![]() ![]() This is what drew me to Jet Set Radio Future at the time, which blew my mind with near-future versions of the styles I was familiar with. The style comes from my experiences in street culture and hip hop with the skating, b-boying and graffiti I was doing. Even though Lethal League doesn't really shine in singleplayer, most people will be buying this game by themselves and I want them to get some fun out of it even before finding a homie to play against. We also made a story mode in this iteration. One of the modes you can unlock is called Lethal Volley, we had a lot of 2v2 fun with that one. We have double the characters that the original had at launch. Of course the main attraction are the new characters, stages, modes and music. The pitch is especially important because it directly counters parrying (which is like blocking in Lethal League). We added more moves, like pitching and spiking. ![]() On high speeds you still have the one-hit-kill shots so the hype is not lost. The Blaze is actually the get-up move you can do in this version after being knocked down, signifying the fact that you won't die in one hit anymore. So we went with Lethal League Blaze instead. I didn't want to name it Lethal League 2 because it implies that you'd had to have played the original. It was also a good way to up our 'game dev game,' to scale up a bit without taking that big of a risk. While that was going on we decided to do a sequel with 3D graphics, since we ported the thing to Unity anyway. We kept updating the game for a while and we managed to port it to PS4 and Xbox One in-house. TotalBiscuit, Game Grumps, PewDiePie, Markiplier, it probably was the extremity and big anticipation moments that attracted them. Thereafter however, Youtubers jumped on it one by one. Before the release we didn't get a lot of attention outside of the FGC. A year later, in 2014, we showcased the game on EVO and released it on Steam. We finished Megabyte Punch and it was clear we should just head straight into making Lethal League into a proper full game. He featured it at the Ultimate Fighting Game Tournament 9 as the grand final mystery game and that really boosted our popularity early on. It appeared on the radar of Adam Heart, who people might know from Divekick, who was at at the time. I made it in flash in a space of two weeks, put it on our site for free and we sent it off to a few websites (you can actually still play it over here). We decided to make this into a mini game, which became the Lethal League prototype. There were projectiles that were one-hit-kill in that game which made it really exciting to reflect them back and forth. ![]() ![]() Sure! While we were making Megabyte Punch, there was a mechanic that reflected projectiles. We do our best to challenge ourselves in new ways for every new game and if the fans can see our sincerity with that then I'm as happy as can be. Of course, we don't want to sit back too much. So as an independent studio we're pretty well off. All of our games made their investment back and a bunch more for the Lethal League series. Lethal League Blaze is our latest release and it did even better for us than the original Lethal League. We never worked with a publisher or received any funds for development either, mostly because we can't work without full creative control. Lethal League did really well, both of us moved out and from that point on we were truly self sufficient. We released our first game, called Megabyte Punch, in 2013 and then our first heavy hitter, Lethal League, in 2014. Tim is on the business and management side, but both of us still spend most of our time hands-on with the game. Determining the style and vision both visual and gameplay-wise are the things on my plate. We also bring in lots of artists for specific things so the credits roll a bit longer than that. We're a concentrated team of about five people. Me and Tim Remmers are the two bosses of Team Reptile. I'm Dion Koster, I like dancing and making things. This interview has been slightly edited for publication. One of the game's creators, Dion Koster of Team Reptile, agreed to answer out questions about this engaging and kinetic take on fighting games. ![]()
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