If all of the waxing poetic about the game wasn’t an indicator, I like it. Superficially, Divekick is a joke. Obviously. One of the characters is a doctor named Dr. Shoals who has rocket boots and its looking for a cure for a foot disease called Foot Dive. Of course it’s a joke.
As Divekick matured, its roster grew, and with more characters, things to distinguish between characters needed to be added. As a result the roster is significantly expanded, allowing players to choose a character to fit their playstyle. With that comes a certain degree of having to learn a character and I was initially scared that this would mean the end of what I enjoy most about Divekick—its transparency. But as I played, I found that these fears were unfounded as it’s as complex as it is understandable. The metagame of Divekick—trying to figure out when your opponent will attack, how high they’ll jump, etc…—is incredibly complex, but the controls and movesets are so limited, you’re always in control and your opponent’s moves are never an unknown.
The game features single player mode, which has exactly as much story as you’d expect—somewhere between five and six panels of moving comics plus three dialogue banter sessions. Of course there’s a local versus mode, even on the Vita, but there’s also an online portion which boasts the best netcode of any fighter out there. To be fair though, I’ve had more than one match with a little lag, and one in which the loading screen came up for a few seconds before the battle resumed.
The art style is hand drawn and can be a little amateurish at times, but it all fits with the themes of the game. The music is unobtrusive and the backgrounds aren’t distracting, lending to the idea that in Divekick, combat is king. Just like in most fighters, you can complete story mode in about half an hour per character if you’re bad. Matches are completed in anywhere between 15 seconds and the absolute maximum of 3 minutes, meaning it’s as quick as it is intense.
Verdict: Come on, have I not gushed enough? Divekick is hands down the most simple, elegant, fair, and accessible fighter I’ve ever played. To fighting game terri-bads like myself, it’s perfect since the investment to get proficient is so low. And to fighter pros, it’s also perfect since the movesets are so simple, you’re forced to be creative and quick thinking to pull off a victory against a seasoned pro. Or lucky. That’ll work too.
Just go buy it, come on man.
As a side note, Iron Galaxy was kind enough to give me a review code for the game the day before its release on a far too late request from me. Even though he wasn’t in the office, the CEO himself handled my request quickly and got me the code very quickly, so thanks so much to Dave Lang. Also for the record, I bought the game on Steam just so I could support them with my dollars. You should too!