I'd forgive them for leaving out issac if they reworked his Assist trophy to make it so that he summons Judgement, who flies over the stage and shoots down mini nukes.
Can't really think of a tenth that I'd really care about, to be honest. Really, I could live with most of that list being out at this point, haha. That said, I'm still adamant in believing that Anna would be an amazing FE rep, even if Robin stole her Levin Sword (she's still got the time-surfing merchant angle!), although I think I've got my expectations in check with regards to how that'll go in the end. In the end, I'm pretty happy with the newcomers as is, and if nothing else, I got Palutena and Robin. I kinda wish Sakurai would indulge himself, though, and add a bunch more FE and KI:U characters. :lol
I ask this as someone who's only familiar with her from Awakening, but what is the appeal of Anna as a FE rep? I really don't know much about her as she joined my party and I never really did anything with her.
So what are people's take on the Villager? I remember at E3 someone on the treehouse live broadcast was really good with him. But watching the SDCC streams the Villager seems not quite fast enough to keep up with the fastest melee fighters and kind of dependent on timing/context stuff like his tree move. The gyroid move seems good though. What kind of fighter is the Villagers suppose to be?
Well, it's iconic. Sakurai tries to stick to the things that people find most iconic, or at least he has recently. That's what makes Issac a little tough: sure, he could use vines and rocks, but I'm not sure those are the most iconic things about the series. Big gloved hands? Now that's iconic.
He doesn't even need to use just Venus either. If other characters can get away with using stuff they never learned in their original games then Isaac can use stuff originally not for him. Except in Isaac's case class changing and using different spells/Djinn makes sense.
So what are people's take on the Villager? I remember at E3 someone on the treehouse live broadcast was really good with him. But watching the SDCC streams the Villager seems not quite fast enough to keep up with the fastest melee fighters and kind of dependent on timing/context stuff like his tree move. The gyroid move seems good though. What kind of fighter is the Villagers suppose to be?
I've heard he similar to Rosalina in that he's a character you really have to learn before you can wreck with them. This write-up has a lot of good info on him (along with the rest of the demo newcomers).
EDIT: Oops, link to article is blocked. I'll just PM it to you, but it's the write up D1 linked to a few days back.
Well, it's iconic. Sakurai tries to stick to the things that people find most iconic, or at least he has recently. That's what makes Issac a little tough: sure, he could use vines and rocks, but I'm not sure those are the most iconic things about the series. Big gloved hands? Now that's iconic.
I honestly think the Murasame Castle coming to VC is hinting more at Takamaru being in Hyrule Warriors. It makes so much sense since him and Link are "brothers", in a sense of how their original games played, and him already being in a Warriors.
If they go that route, maybe we can see Mike Jones get love in there, too? Star Tropics was like Murasame Castle in that it was a Ninty-made Zelda-like.
If they go that route, maybe we can see Mike Jones get love in there, too? Star Tropics was like Murasame Castle in that it was a Ninty-made Zelda-like.
Takamaru makes more aesthethic/thematic sense in a game like Zelda, than Mike Jones would. Plus he already has a Model/moveset (albeit a generic one) that they could use to work on if they decided to add him to Hyrule Warriors. Which I don't think it'd happen, but would actually be neat to see imo.
Well, it's iconic. Sakurai tries to stick to the things that people find most iconic, or at least he has recently. That's what makes Issac a little tough: sure, he could use vines and rocks, but I'm not sure those are the most iconic things about the series. Big gloved hands? Now that's iconic.
Hmm Maybe Issac could get other moves that are iconic in the game kinda like ness and robin?
B-?? dijin change?
BForward- Push (changes depends on dijin fire- fire ball, ect)
Bdown- Mind read (counter)
B up- Pull/ whirlwind ( A grapple when near ledge kinda like Zsamus old b up but Sakurai seems to be staying away from grabbing recoveries :S)
Hmm Maybe Issac could get other moves that are iconic in the game kinda like ness and robin?
B-?? dijin change?
BForward- Push (changes depends on dijin fire- fire ball, ect)
Bdown- Mind read (counter)
B up- Pull ( A grapple when near ledge kinda like Zsamus old b up but Sakurai seems to be staying away from grabbing recoveries :S)
Hmmm...I don't know. Isaac using elements other than Earth would sort of seem a little too far out of character for me. I know Robin has Nosferatu and Ness has some moves he can't learn, but with such a strong story emphasis placed on Isaac's djinn and element, he wouldn't feel right to me.
Well, since I finally have a day off, I thought I'd share another Famitsu article. Enjoy!
Masahiro Sakurai said:
Think About the Video Games, Vol. 456 - "My First Conception is My Landmark"
Back when I was developing Super Smash Bros. Brawl, Shigeru Miyamoto asked me, "What do you think about Pac-Man as a guest character?" "There's no way!", I thought to myself as I envisioned that mascot oh-so reminiscent of a pizza missing a slice. I didn't say it out loud, of course.
But here we are, eight years later, and everything is complete. You never know what's going to happen in this crazy world. Actually, perhaps I'd just better say nothing at all--yes, that's a good idea.
In any case, at the E3 2014 roundtable, I announced Pac-Man's inclusion as a playable character in Super Smash Bros. for 3DS and Wii U. The event itself was restricted to the media and held in a rather small venue, but as soon as I revealed Pac-Man, the room was immediately filled with deafening cheers and applause.
I decided to use the old-school Pac-Man design you often see in illustrations--a sphere with arms and legs stuck on--and not the more recent white-eyed look. Of course, Pac-Man also reverts to his familiar spherical shape for certain attacks.
Pac-Man utilizes a number of elements from the games he's appeared in, like the fire hydrant from "Pac-Land" and the ghosts and bonus fruit from the original "Pac-Man". You can charge his Bonus Fruit attack to cycle through projectiles that all possess different trajectories and other unique characteristics.
I've also included a Pac-Maze stage in the 3DS version of the game. If you collect 100 dots, a player-exclusive Power Pellet appears that powers up your character when consumed. The key thing to note is that the ghosts turn frightened when you eat the Power Pellet, but they don't change on the opponents' screens. This is just one of the many designs I've implemented that is only possible on the 3DS where each player has his or her own screen.
But I suppose Pac-Man's already had enough of an introduction. I'd like to talk more about the intention behind my game design.
Since I am creating the new Smash Bros. in cooperation with Bandai-Namco Games, it makes sense to include one of their characters, and Pac-Man is perhaps Namco's most iconic character, so Pac-Man should join the fray. It's a pretty logical train of thought for anyone who has been playing games for many years. However, simply thinking about including a character in the game and the act actually crafting the character and making them work are two entirely different things. It's quite difficult for me because most players only think about whether a character is in the game and fail to consider the difficulties of bringing that character to life.
How should I bring out the character's personality? How should I make them move? Can I devise a consistent, comprehensive style for them? What techniques can I come up with to help them stand out from the other fighters? Moreover, do those techniques fit the character and their original game? And, above all, can I make the character fun to play?
If I just slap together a moveset, that character wouldn't be very enjoyable. Conversely, on a big project like this one, there isn't a lot of time allotted for trial and error when creating characters. I decided on nearly all the types of newcomers I wanted to include at the time of the game's conception. Pac-Man was of course also present in the game's incipient stages.
During the initial design process, I thought long and hard about a number of things, but the most important thing was that I developed an idea of Smash in my mind and made sure not to stray too far from that concept.
Should complications arise during development, I take the ideas I came up with during the initial planning stages, compare them with what is feasible at present, and endeavor to come up with the best possible solution. This doesn't mean taking the middle road with a simple compromise; I come up with a design that fits the current situation while doing my best to preserve the original concept I had in mind. I've found that this is an effective means of problem solving for me--and one that might also be applicable for many other kinds of professions.
Hmmm...I don't know. Isaac using elements other than Earth would sort of seem a little too far out of character for me. I know Robin has Nosferatu and Ness has some moves he can't learn, but with such a strong story emphasis placed on Isaac's djinn and element, he wouldn't feel right to me.
iunno when playing the game i always experimented with switching around djinn, almost seemed like the game wanted me to mess around and find different types you enjoy. So i can see Sakurai going with mixing a few djinns there if he did add him in. Doubt Sakurai wouldn't limit himself with potential moves do to story line
iunno when playing the game i always experimented with switching around djinn, almost seemed like the game wanted me to mess around and find different types you enjoy. So i can see Sakurai going with mixing a few djinns there if he did add him in. Doubt Sakurai wouldn't limit himself with potential moves do to story line
Oh wow, I remember characters being tied to their respective djinn element. You can swap them between party members? I was 10 when I played that game...haha, maybe it's time for a second playthrough.
Oh wow, I remember characters being tied to their respective djinn element. You can swap them between party members? I was 10 when I played that game...haha, maybe it's time for a second playthrough.
Thanks so much for these! Love getting Sakurai's thought process on stuff.
Nah, it's still super weird for me. I've been expecting him pretty much sense Namco was announced as the developer, but it's still really jarring to see him next to Mario and Mega Man.
Okay, cool! I never played the DS one, but it's also possible I just totally don't remember the Ninja Class. I may have to go download Golden Sun on the Wii U.
It's so weird, I fucking loved Golden Sun when I played it, but I guess you lose the finer details of gameplay after 13 years. I just remember getting so stressed out at the final boss, as I wasn't use to RPG end bosses at that point. Which, if you want to talk levels from Golden Sun,
This isn't really true at all. He prioritizes other things, but still likes his games to be full of personality. Sometimes that prioritization can be off-kilter (Sticker Star was an overreaction to feedback on Super Paper Mario, which had other problems they didn't identify), but he's not an SS officer going to basements looking for any semblance of story so he can rip it out while he laughs and laughs.
Miyamoto's game design philosophy is that the act of playing the game should always be its own reward. This is why you'll occasionally find unlockables in his games that have no tangible benefits, because he is of the belief that the process of unlocking it was what the player should really be enjoying. Again, not something that always works out. He's not averse to story and characterization, he just doesn't want it getting in the way of the gameplay.
Yet he continues to neuter games of their story content, which is negatively affecting the gameplay.
He's imposing his design philosophy on things based on his personal views without thinking about how it affects the overall product. Multiple games have been made the worse for it.
I'm not a fan, and I wish he'd let up on the reigns, or retire altogether.
Yet he continues to neuter games of their story content, which is negatively affecting the gameplay.
He's imposing his design philosophy on things based on his personal views without thinking about how it affects the overall product. Multiple games have been made the worse for it.
I'm not a fan, and I wish he'd let up on the reigns, or retire altogether.
What did I say that's not true? His actions speak for themselves.
He's taking games that were planned to have a certain amount of story content and removing that content. That aspect of the game in turn were not successful, and in some cases (Sticker Star), the entire game suffered because of it.
What did I say that's not true? His actions speak for themselves.
He's taking games that were planned to have a certain amount of story content and removing that content. That aspect of the game in turn were not successful, and in some cases (Sticker Star), the entire game suffered because of it.
Sticker Star's fall was not the lack of story, I think, but the lack of the RPG elements that made previous entries so great and general obtuseness when it came to progressing through the levels
Well you said he hates story and characterization, him removing story/characterization from a game doesn't necessarily mean he hates them, which is what Alberto is arguing.
I ask this as someone who's only familiar with her from Awakening, but what is the appeal of Anna as a FE rep? I really don't know much about her as she joined my party and I never really did anything with her.
She's an easter egg/cameo character and apparently appeared in every FE game as something: tutorial girl, secret shop girl, and in Awakening as a side character with Nurse Joy history and the recurring face of Awakening's DLC missions.
I mean, she occupies a niche serving non-combatant roles and of being a constant in the series that persists even when the next FE game shuffles the cast again but she feels less relevant then Cid from FF games. I didn't even notice she was in the other FE games I've played until I looked it up. Wasn't enamored by her limited supports in Awakening either but that's a personal thing.
I think it's really weird that, when someone knows they made something up whole cloth based on their own personal observations and nothing else, they don't just walk away when someone goes "Wait, no, what?"
Though I expect a lot of angry hemming and hawing in reply to this, trying to pile on further observations in a weird attempt to bolster an opinionated argument presented as a recitation of facts without anything beyond that. So, uh, go nuts with that.
She's an easter egg/cameo character and apparently appeared in every FE game as something: tutorial girl, secret shop girl, and in Awakening as a side character with Nurse Joy history and the recurring face of Awakening's DLC missions.
I mean, she occupies a niche serving non-combatant roles and of being a constant in the series that persists even when the next FE game shuffles the cast again but she feels less relevant then Cid from FF games. I didn't even notice she was in the other FE games I've played until I looked it up. Wasn't enamored by her limited supports in Awakening either but that's a personal thing.
I knew she had some kind of recurring role, but I haven't played any other FE's yet. Thanks for the info! She seems like she'd at least be a cool assist trophy, as she would be able to represent multiple games simultaneously.
I ask this as someone who's only familiar with her from Awakening, but what is the appeal of Anna as a FE rep? I really don't know much about her as she joined my party and I never really did anything with her.
This is a good question, and one that I'm always ready to answer. :lol
1. She's got a certain brand of history with the franchise that pretty much no one FE character can claim to share. She's been in every single mainline FE game in some capacity - almost never as anyone or anything especially important, but she's always there. You can place her in every single FE game ever made (bar one). As such, she's distinct from Ike, Robin, Lucina, and arguably Marth in that she doesn't represent a more singular aspect of Fire Emblem the franchise so much as she represents all of it. I'd go so far as to call her the series mascot. Marth is maybe more recognizable, but he's recognizable in that you'd better know the star player of a sports team than the guy wearing the animal suit. Anna's legacy spans the whole franchise, thus she can justifiably draw from the whole franchise.
2. Distinctiveness within the context of Fire Emblem's existing representatives. This is a point that rang a little clearer when Chrom was considered all but inevitable, but I still hold that Anna stands out even with Robin's inclusion. And I think the reasons why are pretty evident - her red hair and her... her-ness make her a pretty wide departure from Marth, Ike, and Lucina (at least in one regard, heh) in terms of design. She has no trouble making herself look distinct from any other character on the roster, and in the context of FE, she injects something that no other FE character does - a sense of good humour. At the end of the day, Anna's a really funny character with a lot of personality. She's got zany eccentricities and takes herself a little bit less seriously than the bevy of Lords and Robin do.
3. Keying off the first two points, but she's got some amazing moveset potential. I mentioned it before, but her history into the franchise means she's the best possible excuse to represent anything from pretty much any FE game. That note of good humour to her character, her role as an enigmatic merchant, and franchise-spanning legacy gives her as good a reason as any to pull out any old legendary weapon or cute antique reference. But let's put aside any history-reaching moveset business if you don't buy that as a good excuse. Anna herself can stand on her own even without the history behind her: first of all, she's a greedy, money-loving merchant (and the Secret Seller in every other FE game), and that means she's got access to the whole FE armory since she's gotta sell it. Lances, axes, bows, swords, whatever. Heck, she could smack people around with that big sack of gold she's depicted with.
She also fills a pretty unique position in terms of her initial class in Awakening, as well. Tricksters are high-mobility acrobats that can use staves, an element of magic in FE that Robin definitely doesn't represent. Staves, of course, inflicting more support related effects like rescue teleportations and healing. It definitely sets her apart in terms of class archetype from the rest of the FE characters, at least. In any case, I'm just throwing stuff out to the wind here, but you get my point, hopefully. There's a lot you could do with Anna. It might be my bias speaking, but way more than a lot of other FE characters, really.
Not to mention that Anna seems to get a little more important with each new entry. Tellius marked the first time that she was ever an on-field map unit (albeit for the tutorial) and Awakening marked the first time she was ever playable - not to mention that she's the face of almost everything transaction-related in FE:A. She's every vendor, every merchant, she even curates the DLC shop (fluffed as a gate connecting every FE continuity together). Maybe she's not as narratively important as our current FE reps, but in terms of visibility, I can't see how you can do better in terms of the side characters of FE (that otherwise have close to zero chance of ever seeing representation in the series).
Like, to be clear, I don't think Anna is anything close to a shoe-in and I won't be mad if she's not in (as she probably isn't) but she's the one character that would complete Smash for me.
tl;dr (and actually I apologize to anyone who's eyes glazed over reading this :lol) Anna's a great character I'd love to see. Also, you should check out her supports and stuff in Awakening!
I'm just gonna copy and paste this for the next time Anna comes up.
I think it's really weird that, when someone knows they made something up whole cloth based on their own personal observations and nothing else, they don't just walk away when someone goes "Wait, no, what?"
Though I expect a lot of angry hemming and hawing in reply to this, trying to pile on further observations in a weird attempt to bolster an opinionated argument presented as a recitation of facts without anything beyond that. So, uh, go nuts with that.
“I’d like to go with as little story as possible,” he said. “I’ve always felt that the Mario games themselves aren’t particularly suited to having a very heavy story.”
Aside from wanting us to change the atmosphere a lot, there were two main things that Miyamoto-san said from the start of the project—"It's fine without a story, so do we really need one?"
Miyamoto does not like story in his games, especially Mario games. He's said this multiple times. If you wish to content this, please show me where he said the opposite.
Your baiting tone and sarcastic remarks are not appreciated or warranted BTW. I have no problem discussing this civilly, but I have no interest in doing so if you want to go that route.
This is a good question, and one that I'm always ready to answer. :lol
1. She's got a certain brand of history with the franchise that pretty much no one FE character can claim to share. She's been in every single mainline FE game in some capacity - almost never as anyone or anything especially important, but she's always there. You can place her in every single FE game ever made (bar one). As such, she's distinct from Ike, Robin, Lucina, and arguably Marth in that she doesn't represent a more singular aspect of Fire Emblem the franchise so much as she represents all of it. I'd go so far as to call her the series mascot. Marth is maybe more recognizable, but he's recognizable in that you'd better know the star player of a sports team than the guy wearing the animal suit. Anna's legacy spans the whole franchise, thus she can justifiably draw from the whole franchise.
This is a good question, and one that I'm always ready to answer. :lol
1. She's got a certain brand of history with the franchise that pretty much no one FE character can claim to share. She's been in every single mainline FE game in some capacity - almost never as anyone or anything especially important, but she's always there. You can place her in every single FE game ever made (bar one). As such, she's distinct from Ike, Robin, Lucina, and arguably Marth in that she doesn't represent a more singular aspect of Fire Emblem the franchise so much as she represents all of it. I'd go so far as to call her the series mascot. Marth is maybe more recognizable, but he's recognizable in that you'd better know the star player of a sports team than the guy wearing the animal suit. Anna's legacy spans the whole franchise, thus she can justifiably draw from the whole franchise.
2. Distinctiveness within the context of Fire Emblem's existing representatives. This is a point that rang a little clearer when Chrom was considered all but inevitable, but I still hold that Anna stands out even with Robin's inclusion. And I think the reasons why are pretty evident - her red hair and her... her-ness make her a pretty wide departure from Marth, Ike, and Lucina (at least in one regard, heh) in terms of design. She has no trouble making herself look distinct from any other character on the roster, and in the context of FE, she injects something that no other FE character does - a sense of good humour. At the end of the day, Anna's a really funny character with a lot of personality. She's got zany eccentricities and takes herself a little bit less seriously than the bevy of Lords and Robin do.
3. Keying off the first two points, but she's got some amazing moveset potential. I mentioned it before, but her history into the franchise means she's the best possible excuse to represent anything from pretty much any FE game. That note of good humour to her character, her role as an enigmatic merchant, and franchise-spanning legacy gives her as good a reason as any to pull out any old legendary weapon or cute antique reference. But let's put aside any history-reaching moveset business if you don't buy that as a good excuse. Anna herself can stand on her own even without the history behind her: first of all, she's a greedy, money-loving merchant (and the Secret Seller in every other FE game), and that means she's got access to the whole FE armory since she's gotta sell it. Lances, axes, bows, swords, whatever. Heck, she could smack people around with that big sack of gold she's depicted with.
She also fills a pretty unique position in terms of her initial class in Awakening, as well. Tricksters are high-mobility acrobats that can use staves, an element of magic in FE that Robin definitely doesn't represent. Staves, of course, inflicting more support related effects like rescue teleportations and healing. It definitely sets her apart in terms of class archetype from the rest of the FE characters, at least. In any case, I'm just throwing stuff out to the wind here, but you get my point, hopefully. There's a lot you could do with Anna. It might be my bias speaking, but way more than a lot of other FE characters, really.
Not to mention that Anna seems to get a little more important with each new entry. Tellius marked the first time that she was ever an on-field map unit (albeit for the tutorial) and Awakening marked the first time she was ever playable - not to mention that she's the face of almost everything transaction-related in FE:A. She's every vendor, every merchant, she even curates the DLC shop (fluffed as a gate connected every FE continuity together). Maybe she's not as narratively important as our current FE reps, but in terms of visibility, I can't see how you can do better in terms of the side characters of FE (that otherwise have close to zero chance of ever seeing representation in the series).
Like, to be clear, I don't think Anna is anything close to a shoe-in and I won't be mad if she's not in (as she probably isn't) but she's the one character that would complete Smash for me.
tl;dr (and actually I apologize to anyone who's eyes glazed over reading this :lol) Anna's a great character I'd love to see. Also, you should check out her supports and stuff in Awakening!
I'm just gonna copy and paste this for the next time Anna comes up.
Oh wow, thanks for the in depth answer! I can see why you want her so badly. And I totally know your "don't expect them in, but would love them in" feeling towards her; I've got the same feeling for Geno. I know he's not going to get it, but there's always that small part of me that keeps the hope alive.
I don't really mean it in the sense that someone would call Mario or Link or whoever a mascot, then again, more like the person wearing the big animal costume at a sporting event. You don't really register them but they're still always around. If nothing else, she's one of the connecting elements that IS consistently chooses to carry over from game to game, and I think that holds meaning on its' own.
He's imposing his design philosophy on things based on his personal views without thinking about how it affects the overall product. Multiple games have been made the worse for it.
Just like the father that left your family to start a new one, Krystal and Dinosaur Planet continue to punish themselves for your unwavering approval, Smash GAF.
Miyamoto does not like story in his games, especially Mario games. He's said this multiple times. If you wish to content this, please show me where he said the opposite.
Your baiting tone and sarcastic remarks are not appreciated or warranted BTW. I have no problem discussing this civilly, but I have no interest in doing so if you want to go that route.
I don't really mean it in the sense that someone would call Mario or Link or whoever a mascot, then again, more like the person wearing the big animal costume at a sporting event. You don't really register them but they're still always around. If nothing else, she's one of the connecting elements that IS consistently chooses to carry over from game to game, and I think that holds meaning on its' own.
Something I noticed while replaying Prime: One of Samus's Brawl taunts, that weird chop, might be based on the gesture she makes she sees Meta Ridley on Orpheon.