Last year, Dot Arcade on the Wii U eShop simmered gameplay down into its simplest, retro arcade-like form and served it up with pizzazz. One of the three games available in that package has now busted out as Dodge Club Party, upping the number of players yet losing much of its flair in the process.
Dodge Club Party operates very much like its similarly named predecessor on Dot Arcade. Up to four players can be in control of different coloured squares in an open, 2D arena. Each vies to survive as a larger square, called the Fireball Wisp, begins to bounce around amongst them. Another object, called the Spark, will patrol the perimeter of the arena to keep players from hugging the edges too long.
The differences from the past game come in the above-mentioned multiplayer aspect, with a fifth player even able to join in with the GamePad. In standard mode with 1-4 players, everyone is seeking to survive as long as possible, with last one standing being the victor in 2-4 player skirmishes. There isn't really much that players can do to interfere with each other except to switch places when colliding (to an imaginative mind's eye, it can look like the players are pushing each other behind themselves). In 5-player mode, the fifth player can tap corners of the GamePad to send the Fireball Wisp toward that quadrant of the arena. The other four players must survive until the game timer counts down, with Player 5 scoring the victory if he or she can tag them all before then.
There are no special modes to make Dodge Club Party appealing to single players aside from high score addicts, and that gets reset every day. However, the easy as pie setup and instantly understandable gameplay makes it an option worth pulling out for some quick rounds at gatherings. No matter which way you play it, though, some are bound to be disappointed by the aesthetic overhaul in comparison to its predecessor.
One of the elements that made Dot Arcade stand out so brightly was the way it portrayed its games as being played on LED lightboards with old arcade cabinet-style art framing the sides. It was simple, yet really provided a unique classic style.
Dodge Club Party, on the other hand, has the look of any generic Atari game. The action is pretty colourful, sure, but any semblance of lights blinking across the screen is gone. Even the art that would have appeared along the sides of the game has disappeared, leaving only blackness. Could it not at least have been possible to have a mode that uses all of the available screen if there was to be nothing else there? The sound, at least, is a lovely mix of chiptunes and retro-style effects.
Conclusion
It might seem a bit snobbish to harp so much on Dodge Club Party's style. There's not much wrong with the game itself when it comes to some limited quick and easy party fun, and there are people who may really fall in love with its new breed of retro look (more power to them). It just feels that the creative force behind Dodge Club Party had something more special in the Dot Arcade collection. The spark is still around, too; just take a look at the joyful writing and art in the electronic manual. It's disappointing that it couldn't better be portrayed this time around in the actual game, either with aesthetics or added variety.
Comments 6
I'm still waiting for Dot Arcade to come to Europe...should I give up hope?
@Pahvi I had thought so, but I shouldn't have thought it would take this long!
Surprising. The aesthetics of Dot Arcade were so beautifully retro, even though it didn't affect the games it did affect the overall experience by changing my perception/expectations.
In this case, just losing artwork from the sidebars really affects the visual impact of the game. It's a shame that something so small has such a big impact, but when a game is boiled down to it's core every little detail matters.
Are they actual in-game graphics? Because it looks like absolute rubbish. I suppose such simplistic LCD-style graphics might be stomachable on a smaller screen such as that of the 3DS or a mobile device, but even the mini thumbnails here make my eyes hurt. I'd hate to see this in full res glory (!!!) on a Full HD TV. GBA and DS games look bad enough as it is, and at least they're considerably more detailed than what is offered here.
"Retro" just seems to be a euphemism for "cheap" and/or "lazy" nowadays. I suppose it would be quaint if something like this existed in the form of a cheap LCD device, but I see no reason why developers are limiting themselves to the technical constraints of yesteryear short of extreme laziness. I can't fathom why anybody would find something like this appealing in this day and age.
The full size Cartoon Network-style art is quite nice though. Shame that the game is by no means reflective of it.
I loathe this junk. Trying to cheat their way to a few sales using that colorful, cute, charming promotional art as a wrapper and then hoping some people hit that purchase button before they notice the in-game "presentation" are just squares.
Jeez louise; I've seen some lazy indie devs in these times, but this takes the cake. :/
This makes lazily taking free assets from the Unity store and cobbling them together into a "follow the tutorial"-level production look like freakin' Uncharted 4.
This James Montagna shouldn't even bother putting games out if this is all he's going to bring to the table. If all you have in you as an artist and creator is just a few colored squares, stop, and just tell people to go move around some pegs on an old Lite Brite board they have in the closet instead. It's the exact same amount of video game, and fun, that could possibly be found here.
I know Nintendo's not exactly swimming in tons of options for indie games to put on their digital stores, but I'm still insulted that Nintendo would even allow this kind of thing on the eShop, TWICE now >
@SkwidMoTron Well at least he's being fair with the pricing. You can even download Dodge Club Pocket, a single player version of the game for free on iOS/Android with not a single microtransaction in site, and some quite neat bonus content.
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