From the outset, Hunter × Hunter: Nen × Impact positions itself as a fighting game that leans into the chaotic excitement of 3-on-3 team battles. Developed by Eighting and Bushiroad Games and published by Arc System Works, it’s a project with solid fighting game lineage behind it, drawing inspiration from the fast-paced tag systems of Marvel vs. Capcom 3. That foundation gives the game a sharp edge in terms of mechanical depth, but the experience is let down by a lack of polish and content that undermines its initial promise.
The moment-to-moment combat is easily the game’s strongest asset. With mechanics like Aura Arts, Rush buttons, tag assists, and aerial combos, the system encourages creativity and aggressive play. The ability to cancel moves into special actions or swap characters mid-combo keeps matches dynamic, and characters feel distinct in terms of playstyle – Kurapika’s chains or Killua’s speed offer very different tactical approaches. Mastering movement and juggling your team’s energy meter adds strategic layers, making the battles feel satisfying even.
But that combat system exists in a vacuum. The story mode offers little incentive, acting more like a basic training gauntlet than a meaningful narrative experience. It loosely adapts arcs from the anime but does so through static images and text windows, without voice acting or animation to provide much emotional weight. Instead of fleshing out characters or moments from the series, it feels like a perfunctory walkthrough of the controls dressed up in a rather minimal way.
Beyond that, content is thin. The game includes a few single-player modes like Time Attack, Heavens Arena and Battle Olympia – but none of them go far enough to justify extended play. Combo trials are implemented as short videos rather than interactive challenges, which makes them less than ideal for learning. And while the 16-character roster covers major names from the anime, it feels small for a game built around 3-on-3 teams, especially when some characters dominate due to clear balance issues. Infinites and touch-of-death combos are possible in several matchups, and some mechanics, like Uvogin’s buffed damage output, feel too easy to exploit.
Visually, the game struggles to leave a strong impression. Character models are serviceable but look outdated next to other current-gen fighters. The stages are barren, supers lack cinematic flair, and the audio design – aside from a few voice clips – feels flat and repetitive. There’s little feedback during special moves to give them real impact, and menus and interfaces feel bland. It’s a game that works well enough in motion but rarely dazzles.
Perhaps frustratingly so for a game of this type, the online infrastructure doesn’t hold up. Despite rollback netcode, matchmaking is inconsistent at launch, with long wait times, dropped lobbies, or lag. The absence of crossplay makes this even worse, as the already niche player base is split across platforms. When a game’s best qualities depend on strong versus play, these issues become hard to ignore.
As a tribute to Hunter × Hunter, the game captures some of the energy of its source material through fast, flexible combat. But it fails to turn that energy into a fully realized experience. Without a compelling story, robust offline content, or a stable online mode, the strong fighting mechanics don’t have the support they need. What’s left is a game that shows flashes of brilliance but too often feels like a rushed and overpriced package, lacking the care and completeness expected of a full-priced fighter. We’re hoping to see more of its potential realized post-launch.
Score: 6.4/10

