The guys over at Dejobaan Games surprised me yesterday when they sent both Peter and myself an early Christmas present wrapped in their newest game, a game that is both very similar and radically different than their fantastic base jumping game from 2009: Aaaaaa! A Reckless Disgregard for Gravity.
In keeping with Dejobaan’s unique way of naming their games, their newest title being worked on right now (in alpha) is called .1… 2… 3…KICK IT! and, as I’m sure you’ve gathered already, the game involves a heavy use of music to make the game entertaining. Even better, like Beat Hazard and AudioSurf before it, .1… 2… 3… KICK IT! makes use of your own music collection to bring the game to a whole new level.
Now, I don’t know about you, but I have a strange relationship with music. I love it and I have more gigabytes of the stuff than I’d prefer to admit, but I can’t just enjoy music for the sake of music. I require external stimulus to enhance the rhythmic tones. Driving is one way that I can really enjoy music, particularly with faster punk music. Another way is by throwing a high impact game like .1… 2… 3… KICK IT! at me. These types of games are a blessing to me because and without them I wouldn’t listen to music at home. Seriously.
Now, I’m going to get this out of the way right now, for all intents and purposes, Dejobaan’s newest game’s gameplay isn’t terribly different from Aaaaaa! A Reckless Disregard for Gravity. While you might not be “technically” base jumping in .1… 2… 3… KICK IT! the view point and overall feel are generally the same and both games feel very similar to each other. The differences of course being in the small details each game has to offer.
The game’s basic premise is to pair you up with your favorite songs and then throw you into a level with various obstacles as you fall down. As with their previous title you’ll be moving and dodging with the traditional WASD keys as well as attempting to get as close to each object as they pass in order to grab a “kiss.” For every 100 kisses you get you’re score multiple goes up by 1 to a maximum of 5. Should you hit anything going down, however, your multiplier will reset and you’ll have to start all over again.
Each level only lasts as long as the song you provide it with and seemingly borrows from the
song’s various beats and rhythms to shape the level, much in the same way as I’m assuming AudioSurf works the beats in its own game.
Supposedly there is a way to create and manipulate the levels in your own way as well, via a special experimental level in the preview I was given (no idea if it will make it into the final version), but I was not able to figure it out in time for this preview to be done, unfortuantely. Still, if it works correctly that should bring the game to a whole new level entirely.
.1… 2… 3… KICK IT! is currently in the alpha stages of development, however, that doesn’t mean you can’t play it right now. Anybody who wishes to pre-order the game for $9.95 (33% off the retail price) can gain access to the same alpha version I have right now. If you’d prefer to wait then you’ll be looking at sometime in 2011 for a final release.
Trailer


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