Seeing a character is one thing. Playing as them is another. But really, what you want deep down, is to get to know each of playable characters in a fighting game. What are their motivations, birthdates, likes and dislikes? Without this knowledge, how can you form the emotional bond needed to find success in Divekick?
We’re back, well-rested after last week’s GDC, and ready to return to our regularly scheduled Blogcasting. This week, we considered spoiling BioShock Infinite (we’ll save that for next week), gushed about the simple-yet-sensational Divekick, and interviewed industry luminary Keiji Inafune. All this, along with next week’s new PSN releases, a selection of 100% organic listener tips and voicemails, and much more.
Talk of Divekick at GDC last week was impossible to ignore, but how does it actually play? The game’s minimalist design invites skepticism, but rest assured: this is a deeper, more addictive experience that you might imagine. Divekick shrugs off the fighting game genre’s longstanding barriers, creating a sleek, streamlined competitive experience — it’s the primordial essence of what makes fighting games fun.
Divekick began as a late night joke. I asked aloud to my friend Stephen, “What if there was a game called Divekick, and the characters were Dive and Kick, and the buttons were Dive and Kick?” He shot up and proudly announced to me that he could make such a game, and by morning we had a design document and we were ready to start.
Itching to play The Last of Us? Heading to Boston next week? Be one of the first to go hands-on with the game at PAX East! Gameplay demos will be happening in a custom-designed setting modeled after one of the game’s locales. What’s more, the demo itself is set in Boston, after the city has been decimated by the Cordyceps infection. Hands-on time is limited for each player, but if you manage to reach the end of the demo you’ll be rewarded with one of our tension bricks (that we’ve playfully named Brock).