In-depth impressions of the Scott Pilgrim EX demo

Last update: March 19th, 2026
  • Scott Pilgrim EX brings back the team from the 2010 game and links its story to the animated series Scott Pilgrim Takes Off.
  • The gameplay refines the classic beat 'em up with agile combat, light RPG-style progression, and highly differentiated characters.
  • Toronto becomes a semi-open environment with connected areas, side missions, and exploration with shortcuts and secrets.
  • The audiovisual section combines modern pixel art, a soundtrack by Anamanaguchi, and tons of nods to comics, film, and pop culture.

Scott Pilgrim EX demo impressions

There are sagas that seem to have been born to jump from one medium to another without losing their spark, and Scott Pilgrim is probably the best example of that.From the original comic to the film, including the first video game adaptation and the recent Netflix animated series, all iterations have respected the spirit of Bryan Lee O'Malley's work without simply copying it panel for panel. Until now, however, no true sequel had been attempted in the realm of gameplay, and that's where Scott Pilgrim EX comes in.

After several sessions with the trial version and one demo that lasts around 20-25 minutes, focused mainly on the first part of the gameIt's clear that Tribute Games didn't just want to repeat the formula of the beat 'em up released in 2010, but expand upon it with a more open structure, meticulously polished combat, and tons of nods to the comics, the film, and pop culture in general. What we've seen so far points to a project designed by fans for fans, but with enough personality to also win over anyone just looking for a good beat 'em up.

A highly anticipated return to the Scott Pilgrim universe

Scott Pilgrim EX gameplay demo

The first thing that stands out when starting the demo is that Scott Pilgrim EX reunites most of the team that brought the original game to lifeTribute Games is comprised of former members of the studio that worked on the title published by Ubisoft back in the PS3 and Xbox 360 era, so the sense of continuity is complete. Paul Robertson's unmistakable sprites return, Anamanaguchi is back at the helm of the chiptune soundtrack, and the script is written by BenDavid Grabinski and Bryan Lee O'Malley himself, directly linking to the continuity of the Scott Pilgrim Takes Off animated series.

That connection to the Netflix series is noticeable from the main menu, not only because the lighthearted tone of the dialogues and the meta jokesBut it's not just the story itself that stands out, but how this new narrative unfolds within the existing universe. This isn't simply a retelling of the graphic novel; it's a kind of alternate reality that picks up after the events of the sixth volume, borrowing elements from the animated series to create a spiritual sequel that feels both familiar and fresh.

From the first minute, the game makes it clear that it's still a classic beat 'em up, with side-scrolling, direct combat and a very arcade-like approach, but The generational leap is also evident in rhythm, variety, and structureIt's not a rehash or a disguised remaster; it's a new project that looks fondly to the past while embracing modern ideas from the genre.

For many players, the mere fact of seeing Scott, Ramona and company kicking ass again is cause for celebration, and the demo knows how to exploit that nostalgia factor without getting stuck in it. There are cameos, references, and small visual details on every corner of Toronto that will make anyone who has followed the franchise in any of its formats smile.

A simple story that serves as the perfect excuse to dish out beatings

Scott Pilgrim EX Combat

The demo opens with a direct approach, very much in line with the original work: The Sex Bob-Omb are rehearsing at Stephen Stills' house, preparing for a gig. When the situation suddenly takes a turn for the worse, Metal Scott appears on the scene—an evil, heavy metal version of the protagonist himself, a clear nod to Metal Sonic from Sonic CD—and ruins the party by kidnapping the rest of the band and taking their instruments.

From there, the basic gameplay premise is activated: to rescue our colleagues so we can play in the planned concertThe plot is as simple as you'd expect from a classic beat 'em up, without major plot twists or excessive dialogue, but it works like a charm to justify the succession of beatings, missions, and city crawls. This narrative lightness fits perfectly with Scott Pilgrim's irreverent and mischievous tone, where romantic relationships, insecurities, and villainous exes coexist with references to video games and pop culture every minute.

The game's universe is set in an alternate Toronto in the year 20XX, divided into territories controlled by three very peculiar factionsThe Vegans, the Robots, and the Demons. At first glance, veterans will recognize names and faces: Todd Ingram could reappear among the Vegans, the Katayanagi brothers would fit perfectly on the Robot side, and Matthew Patel is a strong contender to lead the Demons.

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Although the demo barely scratches the surface of the story, it becomes clear that the campaign will use this map of gangs and districts as an excuse to confront us with familiar and reinterpreted enemies. including playable versions of some former villains like Matthew Patel or the twins' robot-01However, these characters are not yet available in the demo and we'll have to wait for the final version to get our hands on them.

What's interesting is that, despite this simple plot, the game doesn't just copy the comics or the movie, but uses them as a basis for imagining a “what if” consistent with the personalities of its protagonistsThe nods to pop culture are still commonplace, references to video games appear naturally in the dialogues, and absurd situations are shamelessly mixed with more everyday moments, as has always been the case in O'Malley's work.

Classic beat'em up with modern cape

In terms of gameplay, Scott Pilgrim EX unabashedly embraces the classic beat 'em up formula. Two attack buttons, one for jumping and one for grabbing These controls form the basis of the gameplay, allowing you to block and dodge enemy attacks, pick up objects from the environment and throw them, or use them as improvised weapons. Within minutes, you'll be chaining together punches, throwing chairs, and using your opponents as human projectiles.

The key is that, even though it's very simple at the entry level, the combat system feels Faster, smoother, and more polished than the 2010 titleThe combos are easy to execute, and after a few tries, you'll have them internalized to the point where they practically come out on their own. Tribute Games has spent years refining the formula with games like Teenage Mutant Ninja Turtles: Shredder's Revenge and MARVEL Cosmic Invasion, and that experience shows here: the timing of the attacks, the character's responsiveness, and the visual reading of what's happening on screen are all very well balanced.

The demo also includes the option to activate an item that automates the locking process, which It slightly reduces the defensive demands for those who just want to focus on dishing out punishment.It's an interesting detail, because it allows players less accustomed to the genre to jump in without frustration, although for hardcore gamers it might reduce the depth if overused. In any case, it's appreciated that there are options to indirectly adjust the difficulty.

Furthermore, the ability to return to previously visited areas has a practical component: You can farm enemies to level up, earn money, and buy upgrades.So, if you get stuck in a particular fight, you always have the option of taking a stroll around the city, dishing out a few more beatings, and returning with better stats or equipped items.

Playable characters, progression, and role-playing elements

The trial version allows you to control four characters from the start: Scott Pilgrim, Ramona Flowers, Roxy Richter and Lucas LeeEach character has their own unique playstyle, with different base stats and specific animations that give them personality both in and out of combat. Scott is a balanced and easy-to-handle option, Ramona is more versatile and agile, Roxy brings unique moves, and Lucas Lee is more focused on raw power.

Beyond appearance and personality, Each hero possesses unique abilities and special attacks. which can be configured and developed as we progress. The progression system relies on gaining experience and money by defeating enemies, allowing us to level up and, most importantly, buy items and accessories in the various shops scattered throughout Toronto.

These items modify parameters such as strength, defense, speed, or maximum health, adding a It has a light RPG touch that was already present in the 2010 title, but here it feels more integrated. in the open structure. It's not a complex system, but it's deep enough to notice clear differences between a newly started character and one you've nurtured by buying them the right items.

Another curious detail of the demo is the presence of a “Virtual Wallace” who acts almost as a mentor and guide, like Zordon.This digital version of Wallace Wells not only adds humor with his commentary, but also serves to guide us and provide context, acting somewhat like a disguised tutorial. It's a nice nod to those familiar with the character, and a way to support the player without disrupting the flow of the game too much.

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In the final version, it is expected that these four initial characters will be joined by others such as Matthew Patel or the Katayanagi twins' robot-01, this time as selectable fighters. The idea of ​​embodying former members of the League of Evil Exes as playable protagonists adds a touch of freshness. and opens the door to even more varied fighting styles.

Cooperative gameplay, arcade pace, and level structure

The demo reveals the multiplayer options in the menu, although it's still not quite there yet. They are not enabled in this trial versionGiven Tribute Games' track record and the DNA of Scott Pilgrim itself, everything points to cooperative play for up to four players once again being one of the cornerstones of the experience, whether locally, online, or both.

In terms of pacing, it's clear that the studio wanted speed up the action a bit compared to the 2010 gameThe characters move more fluidly, the animations are faster, and the time between fights is minimal. The screen is rarely empty: there's always something to break, pick up, or hit, and moments of calm usually coincide with dialogue or short cutscenes that provide a breather.

The demo lasts around twenty-something minutes, just enough to complete the first part of the adventure and Let's make it clear that we're only scratching the surface of what the full game offers.Additional mechanics, more elaborate side missions, and perhaps new types of enemies or special situations are hinted at, but for now the focus is on showing the "feel" of the combat and the overall tone of the project.

The small side missions that appear in this first contact serve as an appetizer for what could be the final structure: short tasks, concrete objectives and rewards in the form of money or improvements, naturally integrated into the journey through the city. It's an addition that breaks the monotony typical of some overly linear beat 'em ups. and helps to provide variety without betraying the core button-masher of the genre.

It remains to be seen how all of this will balance out over time, but for now, the feeling is that Tribute Games has succeeded to combine arcade immediacy with a progression rich enough to keep you hooked beyond a couple of isolated matches, something fundamental in a game that aims to work both in quick sessions and in marathons with friends.

Visual aspect: fat pixels taken to the extreme

Graphically, Scott Pilgrim EX wholeheartedly embraces the "chubby" pixel art style characteristic of Tribute Games. The characters feature enormous sprites, full of smooth and expressive animations.with exaggerated poses that perfectly match the comic's cartoonish style. Every punch, every jump, and every fall has that touch of exaggeration that makes the combat as enjoyable to watch as it is to play.

The sets, meanwhile, are full of details: crowded shops, posters, graffiti, hidden references, and destructible elements which give a constant sense of movement. Although the game aims to evoke the aesthetics of the 90s, the reality is that the density of information on screen, the number of light and particle effects, and the resolution of the sprites reveal a technical prowess that would have been impossible on a 16 or even 32-bit console.

On more than one occasion, one might get the curious impression of looking at an old arcade game, but any minimally trained eye will immediately see that This is modern pixel art disguised as retro, with a level of finish far beyond what a PSX, a Saturn, or an arcade board of the time could handle.The sharpness of the animations and the number of frames dedicated to each movement speak of an almost obsessive attention to detail on the part of the art team.

Furthermore, the game maintains the visual personality of the original Scott Pilgrim vs. The World without getting stuck in it. The years of experience and the studio's maturity are evident in the way they construct the scenarios and effects.making the action clear even when the screen is filled with enemies, blows, and explosions.

All of this is combined with a clean interface, with menus that draw from the aesthetics of classic video games and the recent animated series, achieving a coherent visual identity that is immediately appealing. It's a game that just by seeing it in motion already conveys good vibes and makes you want to grab the controller..

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Sound, soundtrack and atmosphere

Although the demo doesn't allow you to hear the full repertoire, what has been heard so far suggests that Anamanaguchi hits the mark again with a catchy and energetic chiptune soundtrackThe themes perfectly complement the rhythm of the combat, with melodies that blend retro feel and modern production, just in line with what made the first game popular.

Sound effects also play an important role in the feeling of impact. Every punch, blow with an object, or fall to the ground sounds forceful.This contributes to a satisfying combat experience, even when performing very simple actions. Added to this are subtle sound effects associated with menus, leveling up, and item collection, many of them inspired by the classic video games that the game itself pays homage to.

As for the voices, the demo relies mainly on onomatopoeia, exclamations, and sound effects to emphasize the cartoonish nature of the situationsrather than extensive interpretations. Considering the type of game it is, no massive voice acting is missed; the focus is clearly on the music and combat sounds.

The overall atmosphere is one of constant celebration: Powerful music, vibrant colors, visual and auditory jokes everywhere and a gameplay pace that doesn't leave much room for boredom. While we haven't yet tested the variety of themes and settings in the final version, our first impressions of the sound are very positive.

It's clear the team wanted Scott Pilgrim EX to work both as a musical tribute for Anamanaguchi fans and as background music for those just looking for a punchy beat 'em up with a good auditory "punch". It's one of those games that makes you want to turn the music up a little louder than usual..

Platforms, demo and current project status

Scott Pilgrim EX is scheduled for release on PC, PS5, Xbox Series, Nintendo Switch and the upcoming Nintendo Switch 2. with a demo already available on Steam so anyone can try this first taste and evaluate with discernment using our guide on How to read reviews and choose wiselyIn addition, some media outlets have been able to access a private test version provided by Cosmocover PR, which has allowed them to gather fairly consistent early impressions.

The PC version tested leaves a very sweet taste in the mouth, although it is not without small flaws typical of a previous build. A specific problem has been detected with the controller mapping.This is somewhat annoying, but it seems easily solvable for the final version (for those who want to delve deeper into compatibility, see [link to compatibility information]). PC hardware analysisBeyond that, stability and performance are solid, with no noticeable frame drops or serious bugs to mar the experience.

For collectors, the wait is becoming especially long because the continuous delays in the physical release of Limited RunThis has generated some impatience among those who want to have the game on their shelf next to the previous one. Meanwhile, the demo has become a good way to whet their appetites and confirm that the project is progressing very well.

Everything suggests that, if the content that has not been shown maintains the level of what was seen in this first level, Scott Pilgrim EX could become one of the most outstanding beat 'em ups of recent years, both through his own merits and the weight of the license he carries on his shoulders.

With everything this demo offers—fine-tuned combat, progression with RPG elements, an interconnected city, plenty of humor, and meticulously crafted audiovisuals—it feels like Scott Pilgrim EX isn't content to live off the nostalgia of the 2010 gameIt aims to be both a love letter to the universe created by Bryan Lee O'Malley and a demonstration of what Tribute Games can achieve when it combines a major license with its beat 'em up expertise. If the rest of the adventure lives up to this opening, fans of Scott and Ramona have plenty of reason to be excited about what's to come.

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