportunity to try this, we’re gonna try this.
And all these characters have a really huge, broad historical past that we will draw upon. And so it takes plenty of analysis, however as soon as we get in there, we attempt to determine what their motivation is, what’s their angle, what’s their presence? The place can we lean on stuff to actually specific that character in new and attention-grabbing methods, and truly deliver out their combating model? Like, how would Bulletproof combat in a different way from Invincible, , how does Battle Beast combat?
We have now various things to attract from, from media and [other] stuff. However translating that to gameplay is plenty of trial and error, plenty of experimentation. However all in all, it’s actually thrilling, as a result of we will push issues so far as we have to simply to get the type of gameplay that we’re on the lookout for.
While you’re really deciding on what characters so as to add to the roster, are you type of restricted in the mean time by way of simply specializing in the characters which have appeared within the TV present, or will we really be capable of see characters like Dinosaurus, Area Racer, [and] different characters. Is the staff [bound] by simply the present roster in the mean time, or will we really see a few of those who haven’t appeared within the Amazon Prime collection sooner or later?
Bautista: I’m undoubtedly restricted in what I can reply. I’ll say that we’re on the lookout for inspiration wherever and at any time when potential. When individuals noticed Bulletproof, they had been fairly shocked, , as a result of they had been like, “Wait, he’s type of a background character. Why would they carry him into the roster?” However we discovered other ways to, such as you mentioned, pull his persona in and blend it up, versus among the different characters.
So now we have alternatives and a really massive potential roster to attract from with the IP, and there are going to be some restrictions primarily based on the place issues are at. However we’re actively working with the writers, with the animation staff, and so forth, to maximise the potential for the characters themselves. So, sit up for some attention-grabbing surprises and thrilling occasions.
So, do you assume it could be a case that, hopefully, if this sport remains to be getting content material years down the road, as characters are added to the present, may that be a possible future DLC state of affairs?
Bautista: There’s at all times an opportunity there, yeah. I’ll say, as we’re growing characters, we’re on the lookout for holes in our roster, [and ask] who may fill that hole, who may really match [that] function, particularly, versus the characters that now we have. Who may actually stand out in numerous methods? And, like I mentioned, now we have plenty of characters to attract from that we’re already choosing [and being like] this might make plenty of sense, [so] let’s see the place issues can land.
Let’s speak in regards to the universe [the game] relies on. It’s not mainline Invincible, as we’ve seen within the trailers, however extra like an alternate universe. Clearly, Invincible is constructed on a number of variations of Angstrom Levy, and many others., so I used to be questioning if Robert Kirkman or anybody on his staff could have any say on the world you’re constructing right here, or if that is all in-house, with you constructing it from scratch and making your individual [universe]?
Bautista: We work immediately with the writers and Robert usually, throughout the board. They’re those who’re really crafting the story that we’re working with. So it provides us very attention-grabbing alternatives to push issues in numerous instructions. Robert Kirkman undoubtedly has enter throughout the board. He performs the sport lots and offers us suggestions, and we even have footage of him taking part in with Mike Willette, our government producer. It’s simply him and Mike, going forwards and backwards, speaking s**t, having plenty of enjoyable. It’s simply superior to see.
How enjoyable has it been to work on this venture for you?
Bautista: I’ll say, as we’ve labored on Killer Intuition prior to now had been unable to truly end the venture as a result of we had been purchased out by Amazon on the time, this feels nearly like a redemption arc, like an opportunity to get again into it. There’s lots that we put into this, much like our time with Killer Intuition. We love combating video games, we love the FGC, we’re a part of that neighborhood.
How necessary has it been that the neighborhood has proven you that a lot love again?
Bautista: It’s all the things. We [aren’t making] this sport for us, though it’s part of us; we’re making it for the FGC. In order that’s why we love working with them, each step of the best way.
So, how necessary would it not be for you if this had been on the principle stage sooner or later?
Bautista: That might be superb. Seeing individuals get pleasure from your sport wholeheartedly, it simply hits you. What I like, particularly, is getting the sport into individuals’s fingers, having them have enjoyable, and seeing them go nuts with the sport. I like the grins, these intense stares, and the extreme stare-downs that the FGC has. It’s so good. And having the chance to see that once more firsthand means the world to me.

