Bad Dudettes, Good Fighting: Holo X Break

When I first tried the hololive fan game Holocure, I was stepping into a recent video game genre that I had never experienced. But things were different with the developer’s new hololive-themed title: the side-scrolling beat-em-’up Holo X Break. In it, players take control of the members of NePoLaBo (hololive’s 5th generation) and brawl their way through waves of goons in order to defeat Secret Society holoX (hololive’s 6th generation) and rescue the CEO of hololive, Yagoo.

Beat-’em-ups are near and dear to my heart. I remember being a small kid, barely able to reach the joystick at my local Blimpie’s arcade section, staring in awe at games like Final Fight and Teenage Mutant Ninja Turtles. They were once the games that best showed off the heights of video game graphics, eventually becoming a decidedly “retro” genre as the decades passed. 

A big part of the appeal of Holo X Break is, naturally, getting to indulge in hololive fandom. All four initial playable characters have their own strengths, weaknesses, and unique abilities based on their personas. Nene is a peppy girl from another world who throws beetles and can heal herself and others. Polka is a witty clown who has a balanced moveset and can create objects out of thin air. Lamy is an alcohol-loving snow elf who can magically freeze enemies. And Botan is a lion girl whose  skill in FPS games translates into a specialization in ranged weaponry. Everyone is voiced by the VTubers themselves, and numerous cute references and cameos are also strewn throughout.

The gameplay stands on its own quite well, though I found that I had to get used to its pecuilarities. Holo X Break is a curious mix of genres, built on the straightforward nature of beat-em’ups but also adding in randomized power-ups in the vein of rogue-like descendants such as Holocure. But unlike Holocure, a lot of the extra things you can do are not just automatic, and have to be actively selected. Between the core movesets featuring both basic and special techniques and an ultimate, five item slots you can fill with weapons and healing that you have to cycle through in real time, and the equipment that you can pick up and wear (or store for later)—all while being attacked by throngs of enemies—and it can feel overwhelming.

With time, I got the hang of things, especially when I realized how the game wants to be played. I wanted to hoard items, but Holo X Break discourages that, and intends for you to use your weapons liberally. It wants you to spend coins to upgrade your equipment in between stages as much as possible rather than trying to “save more for later,” even punishing you by taking away all coins upon death. Different enemies require different tactics, and figuring out who to prioritize when they gang up on you is part of the challenge. According to the developer, Holo X Break is heavily inspired by the game Little Fighters 2, but given that I’ve never played that, I find that it feels more like the older Technos games: Double Dragon, River City Ransom, etc.

Speaking of enemies, I’ve always loved fighting bosses in video games, and having them be the members of holoX (a group I adore) only adds to the charm. Just like with NePoLaBo, they’re voiced by the actual talents, and their identities have been adapted in fun and interesting ways. Fighting against them feels a little more akin to taking on a Mega Man robot master, with the way you have to take into account their different abilities and movement tendencies. Getting to see La+ Darknesss shoot orbs of dark energy and summoning bolts of obsydian lightning is nothing short of rad.

While I had some setbacks (Lui in particular can be a real skill check), I did beat the game within a day. When I went online to check out other opinions, I found that its reception is a lot more mixed than holocure’s, and much of it seems to come from simple unfamiliarity with older beat-’em-ups, as well as the modern belief that gameplay should be a more streamlined experience. The game currently has no save system and unlimited continues, which brings me back to my childhood while being a source of frustration for others. 

In light of this, the developer plans on adding saves. I’ve also seen comments about not being able to get past the first boss, Koyori, despite playing for hours, and it made me realize just how difficult stepping into an unfamiliar genre can be, especially with a game that doesn’t pull its punches. One review complained that they were tired of just hitting the same button over and over—something that didn’t really bother me in the least, and hadn’t even realized was an issue in the first place. I actually don’t necessarily enjoy when games have all the fat and excess shaved off, so to speak, and I appreciate Holo X Break for not taking that route. 

I haven’t gone through everything Holo X Break, but I hope to savor every piece of it. And while I’m still looking forward to seeing holoX in Holocure, I’m happy to see them here. Now, if only I could play some co-op for the true beat-em’up experience.