Aces Wild is a fast-paced, hardcore, aerial beat 'em up!Engage in insane aerial martial arts combat against countless opponents!It utilizes a 'Wild Meter' which increases the power of your attacks butalso makes enemies more aggressive!
User reviews:
Very Positive (264 reviews) - 82% of the 264 user reviews for this game are positive.
Release Date: Aug 8, 2013

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About This Game

Aces Wild is a fast-paced, hardcore, aerial beat 'em up!

Engage in insane aerial martial arts combat against countless opponents!

It utilizes a 'Wild Meter' which increases the power of your attacks but
also makes enemies more aggressive!

You play as Ace Wilder trying to defeat your brother Rex in a tournament where he and all the other entrants have colluded against you. Utilize a wide range of offensive and defensive skills to defeat hordes of enemies all at once and go for a high score! There are several playable characters and local co-op play!

It also has a jammin' soundtrack, smooth frame by frame animation and fully voiced characters!

Game and Art by Tyler Doak / Kicks , Culture Attack Studio
Music by James Landino / KgZ

Combat Mechanics

Aces Wild boats a free-form combat system that feels amazing, is fun for new players and deep for hardcore and stylish players.

Wild System
As you engage in combat, your Wild Meter will fill up.
This increases the damage your attacks do but also makes enemies stronger and more aggressive.
Attacking enemies builds Wild. Taking damage lowers Wild.
A true fighter will learn to build Wild for an advantage, then expend it to maintain the advantage before the enemy exploits it.

Rapid Attack
Rapid Attacks allow you to fly through the air and perform quick combination attacks against enemies!
It fills up your Wild Meter quickly. The faster you fly, the more Wild you build.
Defeating an enemy with a Rapid Attack gives you more Wild.

Crash Attack
Crash Attacks allow you to deal insane damage and send enemies flying and bouncing off the environment!
They get a larger damage bonus from your Wild Meter.
Every Crash attack has different properties and they use Wild when you execute them.
Some have special effects like letting you knock the environment and enemies into each other.
An enemy hit with a Crash Attack will receive more damage and yield more Wild when attacked.

Crash Charge
By holding the Crash Attack button, you can expend Wild Meter to Charge the Crash Attack making them bigger and stronger.
Damage from these attacks becomes ridiculous.
You have free-form movement while Charging a Crash Attack.

Dashing lets you travel in any direction very quickly.
You can extend the length of a Dash by holding the button.
Holding no direction while Dashing lets you perform a Homing Dash.

Dodging makes you invincible and lets you avoid enemy attacks. It's the most important skill and you'll be doing it a lot!
Performing a successful Dodge makes you invincible for a bit longer than normal letting you attack freely.
If you Dash out of a successful Dodge, you will maintain invincibility.

Wild Counter
If you press and hold the Dodge button and perform a successful Dodge then press Rapid or Crash attack,
you will execute a Wild Counter! There is a different skill for each attack type: Rapid Counter and Crash Counter.
Wild Counters are powerful skills with varying effects.

Panic Attack
If you build your Wild Meter higher than the Panic Threshold you can execute a Panic Attack.
This expends all of your Wild but restores your Health, makes you invincible and knocks enemies away from you.
Use this if things get too scary or if your Wild gets out of hand.
Panic attacks also increase the Panic Threshold and resets your Rank.

Rank is a judgement of your performance in combat.
As you attack and defeat enemies, your Rank will increase. Taking damage lowers it significantly.
Rank is similar to Wild in that it also makes enemies stronger and more aggressive but is more extreme.
However, Rank is much more difficult to maintain at a high level.
Rank increases the Score you receive from attacking and defeating enemies.
Rank also increases the rate at which you build Wild Meter.

Each time you strike an enemy or defeat an enemy, you earn Score based on how much damage you deal.
This is multiplied by the type of enemy and your current Rank.
Score earned from damage is slightly exponential, so a 20-damage attack is worth more than two 10-damage attacks.
You receive a percent bonus to your score for a Stage based on how quickly you cleared the Stage.

Certain enemies will have violet smoke emanating from them. When defeated, they will explode into BONUS NINJAS.
Bonus Ninjas are large swarms of aggressive enemies. It is your chance to boost your score or totally ruin your Wild and Rank.
A hidden 'Pinata Meter' increases based on your Rank when you defeat regular enemies. This will also yield Bonus Ninjas from regular enemies. The amount of Bonus Ninjas you receive is based on your Rank, Wild and strength of attack.

System Requirements

    • OS: Windows XP
    • Memory: 320 MB RAM
    • Graphics: Pixel Shader 1.2
    • DirectX: Version 10
    • Storage: 166 MB available space
    • Additional Notes: Xbox 360 or Direct Input Controller Highly Recommended
Customer reviews
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Very Positive (264 reviews)
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214 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
105 of 126 people (83%) found this review helpful
1.3 hrs on record
Posted: January 31, 2014
The time I have played on Steam doesn't reflect the probably 50 hours I've put into this since it launched on the Humble Store. As a description, I have only this: imagine a world in which Platinum Games teamed up with Treasure to make a brawler with surprising depth, tons of enemies on screen, and a dog that explodes into a cloud of ninjas. If you like Metal Gear Rising: Revengeance, River City Ransom, Double Dragon, or fun and don't buy this game, I don't know what to tell you.
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47 of 57 people (82%) found this review helpful
5.0 hrs on record
Posted: January 31, 2014
As someone that loves high octane feel good action games this is seriously the best you're probably going to find on steam for a LONG while. The game has a million reward mechanics and only 'punishes' you by not being the awesomest you can be.

Nothing feels more badass than lining up the perfect Crash Charge and obliterating an entire room doing 350+damage to everyone when your normal rapid attacks only do 3-5 per hit.

Nothing feels more badass than dashing down a hall, bullets, missiles and kunai being thrown at you, dodging for the half second to weave through, then dashing down it again and again.

Nothing feels more badass when fighting a boss, health a literal sliver with a max wild bar, fulling knowing that one Crash Charge will lead to victory and a miss is utter epic defeat.

Nothing feels more badass than buying this insane masterpiece of a game.
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112 of 165 people (68%) found this review helpful
18 people found this review funny
9.5 hrs on record
Posted: January 31, 2014





Was this review helpful? Yes No Funny
105 of 160 people (66%) found this review helpful
5 people found this review funny
4.3 hrs on record
Posted: January 31, 2014
Ever wanted to punch the doge meme? This is the game for you then
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23 of 30 people (77%) found this review helpful
1.0 hrs on record
Posted: September 23, 2014

The 2D beat-up genre was a giant during the 8 and 16 bit generations, as well as dominating arcades with their quarter munching gameplay and cooperative game design. With the decline of arcades and the birth of new genres in 3d, the popularity of beat 'em ups waned, making way for new gaming zeitgeists. In recent years the 2D beat-em up has settled for reboots of classics with little success, luckily the love for the genre burns in the hearts of indie developers and with this, Aces Wild Manic Brawling Action comes to life. Does this beat 'em up deliver a first round knock out punch or does it feel like being roughed up and having your lunch money taken away by a bully?

Taking control of the title character Aces Wild, who must participate in this year's Maximus Circuit in an attempt to preserve the lands held by the Wilder Family. His brother Rex has struck a deal with key entrants of the tournament to ensure his victory so he can sell the lands for a hefty sum. In classic beat 'em up tradition, the story stops there allowing you to pummel your way through the games stages without narrative interruption.

Aces Wild's obvious key focus is it's stylized fast paced aerial combat. The controls consist of a light and heavy attack which are linked to the wild meter located at the top left corner of the screen. The meter is filled with every light attack landed increasing the potency of all your attacks. It's also used for health recovery, and charged attacks. These simple mechanics create a system in which managing your wild meter becomes crucial. You'll find yourself debating on whether to use it for a quick heal, full on charge attack or conserving it just a bit longer for an array of potent light attacks. The three selectable characters also bring a distinct combat style to the table, each with their unique skill set. If you find yourself in a bind consider a new route by selecting another character.

The combat is a bitter sweet. While it is mechanically solid, the level design and enemy encounters undermine it's strengths. One minute you will feel like you are a part of a knuckle sandwich catering service and the next you will find yourself beaten, battered and tossed out on your @$$ like an unruly patron at a biker bar. This often becomes a one sided affair in the later stages when the screen is cluttered with enemies, and one missed dodge results in ten enemy hits. A handful of sword, fists and draggers to the face is a high price to pay for missing one dodge in a cluttered an chaotic melee where sometimes the greatest challenge is keeping track of where your character is at among the action. Enemy's moves don't necessarily evolve either, spamming becomes their default strategy and it becomes extremely irritating when the difficulty is ramped up by cluttering the screen with enemies instead of providing a clever mix of foes that complement one another's attacks and patterns.

Boss battles continue the trend of being frustrating. Like their lesser counterparts, they have a bit of a penchant for spamming the same attacks again and again creating very narrow windows in which to land attacks. Small mistakes and missed dodges are also punished severely. Earlier bosses are formidable at first but quickly become a joke as you learn their patterns. Later encounters ramp up completely taking much of the fun away as they become tedious and annoying. Knowing what to do is one thing, but succeeding is another when everything consuming the screen seems to be at the right spot to put a hurting on you. All is slightly remedied though, as you can select any stage whenever, infinite lives, and the instant respawn with full health after a loss. Still, place fragile valuables in a safe place while playing to ensure their safety.

Leaderboards have recently been added for those looking to ascend them and local mutiplayer is available if you and friend want to tackle the challenge as a team. Co-op play isn't all that exciting though, other then adding a second player on screen the game is exactly the same. If played on a small screen the zooming in and out of the screen can be a pain, making it even more difficult to keep up with what is going on. Unless you have a large monitor and two controllers at hand consider passing on this feature.

Aces Wild channels the style of late 90's Capcom fighting games and side scrolling titles with the UI design and the character animations but is a bit lacking when it comes to detail. Many of the environments feel lifeless and static. There are few interactive objects nor props. Generally, stages are constructed with a photographic backdrop layered with platforms that are crisp and clean but lacking in personality or style. A more dynamic environment could easily add another layer to the static world of Aces Wild and payed better homage to a genre where using objects in the environment as weapons has been a long standing staple. There's also a dearth of detail missing throughout all the characters with little to no animation involved. Fortunately, the soundtrack is well done delivering some fantastic 16bit tracks and sounds.

If Aces Wild Manic Brawling Action gets a sequel a more polished experienced shouldn't be too hard to achieve. The foundation of a great game is present but the overall experience becomes a bit repetitive as the variation in enemies and environment do little to evolve along the way. Manic Brawling Action is a tough game with some infuriating segments, there is no escaping the anger along the ride, but in some ways, that's inherent to the genre. Aces Wild is large dose of nostalgia for a low price, if you're itching for a beat-em up and have run out of other options pick it up. It might just be enough to scratch you right where you need it.
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15 of 16 people (94%) found this review helpful
3.8 hrs on record
Posted: March 23, 2015
Note: video review embedded below.

Aces Wild: Manic Brawling Action is the sort of game that would have blown my 10 year old mind.

It’s like a lost classic brawler gem that’s been hidden in the back of an arcade for years. It plays like a hyperactive beat-em-up with the sensibilities of a saturday morning shonen anime. At its core it’s a fairly simple button masher, but it moves so fast and has such a ludicrous amount of style that its basic mechanics never stuck out to me, at least at first.

Aces Wild’s strongest asset is how it feels. The game moves with a bombastic confidence, every character being powerful enough to knock another person around the room like a human pinball and stay in midair by the sheer power of their attacks. If you’re ever on the ground in Aces Wild you’re probably doing something wrong, as fights are almost always structured around your ability to zip around like a rocket, sometimes removing the floor entirely as it forces you to chain attacks to stay afloat.

The combination of free-form movement afforded by your ability to go in any direction quickly and accurately, and the perfectly timed slowdown when you take out an enemy creates a feeling of power that is truly something to behold. Functionally you only need to hit one attack button and time enemy strikes so as to dodge and counter, but Aces Wild bombards you so heavily with visual and mechanical feedback for those basic actions that I found it difficult to keep my composure as each fight one-up’d the last with how over the top things could become.

Aces Wild’s weakness is that it doesn’t realize when it’s time to end before the feeling of embodying a speedy anime badass wears off, with the second half of the game exposing issues of counter timing and some rather cheap enemy patterns. Aside from some interesting level designs, there’s very little new to see in these later stages, which instead of introducing new enemies simply inflate the health bars and quantity of old ones, leading to drawn out repetitive fights. The bosses also become progressively less inspired, relying on a dull AI pattern of beginning in a disinterested state and then closing every opening as it feverishly beats you down. It was in these fights that I had to control myself from hurling my controller at the screen, as I was placed into fights that sucked all the energy out of the game and seemed almost broken even on the easiest difficulty.

Even at its worst though, Aces Wild never stops being fun. Its later stages are far less balanced and creative than the first half, but its fighting system is such a finely tuned machine that even in its weaker moments there’s just something awesome about landing a perfect hit and watching an enemy three times your size bounce wildly around the room. When the action is this outrageous, it’s hard to blame the game for not wanting to stop.

You can read more of my writing on Kritiqal.
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15 of 17 people (88%) found this review helpful
1 person found this review funny
8.4 hrs on record
Posted: May 19
Imagine if Viewtiful Joe, Ninja Gaiden and Touhou had sex.
This is the child that would result

Aces Wild solves the age old problem of arial combat in most brawlers being subpar by making it the focus of the entire game.
The result is that you have a frankly insane amount of things to dodge with an i-frame loaded dodge before using meter-utilizing launchers to deal stupid amounts of damage to enemies in large groups by knocking them into each other.

Be aware the game is hard as balls, however, so if you think this will be an easy romp and treat it as such you'll get proper screwed. Thankfully the entire game is unlocked in both standard and boss rush format, with five difficulty settings and a God Hand style adaptive difficulty system, so you won't suffer too much without an option of simply moving on with shame.

Buy this game.
It's a taste of what a genre can do if we actually push boundaries and blend and build on others instead of spend our time catering to people who don't belong in it in the first place.
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21 of 29 people (72%) found this review helpful
3 people found this review funny
9.1 hrs on record
Posted: February 2, 2014
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10 of 11 people (91%) found this review helpful
1 person found this review funny
150.7 hrs on record
Posted: April 27, 2014
A game with extremely simple mechanics that are designed in such a way to give a good amount of depth. It's designed to be extremely rewarding when you play well, and very punishing when you make mistakes. The music is awesome, and you can punch ninjas so hard that they explode into more ninjas.
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10 of 12 people (83%) found this review helpful
101.0 hrs on record
Posted: November 8, 2014
This game's depth comes from the skill of the player.

If you play this game like any other brawler then it will feel about as fun as any other brawler to you; only mashing attacks is not the answer.

If you can fully grasp the controls and how fluid they are, then you can truly unleash a fantastic mess of action anime extremism and have a hell of a time doing it too.

I recommend this game to anybody who likes the combat in the Devil May Cry series, Darksiders, God of War, and Metal Gear rising, but also are familiar with fighting games such as Street Fighter, King of Fighters, Guilty Gear and BlazBlue.

I just wish it had online support ;^;
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Recently Posted
1.3 hrs
Posted: August 28
This game rocks
Helpful? Yes No Funny
1.4 hrs
Posted: July 24
Aces Wild is the beautiful, ubermenschen Homo Novus lovechild of Alien Soldier, Metal Gear Rising Revengeance, Hokuto No Ken, Ninja Gaiden and (somehow, I dunno who let this guy in) Fatal Fury.
Playing this game is pure bliss.
Helpful? Yes No Funny
5.1 hrs
Posted: July 23
Product received for free
first 20 minuts and i am hooked up the game is good to play with friends and it feels like an arcade game buy it you wont regret it
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10.3 hrs
Posted: June 27
This game is loads of fun! The combo system is just awesome and the adreniline from the game is crazy. This game is crazy and I love it. Only problem is the default control scheme. It'll take a while to get used to the game's controls but when you do...oh God! The comboes you pull off will be amazing! Another thing to get used to is the game's physics. Characters are floaty when they jump and stuff but honestly not in a bad way.

Get this game if you love high octane action beat em ups with easy on the eyes graphics and badass music.
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0.4 hrs
Posted: June 11
Very flashy. I should try it with a controller because I could not get used to the keyboard controls.

Seems pretty fun, like a less sleazy, 2d bayonetta or something of the sort.
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0.2 hrs
Posted: May 31
Controls are just not good unless you like playing as Jackie Chan
Helpful? Yes No Funny
1.2 hrs
Posted: May 30
The way I wished Beat'em Ups felt like as a kid.

Everything just looks and feels awesome. Even dying is flashy!
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6.8 hrs
Posted: May 9
Eh, it's pretty good, for the most part, but the difficulty curve kind of bottoms out at the final boss. I managed to beat him in one try, ffs.

The flying directions after a major hit need to be more predictable/deterministic; I never felt like I truly got a good grip on the mechanics because of its seemingly random nature. When a bunch of tougher enemies were on-screen and I had full meter, I just used it all up on the nearest enemy, insta-killed them, and then watched as my most recent victim's corpse bounced around and increased my body count by proxy.

That's another REALLY annoying thing: While the difficulty does increase over time, a good chunk of it is due to higher defense values amongst enemies. It seems like the devs couldn't find another way to raise the stakes than to make enemies eat more hits before being able to actually be stunned. This is especially a shame, because some of my favorite moments involved beating out opponent parries with my own, an event that could've manifested itself as its own boss.

Also, there REALLY needs to be SOME sort of progression/higher amount of content: All characters and levels are available from the word "Go", and you don't get any upgrades. This is pretty unfortunate, because the game could benefit from a larger player arsenal, which would allow for more combos and, in a few cases after a major reworking, better control of the enemies' flying directions (Particularly by way of having player upgrade attacks move the player in a certain direction, like an Akuma-esque dropkick, that also moves the enemy upon contact).

All in all, an ok game with pretty good challenge and a fair amount of skill involved, but to say it needs more work and more in general is an understatement.

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20.9 hrs
Posted: April 22
Great game, ♥♥♥♥ support. I played Aces Wild: Manic Brawling Action! When it first came out, and as a singleplay game? Great. Its fast paced, hard, and respects its own rules (sorta, some of the bosses SEEM cheap, but you just need to time your dodges better). Problem is, the dev has abbandoned it, so any bugs you encounter? You're SOL especially the multiplayer bugs.
Helpful? Yes No Funny