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Home » Interviews » Robert Kirkman On ‘Invincible VS’ And The Future of Fighting Games

Robert Kirkman On ‘Invincible VS’ And The Future of Fighting Games

Adrian RuizBy Adrian Ruiz08/05/20255 Mins ReadUpdated:12/11/2025
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Invincible VS key art for our interview with RObert Kirkman
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During SDCC, we spoke with Robert Kirkman about Invincible VS, the future of fighting games, and more. Read the full interview below or watch the video. 

Robert Kirkman is no stranger to Comic-Con chaos. Across comics, television, toys, and now video games, he’s helped turn creator-owned stories into fan-fueled franchises. But Invincible VS, revealed in full at SDCC 2025, marks a new chapter: a fast-paced, character-driven fighting game built to serve both casual fans and genre diehards.

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Kirkman is no stranger to world-building. From the apocalyptic sprawl of The Walking Dead to the bold, blood-splattered mythology of Invincible, his creations are known for jumping across mediums while keeping a strong creative voice. But this project is different.

“As much as I would’ve loved to have done a Walking Dead fighting game, we never got around to it,” he said. “So this is my first in-house fighting game where I get to see every aspect of it come together. I couldn’t be more excited with how it’s turning out.”

Kirkman described the process as deeply rewarding. He’s working closely with longtime collaborators Ryan Ottley and Cory Walker, and their fingerprints are all over the project. “It’s just a really polished, really cool fighting game,” he said. “And I can’t wait for people to see it.”

Invincible VS But Why Tho 5

The team at Quarter Up designed Invincible VS to serve both seasoned fighting game players and newcomers. “You can sit down cold and go, ‘Okay, these buttons do this thing? Cool. Let’s fight,’” Kirkman said. “And have an amazing time watching these characters, doing cool stuff. But if you want to reach the deeper levels, you can become a wisened fighting game sage, ten years of practice in this game, and accomplish things you couldn’t comprehend when you first sat down.”

That layered accessibility is what makes the game feel grounded in both fandom and design. “The casual fan is gonna love this game,” he said. “The absolutely intense, live-and-breathe fighting games person is also going to get a lot out of it. I think that’s remarkable.”

Battle Beast, now a fan favorite, was never meant to be more than a background addition. “It’s wild. I was basically writing Worf fan fiction for years,” Kirkman laughed. “And now Michael Dorn is bringing him to life. He’s made Battle Beast into someone I didn’t even fully know until he performed it.” Kirkman and Ottley are having a blast leaning into the character across both comics and the game. “It’s definitely the year of Battle Beast,” he said. “Maybe even the decade.”

Invincible VS key art

While Invincible VS is visually rooted in the animated series, Kirkman hinted that the roster might offer a few surprises. “There may be the odd skin or something that hasn’t appeared in the show yet,” he teased. And when asked when the game first began development, Kirkman made it clear. “We started Invincible VS the second it was possible to do,” he said. “Because I have always thought that Invincible would be great for a fighting game.”

He also acknowledged the impact games like Mortal Kombat II had on him growing up. “I used to stand in the arcade and just watch those lore screens,” he said. “I was fascinated by all the visuals and everything they added. That kind of energy is what we’re chasing.”

Kirkman hopes this becomes an entry point into the genre for new players. “If you’re an Invincible fan and you haven’t really experienced fighting games, I think this game will make you love them,” he said. “There’s so much fun dialogue and different interactions during the fights that really show off the characters. There’s a lot to discover.”

Asked who he’d choose in a throwdown, Kirkman paused. “Maybe Battle Beast,” he said with a grin. “But Adam Eve is very strong. Invincible is too. Bulletproof’s got some cool moves. They’re all balanced.”

Invincible VS promotional gameplay still with Atom Eve and Invincible from Quarter Up

Outside of the game, Kirkman’s life is as packed as ever. “Sometimes I sit down at my desk and just start putting out fires,” he said. “Video games, comics, shows, weird development stuff that nobody ever finds out about. I’m jumping from one thing to the next all day.” He still protects his writing time, though. “That’s really when I’m having the most fun. Phone off. Keyboard on. Everything else disappears.”

That focus is helping him revisit past work, like the rerelease of Capes. “Nobody bought it the first time,” he said. “Now people actually get to see these stories and get to know the characters.” The updated art and fresh direction will take the series into unexpected territory. “The new issues go in directions you might not expect.”

On the Transformers side, Kirkman confirmed he’s continuing from Daniel Warren Johnson’s run with a deliberate effort not to reboot the book. “If you read issue 25 without looking at the credits, you may not even notice it’s a different creative team,” he said. “I want it to feel like a proper handoff. Like the old days at Marvel and DC.”

Whether he’s scripting robot wars, reviving long-overlooked comics, or launching Invincible into a brand-new medium, Kirkman continues doing what he does best: expanding universes, trusting collaborators, and delivering for the fans. With Invincible VS, he’s not just building a game. He’s building another way into the world of Invincible, one fight at a time.

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Adrian Ruiz
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Adrian Ruiz is a media critic and college counselor who loves digging into the stories that shape us. Whether I'm writing about games, TV, film, anime, or pop culture, I'm usually chasing the same question: why does this matter, and who does it make feel seen?

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