A little while back I wrote an article regarding Lethal League, an awesome fighting game that went on a date with pong. Well, we loved the game so much we got in touch with Team Reptile to see if they’d give us some answers to a few questions we ended up asking.
Kindly, Dion Koster, the Game Director behind this crazy experience, got back to us to provide some insight!
First off: Where did the idea for Lethal League come from?
We had the idea from our last game, Megabyte Punch, which in turn was inspired by Super Smash Bros. In Megabyte Punch we kept shooting missiles at each other and then reflecting them back and forth. We thought this was fun enough for a separate game. I then made a prototype with some new a ideas added and it turned out pretty well.
A pong-gone-street-fighter game might not seem like a great idea on paper. What was the thought process to figuring out how the mechanics would work?
It’s an evolution really. You get an idea, you make it, if it’s fun it sticks. A game changing mechanic, like the increasing speed and hit-pause usually comes with multiple new issues to solve. So it’s also problem solving. Sometimes a problem is something that’s missing, instead of something glaring in your face. Solving those is more akin to creation than fixing. The ‘bunt’ solution was one such things, where there was contrast missing to all the high speed action. You could use it to slow the ball down and set it up for a better strike and it stuck because it turned out to be fun.
We absolutely love the colourful art style you guys went for, it complements the hectic fun and really makes Lethal League stand out. Did you consider any alternate art styles? What was your inspiration?
Thank you very much. We didn’t really consider other art styles for Lethal League to be honest. It was a very natural process. My inspirations are from street culture, hiphop and games like Jet Set Radio.
And what’s behind the character design? Mechanically enhanced crocodile? A skateboarding ex-working class robot?
I wanted to have fresh and individual characters, but from the same world and all within the street-theme. The Lethal League world is set in the near future where applied robotics is only just emerging. Every character’s concept can be traced back to many inspirations. For example, Candyman takes from Pacman, Deadmau5, tap-dancers and the puppets from Black Dynamite. Aside from making the characters look dope, I pay special attention to stay away from ‘cheap’ elements. Things like fad accessories or in-your-face pop culture references can bring a game’s value down in my eyes, especially long term.
We really can’t ignore the music, some of the best music we’ve ever encountered in a fighting game. How did you go about finding the artists behind the tracks? Have you ever thought about releasing a standalone Lethal League soundtrack?
Pretty early on in development we decided that we wanted to feature multiple artists in the game to have some fresh variations. 50% of the tracks are from artists we already knew from earlier projects or we knew from elsewhere. FlatAttack and RE by ZeroScar are from the guy who also composed the Megabyte Punch OST. We know Klaus Veen (Ordinary Days) for years already as a close friend. We found artists like Grillo, Bignic & Ishanna by listening to a lot of different playlists. If we heard something that would fit Lethal League we contacted the artists to see if we could work together. We definitely thought about releasing a standalone LL soundtrack but we thought it’s better to support the individual artist through their own pages/bandcamps/soundsclouds.(Note from Static: Honestly, check out the artists featured in this game. They are some truly creative minds worth supporting.).
Have you got any tips for the players in general? Any tactics they might not have utilised?
Well, you probably noticed that timing is key in the game. However you can ‘cheat’ by checking out the boombox. The little volume sliders fills up during the hitlag of a player. The moment that meter is full is the same moment the ball releases from the player. A pro-tip which is not explained in the game itself is the parry. The parry is very useful when other players are trying to hijack your ball directly after you hit it. While you’re in the hitlag you can press B (the bunt button) to use your meter to parry and slightly stun incoming opponents.
The most recent addition to the League is Dice, but do you have any plans to release more characters? Or even any more arenas, or game modes?
We don’t have more content planned right now, but there is stuff in the works. That’s all I can say really.
And finally: My personal favourite is Switch, I can’t help but constantly ride the ceiling to drop for a down smash, but who is your go-to character?
I can’t choose a favorite, but lately I’ve been picking Raptor a lot. Mostly because I like his movement and jump speeds.
Additionally, Team Reptile were kind enough to provide us with one more gift to you: A free copy of Lethal League to give away! So now is your chance to win yourself a totally free copy, courtesy of a fantastic game developer!
All you have to do is comment on this article with a link to your Steam profile, and join the Spirit of the Robot Steam group, which will let us keep you up to date when all our new articles are released! The point of this system is to stop people gaming the giveaway, keeping it fair for everyone.
The winner will be drawn on the 22nd of March and will receive a copy of Lethal League.
Make sure to tell your friends and we hope you enjoy reading all our articles!Article written for Spirit of the Robot by Static.
When I come to write a review, I generally hope to have logged a few hours on the game. This allows me to get an understanding of the story, a better feel for the gameplay, and generally write a more informed article than I would be able to on a “first impressions” basis. Having played the game, I then tend to sleep on it and write the article the next day, letting my overall feelings for the game sink in.
I have not done this for Lethal League. I purchased this game perhaps three hours ago, and have logged over an hour of play on it already, well and truly thrashing TD in some head-to-head matches. Whilst, yes, he did win a few, one thing rang true through every match: It was seriously fun.
Lethal League is unique, as far as I’m aware. It is, at heart, a fighting game that got confused somewhere along the line and wondered what it would be like if it was Pong. There are a set of characters, each with a unique move set, and their sole method of attack is manipulating a ball so that it hits their opponent. Every hit of the ball makes it faster and, thus, harder to avoid or hit back. Each player has a set of lives, one of which is lost each time they are knocked out by the ball. Once your life counter hits zero, you’re out, until only one player (or team) remains.
I can’t express how much fun this game is, and a blog doesn’t do it justice. The absolutely frantic gameplay will have you shouting at the screen. I don’t say that lightly, in my matches with my fellow blogger, we were literally shouting down our microphones at each other. It’s just one of those games that gets you really riled up, but in a good way.
Like other simplistic fighting games (the one springing to mind is Street Fighter), a basic move set is all you get, but it’s your movement, timing, and use of that small ability roster that really makes the gameplay interesting. As such, all the characters have unique movement mechanics to enhance how they play. For instance, Sonata can double jump, allowing her to make sudden changes in direction even mid-air. Switch can ride his skateboard up walls and along the ceiling, completely changing the predictability of where he will strike. Latch can climb walls and strike the ball whilst holding onto them. All these things, though minor by themselves, can be used to great effect when a player gets to grips with the dynamics of the game.
But let’s talk about the characters for a movement, since I feel I’ve been far too nonchalant about them. There’s Raptor, a rookie to the league who brings his trusty metal baseball bat. Fair enough. There’s also Dice, a skilled ping pong player, bringing his deadly hand bat. Okay, I can go with that. There’s also Candyman, a mutant human with a gigantic candy head. Uhmm, okay. What about Switch, a working-class skateboarding robot? No, seriously, that’s his description. Then there’s Sonata, the boombox-hammer wielding girl, and Latch, a mechanically enhanced crocodile.
That’s fun in itself, and I love the additional bit of entertainment it brings to the game; it allows you to bond with each character. But, like any old school fighting game, it also gives each character a special move which it can perform if they simply hit the ball four times. These moves are where the truly tactical side of Lethal League shines through.
In my matches with TD, by far the dirtiest tactic I would use to win was with Candyman. You see, Candyman’s special ability is that he changes the ball so that, rather than bouncing off a wall, it teleports through to the opposite wall of the stage. And so, all I would do is sit in a corner, repeatedly hitting the ball against the wall before all of a sudden popping my special and teleporting it across the other side of the map, behind TD’s back, causing a bucketload of fury over the microphone at me. And it was fun.
Further, like any old school fighting game, there are little quirks to the game which overcome certain gameplay issues. For instance, a character never instantly hits the ball. Instead, there is “hit lag”, which basically means that upon hitting the ball there is a short span of time where the character is suspended before the ball is actually propelled away. During this time, an enterprising opponent can interrupt the attack by “bunting” it, which will lob it in the air to be hit again.
Additionally, this ball can move really quite fast. As a result, it would be unfortunate if your own strike came back to knock you out. So, when you hit the ball, it will changes to your colour and become harmless to you, remaining that way until it is either hit by another player, or “bunted”, which will temporarily slow it down and neutralise it so that it’s harmless to any player. Whilst this setting can be turned off, leaving it on makes for it’s own challenge by increasing the difficulty of timing.
Each game is short, lasing perhaps five minutes for the longest of games. Individual rounds in each game rarely last more than twenty seconds, though serious intense matches can last a few seconds more than that. As a result, it’s the ideal game for just picking up and playing on a whim with some friends.
Speaking of which, and once again, Lethal League shines. It is perhaps one of the few PC games to be released in the past few years that you canplay with your friends in the same room on a single PC, all at once. How many games can say that now? You can hook up console controllers to have lots of people playing hot seat. Now, if you were to hook up your PC to a big TV and have a four player free-for-all, I’m not saying it would be fun, but… Oh, heck, it would be amazing!
One more thing to mention: The music in this game is great. Truly iconic. Each stage has its own sound track, and they are all tunes that really reflect the insane nature of the game. If you heard any of the tracks outside of the game, you would instantly know it’s from Lethal League.
All in all, Lethal League is by far one of the best gaming experiences I’ve had in a while. It definitely excels when you play with friends, but you can play against the CPU. The unique gameplay mechanics really make it shine, especially given how easy it is for anyone to pick up. This is definitely a Street Fighter, rather than a Tekken, when it comes to move sets, so there’s no learning intricate button combos. The only issue I really had was that my fingers were getting a bit confused in the heat of the moment, and I often found myself tapping jump rather than strike. Whilst I’m certain a console controller would help here, you are able to rebind the keys and, like any game, there is an aspect of simply getting used to the controls.
If you’re looking for a game to mess about on with a few friends, look no further. This is definitely a little known gem that really deserves more attention.
Lethal League is developed by Team Reptile. You can find it on Steam for £9.99. Article written for Spirit of the Robot by Static.