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  • Hands-on with Divekick's minimalist two-button controller (video)

    by 
    Nicole Lee
    Nicole Lee
    03.30.2013

    Just a couple days after we got our hands on Tenya Wanya Teen's crazy 16-button arcade stick, we were treated to its polar opposite; Divekick's two-button controller. Created by Iron Galaxy Studios just to show off the game at PAX East, the controller consists of two buttons slightly larger than the palms of our hands; the yellow one denotes a jump or dive, while the blue corresponds to a kick. As a parody of the fighting genre, Divekick's gameplay avoids complicated combo moves, is incredibly simple and immensely enjoyable, if we do say so ourselves. Unlike traditional fighting games, the health bars are essentially meaningless, as a single power hit can take down your rival. Therefore you're focused on just the most basic movements -- a common one involves jumping in the air, tapping the other button for the downward kick, and then tapping it again to fly backwards. As for moving your character about, a jump and kick combo will get you charging towards your foe. Some characters let you fly when jumping, while others reward pressing buttons simultaneously. From our few minutes mashing the controller, it seems that timing and position are more important than ever with such fundamental mechanics, and ones that we picked up pretty quickly. We especially enjoyed kicking our adversary in the head to make them dazed and vulnerable in the early seconds of the next round. %Gallery-184413%

  • Divekick preview: The two-button brawler

    by 
    Mike Suszek
    Mike Suszek
    03.28.2013

    Iron Galaxy Studios' Divekick, which started out as a purely independent Kickstarter success story, pokes fun at the aspects of the fighting genre that people both love and loathe. It competes well in the genre it trivializes, and it does so with both hands in its pockets.The build I played at PAX East used a fight stick with two buttons slightly larger than the palms of my hands. That underscores the key ingredient to Divekick: it introduces an appropriate level of depth for a fighter that only uses two forms of input. Smacking one button down would tell my character to jump in the air, while the other had them hopping backwards. Combinations of these buttons resulted in jumping in the air and kicking downward at an angle, or activating a character-specific ability when the "kick meter" filled up. Successfully kicking my opponent just once in the cat-and-mouse fighter won a round, with the match going to the first character to win five rounds.Instead of memorizing button combinations, the playing field is leveled for all combatants, as timing is everything in this game. I found myself adopting familiar fighting game strategies, attempting to lure my opponent in before nailing them with a quick hop and kick. Other times, I would close the gap between us with a high vertical jump and kick, a risky proposition given the amount of time available for my enemy to counter. Kicking my opponent in the head wasn't just satisfying, it was a tactic that carried over to the next round, as the player suffering the blow began the first four seconds of the round in a daze. The daze slowed their movements, giving me a clear, but not absolute advantage. %Gallery-184112%

  • Divekick takes a leap of faith on Steam Greenlight, due in summer

    by 
    Jessica Conditt
    Jessica Conditt
    03.19.2013

    Divekick, the two-button fighting game from One True Game Studios, is trying its luck on Steam Greenlight with an updated launch window of summer 2013, pushed back from this spring.Divekick was the subject of a successful Kickstarter campaign in July, but Iron Galaxy canceled that fundraising drive once it secured a publishing deal with Street Fighter 3: Online Edition's Iron Galaxy. Perhaps One True Game is hoping to transfer all that unfinished mojo into a Steam launch.One True Game Studios and Iron Galaxy have plans to bring Divekick to PC, PS3 and Vita this summer. Divekick began as a parody but is now a rising name in the fighting game circuit; it'll be at PAX East in booth 899, if you're around and down for some serious kicking action.

  • Dev shares prototype footage of never-made Star Wars fighting game

    by 
    Mike Schramm
    Mike Schramm
    02.15.2013

    Josh Tsui, current president of Robomodo and veteran game developer on titles like Mortal Kombat 4, Fight Night Round 3, and Tony Hawk Shred, has shared some video on Twitter of an old prototype for a Star Wars-based fighting game.The footage, which you can watch in full below, features Anakin Skywalker and Darth Maul going at it with lightsabers, hacking away and using the force for throws until one of them is able to skewer the other.As the description on the video says, the footage is fairly "repetitive," but it was simply designed to show off all of the potential moves a game like this could make. There was a presentation paired with the video as well, and Tsui says it was part of a pitch for a new game back when he was working at Studio Gigante in Chicago. We'd say his team might want to return to the idea for the upcoming Star Wars: Episode VII, but perhaps it's better if the Jedi knights stay away from fighting games in general.

  • The Joystiq Indie Pitch: Kaiju Combat

    by 
    Jessica Conditt
    Jessica Conditt
    12.10.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, former Godzilla dev Simon Strange is back to bring some mega-monster pain to Kickstarter with Kaiju Combat. What's your game called and what's it about?The game is Kaiju Combat, an online multiplayer game with behemoths fighting in destructible city environments.What inspired you to make Kaiju Combat?Sunstone Games is almost entirely made up of ex-Pipeworks employees, who made the very popular Godzilla fighting games from 2002 - 2007. We get messages every few days asking about a sequel, so making a game like this has always been something we've considered. The rise of Kickstarter funding this year presented a real opportunity to get the game made on our own terms – that's been the missing piece before now.

  • Skullgirls team forms new studio, continues work on series

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    11.20.2012

    The team behind Skullgirls will continue work on the game under a new banner after being quietly laid off from Reverge Labs this summer. Shoryuken lays out the odd tale that finds the team being let go in June, but then reforming as Lab Zero Games and continuing work on the franchise."Not being able to tell anyone about these rather significant developments has almost been as bad as being largely unemployed and unable to continue our work on Skullgirls," an introductory letter on Lab Zero Games' site reads. "We have always strived to be as open and transparent as our business and legal obligations will allow, but we feared news of these events would discourage our fans more than our conspicuous silence would. Being able to finally fill everyone in on everything is a huge relief, and we hope you understand our reasons for keeping quiet until now."We've reached out to Lab Zero for more details. In the meantime, the developer says the circumstances of the summer have delayed work on the PC version of Skullgirls and "indefinitely delayed" the first DLC character. They haven't given up, they're just busy trying to get back up.

  • Avengers: Battle for Earth features favorites, familiar faces

    by 
    Mike Schramm
    Mike Schramm
    10.19.2012

    Ubisoft has named all twenty characters appearing in Avengers: Battle for Earth, the upcoming fighter for Kinect (and then Wii U). You'll be able to spin off some psy-force as the Phoenix, embodied by the X-Man Jean Grey, and take command of the Skrull queen Veranke, among others. It's not surprising to see a big "Secret Invasion" influence, given the game's initial trailer. See the full list after the break.Avengers: Battle for Earth will have you and your friends jumping around and debating the correct time for clobberin' on November 9. If you want to see some of these heroes throwing down right away, there's a demo available for download in the meantime.

  • Daily iPhone App: Rune Raiders charges into turn-based combat

    by 
    Mike Schramm
    Mike Schramm
    10.17.2012

    Rune Raiders isn't a new app -- it came out a little while ago and has been updated a few times (and you can actually play a version of it online in Flash). But I was looking through the App Store for a few good turn-based games recently, and Rune Raiders has been stealing more and more of my playtime. It is indeed a game you play by turns, where you control a small party of square-shaped soldiers, who move upwards on a grid-based battlefield, fighting a series of enemies who are also represented by tiles. Each of your heroes (and the enemies you face) have various abilities and uses, and each of those abilities has their own range and strength of attack. You can push your party to the right or left or forward, or simply move them at will around the bottom of the screen. Of course, every move takes up a turn, and the game progresses in this way, with you trying to make the fewest turns to keep your heroes alive and bring them to the end of the level as quickly as possible. The whole thing is governed by a currency system (supported by in-app purchases), and unfortunately, the system is a little wonky -- if your characters die during, you can spend some more money to get them back to life. That's a little more annoying than it has to be, I think -- I wish the devs here had come up with some other way to keep characters going than simply asking you to pay more money. But if you're smart with your moves and the strategy behind them, it's completely possible to get lots and lots of gameplay in just by using and earning the in-game currency. There's also a rating system for each level, and you open up different heroes as you go along, so there's plenty of replay value as well. Rune Raiders is a free universal download that's available right now.

  • Dead or Alive 5 review: Begrudge match

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.27.2012

    Evaluating the plot in Dead or Alive 5 is ultimately a waste of words. Oh, you can make a qualitative judgment – observe that it somehow manages to be a train wreck, a plane wreck and a car crash all in one. It's like watching all combustible vehicles on Earth hurtle into each other at a singular point of stupidity, and then burning in the consequent fireball of awkward, unintentional comedy.But we survive, insulated by apathy. What matters is that Dead or Alive 5 is an excellent fighting game.%Gallery-166480%

  • PlayStation All-Stars public beta now accepting applications

    by 
    Mike Schramm
    Mike Schramm
    08.29.2012

    The PlayStation All-Stars Battle Royale public beta starts on September 11, lasting one week to September 18. Anyone interested in being a part of the frantic action can sign up on the PSN beta site right now.Players chosen will be notified via email, get a voucher code for the download on either PS3 or the PS Vita, and receive "test night information." Presumably, developer SuperBot will aim to test specific heroes, modes, or stages, so it'll direct players that way.If you don't make this early cut, you'll have to wait until the full game arrives on November 20.

  • The Zen of KickBeat

    by 
    Jessica Conditt
    Jessica Conditt
    08.16.2012

    Zen Studios is best known for its prowess in the pinball market, amassing its fame from titles such as Pinball FX, Zen Pinball and Marvel Pinball (Notice a trend?). This success has enabled Zen to expand its creative department and develop a wide range of games for varying platforms.KickBeat, for example, is a music-based crossover action title for Vita that throws a brilliant twist into the tired rhythm genre. It combines the quick dexterity of classic rhythm games with a few of the industry's favorite tropes and trends: fighting and ninjas.The most noticeable fad that Zen Studios doesn't integrate in KickBeat also happens to be the game's best feature: It has absolutely no touchscreen or rear touchpad functions.

  • The Rumble Fish series returning ... to arcades

    by 
    JC Fletcher
    JC Fletcher
    07.25.2012

    Last week, developer Dimps announced that it had picked up the rights to its The Rumble Fish fighting games, and promised more information about plans. Today, the company revealed that it's going to "tune up" The Rumble Fish 2, originally released in 2005, and bring it back to Japanese arcades.While the original release used Sammy's Atomiswave arcade hardware, the new versions will be released on the ubiquitous NESiCAxLive platform, arcade hardware that allows games to be downloaded to cabinets.Dimps calls this re-release the first part of its Rumble Fish revival project. Perhaps after Japanese consumers get reacquainted with the series, the developer will unleash a new game in the bizarrely titled series.

  • Dimps acquires rights to its Rumble Fish series

    by 
    JC Fletcher
    JC Fletcher
    07.20.2012

    No, not the book. The Rumble Fish, by Street Fighter IV developer Dimps, was a 2D fighting series that debuted on Sammy's Atomiswave arcade hardware in 2004, followed by a sequel.Now Dimps has picked up the rights from Sega Sammy, who didn't seem to be doing anything with them. Dimps relaunched the series' website, promising new information soon. The simplest course of action for the company would be to release the PS2 ports digitally on PS3, but there's no news yet about how involved Dimps' plans are.

  • Naruto Shippuden: Ultimate Ninja Storm 3 hitting NA in Spring 2013

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.12.2012

    Come Spring 2013, North America will find itself directly in the path of another ninja-infused meteorological phenomenon. Namco Bandai has confirmed an English version of Naruto Shippuden: Ultimate Ninja Storm 3 for both Xbox 360 and PlayStation 3, and has set up the first playable version at this week's San Diego Comic-Con.Once again developed by the world's biggest Naruto fans at CyberConnect 2, this latest installment in the over-the-top fighting series pushes further into the story laid down by the popular manga, its sequel, and approximately 9,856 anime episodes.Ultimate Ninja Storm 3 is the first in the series to pair the gorgeous cel-shaded art with 3D display support – "for the ultimate Ninja immersion experience," it says here. If you've been following the franchise for a while, however, you're probably wondering how 3D could happen before anti-aliasing. %Gallery-160280%

  • Nightwing and Cyborg coming to Injustice: Gods Among Us

    by 
    Mike Schramm
    Mike Schramm
    07.11.2012

    Comic-Con just opened up its show floor for Preview Night, and in among the booths is a new playable version of Injustice: Gods Among Us, with two new heroes. Nightwing and Cyborg have joined the fight in Netherrealm's gritty fighting game. Nightwing (aka Dick Grayson, the original Robin) is a nimble staff-wielding fighter, and Cyborg is a heavy hitter, with strong close attacks backed up with laser shots and missile strikes.We'll get a chance to play both of these heroes tomorrow on the show floor, and we'll let you know how the game is looking these days. Comic-Con runs through the weekend, so stay tuned for lots more four-color-based news from San Diego.

  • Atlus explains Persona 4 Arena's region lock, expresses surprise at 'force' of community disapproval

    by 
    JC Fletcher
    JC Fletcher
    07.06.2012

    The unprecedented decision to region-lock the PS3 release of Persona 4 Arena will not lead to a "slippery slope," Atlus PR and sales manager Aram Jabbari said in a statement (available in full after the break)."This is NOT the beginning of a new ATLUS policy, nor do we view it as a precedent or a slippery slope," Jabbari said. "If anything, your determination and dedication to what you believe in has certainly stood in the face of that. This is an isolated case, a situation precipitated by a number of factors, some of which are simply out of our North American hands." He admits that Atlus was "completely unprepared for the force with which the community communicated their disapproval."Jabbari explained that the North American release contains both Japanese and English audio tracks, and will be released very close to the Japanese version (August 7 in North America and July 26 in Japan). "The unforeseen consequence in all of this was that we had a version of our biggest game of the year releasing within a couple weeks in two territories, both identical in content, but at radically different price points."Because of the difference between the yen and the dollar's values right now, this situation could lead to mass importing, which would "cannibalize the performance of a title in one territory to the benefit of another." For reference, the Japanese retail price of Persona 4 Arena is ¥7,329, roughly $92, versus $59.99 in North America."The decision to region-lock P4 Arena was a business one, one that has very clearly affected how many perceive the project," Jabbari concluded, "but we ask you to please not overlook the exceptional efforts of the people behind the game and to work with us through constructive dialogue."

  • Crashing EVO: SpyParty's Chris Hecker on depth and fighting games

    by 
    Jessica Conditt
    Jessica Conditt
    06.25.2012

    When we asked Chris Hecker how SpyParty snuck its way into EVO 2012, we didn't think he'd actually tell us – revealing sensitive information is opposed to an entire half of his game's title, after all. We assume it was the other half that allowed him to divulge the details behind how SpyParty, a one-on-one asymmetric Turing Test, snagged a featured spot at the year's largest fighting-game gathering:"It all started with Seth Killian," Hecker said. "Seth and I have talked about my goals for SpyParty to be a game that can eventually be counted among the most intensely competitive player-skill games we have, games like Counter-Strike, Starcraft, LoL, Dota and Street Fighter, and he's been really supportive of that goal."Seth emailed me and asked if I'd be interested in bringing SpyParty to EVO. I knew a bit about EVO and was kind of blown away by the offer."SpyParty is one of EVO 2012's Indie Showcase titles, and will be available for anyone to try out on the expo floor, which is completely free and open to the public July 6-7 at Las Vegas' Caesars Palace.The game itself is based on subtlety, precision and practice, much like many fighting games, but it doesn't involve any twitch movements, bright, flashing colors or hadoukens – and it comes with a four-page manual that must be read before anyone attempts to play it. In terms of pacing for the American audience: if Mortal Kombat is football, SpyParty is soccer.

  • Tomy BattroBorg 20 throws motion-controlled punches, rocks 'em and socks 'em Wii-style (video)

    by 
    Jon Fingas
    Jon Fingas
    06.19.2012

    The last time we saw someone move the game on for Rock'em Sock'em Robots, it was a motion-controlled experiment that was unlikely to see the light of day. Tomy must have been frustrated enough waiting for the practical reality to take matters into its own hands, as it's just unveiled the BattroBorg 20, a fighting robot that... lets you take matters into your own hands. The toy uses a Wii-style nunchuk motion controller that translates the player's own thrusts into the plastic robot's punches. Each robot can tell if it's been decked, although it takes just five punches to win by TKO -- these aren't exactly Queensbury rules. At an estimated $50 for each robot and matching controller on the July 14th release date, the BattroBorg isn't the cheapest way to relive the glory days of pint-sized fisticuffs, but it's certainly the most involving.

  • Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

    by 
    Jon Fingas
    Jon Fingas
    06.10.2012

    In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you'd like to pitch a project, please send us a tip with "Insert Coin" as the subject line. We won't lie: this might be the ultimate Insert Coin. It's not often that you get the author of Snow Crash and Cryptonomicon asking for Kickstarter funding, after all. Neal Stephenson and Subutai Corporation are tired of swordfighting in video games being reduced to abstract button presses, and they want to produce both a video game and a control system that will replicate what it's really like to fight steel-to-steel, complete with pommel hits, blocks and distinct techniques. The initial game, Clang, will focus on two-handed longsword dueling with an "off-the-shelf" controller to get out the door quickly. In the long run, however, the plan is to work on custom controllers, and the project will involve an open framework known as MASE (Martial Arts System Embodiments) that will let anyone build their own fighting game. You could create a realistic Wushu simulator... or an extremely detailed Teenage Mutant Ninja Turtles beat-em-up. Any pledge will help the cause, but if you'd like a credit in the game or an actual copy, you'll want to spend a respective $10 or $25. The rewards escalate quickly after that: $50 and $75 pledges first give downloadable concept art and later a digital fighting manual, while $100, $150 and $250 donations will add a very real t-shirt, a hard copy of the manual, a signed poster with a patch and eventually a signed poster. Are you a high roller? Spending $500 or $1,000 adds a signed manual as well as either the first book or whole collection of the related The Mongoliad trilogy, plus (at the higher tier) invitations to Subutai parties in Seattle. Pledges at $5,000 will supply the actual concept art; at the peak $10,000, you'll get a real longsword, lunch with Subutai and a tour of the offices. If you're game in the literal sense of the word, you'll have until mid-day on July 9th to help Neal reach the lofty $500,000 funding target.

  • James Cameron to create sparks with Robogeddon on Discovery Channel

    by 
    Zachary Lutz
    Zachary Lutz
    04.11.2012

    Fresh off his return from the briny deep, James Cameron is set to create a television show for the Discovery Channel called Robogeddon. Similar to BattleBots and Robot Wars, the program will feature a competitive death match of sorts, where robots tear each other to shreds in pursuit of being the last machine standing. In addition to Cameron's participation, the show will also feature the stamp of Mark Burnett -- famous for such reality television titles as Survivor, Shark Tank and The Voice. It's also said that Donald Hutson, the two-time Super Heavyweight Champion of BattleBots, will be among the show's competitors. No date is set for when we'll see the sparks fly, but if you want to get in on the ground floor, might we suggest hitting your local scrapyard?