Divine Knockout (DKO) Was Better Than Super Smash Bros. | The Last Call


I know the title of this episode will rub many the wrong way, but I sincerely mean it. Super Smash Bros. (and every copy) has never worked for me. Part of that could be due to my (almost) always playing them alone, but then I played Divine Knockout (DKO) mostly alone, so I can't say that's the reason, but whether playing alone or playing with others, I've never had fun with a Super Smash Bros. game. I appreciate the hell out of what those games are doing and adore their soundtracks, but the act of playing them is something I've never enjoyed. So what makes DKO so different? 3D. The transition from playing on a 2D plane to playing on a 3D plane is all it took to make a platform fighter go from meh to the best in my book. It's a shame DKO is now dead, but I'm glad I got the chance to play it before it died--I genuinely feel bad for all of you who'll never get the chance--and can only hope someone tries making another 3D platform fighter in the future.
Anyway, that's it and that's all folks. You can get an even more in-depth discussion by listening to the podcast and, if you're feeling extra generous, you can become a patron to show your support for the site, the podcasts, the streaming, the videos, the art, and everything in between--and you'll get a few nice bonuses while you're at it. Thank you for taking the time out of your day to consume any of the content I make and thank you for being a fan. I can't begin to express how much I appreciate each and every one of you. Cheers.
Email: atb[at]pixelatedsausage[dot]com - Twitter: @PXSausage
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Divine Knockout (DKO) Was Better Than Super Smash Bros. | The Last Call
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