![]() Instead, a ball bounces around the screen, changing color depending on who hit it last. The main idea of Lethal League Blaze is to rock the face off of up to three opponents at once, but you don’t get to do it with fists or swords. Truthfully, the story mode is a tad boring in comparison to the gameplay, but it serves the dual purpose of a.) allowing players to unlock stuff in a more interesting fashion and b.) sample all the different characters to see what’s what. The most famous of the underground leagues is the titular Lethal League, and the story mode of the game follows some of the characters as they seek to understand more about the world around them, continue to enjoy the sport they love, and fight for some funky freedom in a world gone mad. Naturally, the ban made people more interested to play it, so an underground competition started. Unfortunately, the game was deemed to be too dangerous because one person died in the process of playing it (seriously, just one?), and it was banned across the board. Set in a future where things are generally bad, the people of this broken metropolis of Shine City develop a new sport that combines all the risk and speed of jai alai with the insanity of arena league baseball, and lo, it was good. But what if things were stripped down to a more simplistic and direct design? One where all you needed to understand was “Don’t get hit?” Perhaps that’s the thing that I find so appealing about Team Reptile’s dystopian sport, Lethal League Blaze, and why I’ve been addicted to getting my behind stomped online. I still enjoyed them, and still do to this day, but I tend to shy away from the online scene and the competitive areas due to me not being able to understand everything I need to do. Thinking back to the times where I saw my butt handed to me eight consecutive times by someone who played Voldo without using the joystick at all, it became clear that there was a ton of strategy and planning that went into fighting games. The most difficult aspect of getting better at fighting games, at least from my vantage point, has been working out the sheer number of potential combos, counters and sequences needed to succeed.
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