Putting The Boom In The Shakalaka
There I was with a commanding 10-point lead entering the fourth quarter. “Just 90 seconds”, I said aloud. “I just have to hold on for 90 more seconds.” The CPU had been on a bit of a hot streak and had spanked me silly for four consecutive matches. But I was in the middle of quite the paradigm shift; I was the captain now. Nothing was going to stand between me and absolute victory. What proceeded to happen in the next 90 seconds was something I was glad no one was around to witness. Within moments the opposing team drained an immediate three-pointer. Before I even had time to process how that impossible shot was able effortlessly swish into the basket, a steal led to a quick dunk and my ‘commanding lead’ was reduced by half. A bad pass. Easy shots that just would not go in. Steal. Steal. Steal. And before I knew it, there I was, staring at the ‘Retry’ screen in utter disbelief. “No!”, I yelled. “What was that? The computer totally cheated!” It reminded me of a lot of my youth, tossing endless quarters into an arcade cabinet while accusing NBA Jam of cheating and cursing quite loudly in a pizzeria full of toddlers. Yet somewhere in that frustration, in the second-guessing of myself and wondering if I just suck that much (yes I do and there’s nothing wrong with that – really), was an indescribable jolt of energy that kept me going. That’s the feeling that Dunk Lords, a two-on-two basketball beat ’em up, effectively recreates. It captures the essence of arcade sports games and revives the subgenre in ways I wasn’t quite ready for.
• Hey Come On, The Rim Has Feelings Too
Developed by Story Fort, Dunk Lords has got plenty of depth for what could have easily been a local/online co-op multiplayer game. For starters, it’s packed with a well-developed Story Mode that stands-in for a tutorial and also familiarizes you with the game’s 16 unique ballers. Starting off in the Baby Dunk Academy, you begin the narrative as Slice, a stylish, rising star b-ball player, who sets off to find a missing Dunk Lord. Together with his friend Frank, a lean, muscular character with an oversized strawberry for a head and a bit of a Napoleon complex, the two set off in search of the aforementioned lord of the dunk. Along the way you’ll come across a wide variety of interesting ball players, ranging from an android with a spiky, metallic mohawk to an angsty ghost – all of which require that you settle your differences with a game of hoops. You can tell that real work went into giving these characters personalities and mannerisms as well-developed and thought-out as their over-the-top special moves and outlandish designs. Take Frank, who yells ‘Get in my JELLY!’ as he traps an opponent in a giant jar of strawberry jam. He’s often on the receiving end of ridicule, often being referred to as a ‘turd-berry’ and on one occasion ‘strawberry short stuff’ which I admit got a legitimate chuckle out of me. The writing really has no business being this good – someone just obviously gave a damn and didn’t want to half-ass it. It doesn’t feel tacked-on or phoned-in, and kept me genuinely engaged as I made my way through Dunk Lords multiple Story Mode chapters. And that’s saying a lot, because while the story is good, it’s got nothing on the gameplay.
• He’s Heating Up!
Dunk Lord’s gameplay can be best described as NBA Jam meets Overwatch. The game’s core mechanics are built on a solid, well-executed foundation of fast-paced 2-on-2 arcade basketball gameplay. You got your essentials: Pass/Steal, Shoot/Block, and your Turbo. Holding down Turbo while shooting near the net will execute a flashy dunk complete with a dramatic camera zoom-in and a nifty slowdown effect to highlight the in-your-face-ness of it all. There are a few other elements that built on the classic formula to make the base gameplay a bit more dynamic. For example, there is a Dash maneuver which you can use to dart through an opposing player and steal the ball in the process. There is an Uppercut technique which is pretty much exactly what it sounds like – a devastating blow you can use to knock a player down or block a seemingly unblockable dunk – just as long as you get the timing right. There’s even a button dedicated to the Alley-Oop which you can charge-up for more impressive results. All of these additions are welcome and feel like a natural progression for the subgenre. None of it, however, compares to what truly sets Dunk Lords apart from any other 2-on-2 arcade basketball game: the Special Attack.
• Razzle Dazzle!
Special Attacks are unique to each player, can completely alter the course of a game, and can be executed with a single button press. Slice, for example, can fire off a digital shockwave that wrecks anything caught in its path and can take down players with ease. Chutney, a mutated, gelatinous blob of well – chutney, pukes orange puddles of goop that slow an opposing player to a crawl if they step into it. These moves can also be charged for an even stronger, more devastating attack. Orwell, the android with the mohawk, is able to unleash a deadly buzz-saw blade that cuts through every player on the court. And Frank can summon massive strawberry meteors that explode upon contact. Given how these moves can easily swing a match in anyone’s favor, you are only allowed to stock three at any given moment to prevent spamming. Each Special Attack and its charged variant is as ridiculous and preposterous as the next. It’s all part of the great fun to be had while playing Dunk Lords. You will laugh out loud at the sheer absurdity of it all even when you’re losing and I honestly can’t remember the last time a game had that effect on me. To add to the insanity, the court is littered with shot modifiers and a particular surface known as a Mega-Shot Pad. Modifiers can replenish your team’s Turbo Meter, add a Special Move to your supply, or turn a two-pointer into a three. Modifiers also come in the form of court hazards like having the lights turn off during a match, or changing up the rules, such as first to score 21 points wins. The 21-point matches are always a blast because they bring additional flair to the court by having you play with a beach ball, effectively making the dunks the only way to score, or crippling your teammate with cement shoes. The Mega-Shot Pad is a special square on the court that charges up as you make shots while standing on its surface. Once it is charged up (it takes about four successful shots), coming in contact with it will biggify your character – much like how Mario reacts to a mushroom – and allows you to dunk from practically anywhere on the court and stomp your opponents into submission. The effects don’t last very long so take advantage while you can. And if that wasn’t enough, you can always buy your way to success with the cold-hard cash you earn on the court.
• Can Buy A Bucket!
During each quarter you can earn cash by draining shots from ‘$’ marked panels. You are also awarded with money at the end of each quarter which in totality can be used to purchase gear for your players. Gear comes in three distinct categories: Gloves, Armor, and Shoes. At the end of each quarter you will be presented with three options in each category. Choices appear to be random and cycle with every game. Every option can have just as much impact as you Special Attack so spend that money wisely. Energy Bankers, for example, are a set of gloves that allow for layups to energize your team, and Thunder Gauntlets shock players when they try to steal from you. Smash Jet Armor hits opponents while dashing through them, and Bad Mojo Armor reduces shot accuracy for players in your radius. And Flux Busters reduce special attack charge time while Ninja Kicks instantly dodge attacks when standing, running or passing. It’s just another crazy layer that adds to the insanity and unpredictability of Dunk Lords. Fortunately, the entire affair controls like a dream.
• Move It Or Lose It
In sports, precision is key. Controls in Dunk Lords are mapped in a sensical and uncluttered way. While there is a lot to keep track of, it all becomes second nature and you’ll soon find yourself crushing your opponent – unless of course you completely blow a 10-point lead and end up crying into a gym sock so no one can hear you. It’s all very tight and responsive, and I expect no less coming from Story Fort, a developer comprised of a single man who was the lead programmer of Spelunky. It also helps that Dunk Lords is a very stylish game, graphically. Character models are bright, full of color and wonderfully exaggerated. It’s also got a techno-funky soundtrack going on that feels rights with the game’s zany backdrop. It’s also scored in part by Laura Shigihara, best known for her work on Plants vs. Zombies, To the Moon, and creator of the highly acclaimed indie RPG Rakuen.
He’s On Fire!
In conclusion, shut up and buy this game. Once the charm of Story Mode comes to pass, which will take you anywhere between 6-8 hours to complete, several other modes await. You can enjoy Arcade Mode and play pickup games locally with 1-4 players. There is also Gauntlet Mode where you are challenged to win four games in a row with 1-2 players in pursuit of a high score. On yeah, there’s also a New Game + Mode. With plenty of heart, endless replayability, Dunk Lords is reviving a lost subgenre of sports games, and the result is backboard-shattering slam dunk that belongs in every player’s starting lineup.
Dunk Lords is available on Steam and Xbox One on March 18th.
*A review key was provided by Story Fort.*