Super Smash Bros. for 3DS & Wii U Thread 14: Snake... had a hard life

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I like Smash but I don't put the same effort on it as I do with MK.
I'll play for fun anyway. I don't have any intention to go into for glory mode. I'd get destroyed in seconds :(

Just you wait!
Prepárate, Rú!
 
This thread is going to be closed temporally again, isn't it?

Anyways, coming back from my vacations... back to the madness of SmashGAF.
 
Not sure if this was posted, but a quote from Sakurai in EDGE:
I think the popularity of Melee rested fundamentally on the game’s speed. The dazzling exchange of skills was the game’s most exhilarating aspect and the rough edges in terms of the game’s balance went mostly unnoticed. Even though the dynamic range of the characters was limited, the game somehow made its mark, even with hardcore fans of the genre.

Melee’s controls were, however, quite complicated and very tiring if the player really got into it in a serious way. This made the game less accessible for novice players and it basically ended up becoming a Smash Bros. game for hardcore fighting fans. I personally regret that, because I originally intended the Smash Bros. series to be for players who couldn’t handle such highly skilled games.

If tournament popularity was the most important consideration, then I think we would create a Smash Bros. game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it.

Games aimed at casual users, such as Wii Sports and Wii Fit, reinvigorated the market and their success lay behind Wii’s popularity, [so] we had to make sure that Brawl would also be fun for first-time players. We also had to make sure that everyone could use the controls, such as holding the Wii Remote sideways. As a result of these considerations, overall Brawl is rather tame game; this had its advantages, but it also took away some of the excitement.

While there’s a lot of enthusiasm for tournaments on the one hand, there are also users who just give up on these sorts of games because they can’t handle the complexity and speed. While other fighting games continue to work on honing this tournament aspect, I think that we need to move in a direction where there is more of a focus on inexperienced gamers. Companies that release products that target a very vocal, visible group of gamers tend to receive good reactions and they may feel good about it, but I think that we have to pay special attention to the less vocal, not so visible group of players, or else games will just fade away.

There are so many other games out there which are geared to tournaments. It is important for us, however, to maintain the game’s status as a kind of ‘rough’ party game in which anyone can play without feeling too much pressure over winning or losing. We therefore want to keep a nice balance in which a wide variety of events can occur in the game, some of them quite outrageous. With this, Smash Bros. isn’t just a fighting game, it is an opponent-based action game.

The most important thing is that the game have breadth and depth, since we would like them to be popular with both novices and hardcore gamers. We think that people who aren’t so good at turning the tables and coming back from behind can still get enjoyment out of the [new] game, even if they turn off items and Smash Balls.

Although the pace of the game had to be lowered compared to Melee in order to achieve this balance, we have managed to keep the dynamism because we didn’t have to gear towards novice players like we did with Brawl. In fact, we recreated all characters almost from scratch. Also, I feel on a personal level that this game is more interesting than the three previous games in the series.
If it was posted, I missed it, so thanks for sharing. I think it's interesting, and I feel pretty sure that some competitive-focused players will be unhappy with it, but I hope overall that Sakurai succeeds in what he aimed at -- a game different levels of players can enjoy.
 
Not sure if this was posted, but a quote from Sakurai in EDGE:

Re-made characters from scratch my ass. Ganondorf is still Captain Falcon's clone for all we know, and I still can't find any reason in the entire world for it, being Sakurai such good with detail and representing series. I just can't.
 
So uh, I wonder if we're going to get taunt messages in this game like Brawl, or actual mic support. I really hope we get mic support cause I plopped $20 for a pair and I haven't a game to use it with.
 
Re-made characters from scratch my ass. Ganondorf is still Captain Falcon's clone for all we know, and I still can't find any reason in the entire world for it, being Sakurai such good with detail and representing series. I just can't.

Maybe he's a clone re-made from scratch
 
Re-made characters from scratch my ass. Ganondorf is still Captain Falcon's clone for all we know, and I still can't find any reason in the entire world for it, being Sakurai such good with detail and representing series. I just can't.

He's gotta keep his main

Honestly though I hope Dorf has some good customs to make up for being slow Falcon again
 
Not sure if this was posted, but a quote from Sakurai in EDGE:

I just read all of that without even thinking, the last 2 paragraphs or so probably sums up sakurai's point he has been trying to make but hasent been able to articulate until now, aslong as he knows that smash can be played by both hardcore and the more easy-going fanbase and not try top target one specifically all should be well
 
I know it's old as balls, but maybe some might be interested.

http://iwataasks.nintendo.com/interviews/#/wii/ssbb/0/0

This is an Iwata interview with Sakurai, one of the Iwata asks (they are all amazing and It's really cool he takes the time to do this things) right before Brawl got released. I find it really interesting to know about the story these two had together since the first Smash Bros and they seem to be great friends.

Also I recently knew Iwata made all the code for Pokemon Stadium by himself, that guy is a master and I hope he doesn't get replaced.
 
Re-made characters from scratch my ass. Ganondorf is still Captain Falcon's clone for all we know, and I still can't find any reason in the entire world for it, being Sakurai such good with detail and representing series. I just can't.

Yeah he's pretty much lying straight up if the demo is even remotely representative of the final game lol

Like... most of the characters are barely tweaked from Brawl (Mario, Kirby, Pikachu, Marth...) Of course there's Bowser, who really does feel rebuilt from the ground up, but he's the only veteran that was dramatically different from Brawl, at least from what I've played. I guess there's Pit and maybe Yoshi, too?
 
I can't wait for the rants from the people that hate whenever Sakurai doesn't acknowledge Smash as serious competitive business.
 
Sakurai said:
With this, Smash Bros. isn’t just a fighting game, it is an opponent-based action game.

Masahiro Sakurai, exploring new territories of video game genres. Opponent-based action games are going to be the next big thing; I can sense it.
 
That quote from Sakurai is an interesting read but I still don't really understand his viewpoint on competitive Smash.

First of all, he says that Melee's popularity rested on its speed, but this.....isn't really true. Its popularity rested on its "Easy to learn, difficult to master," designed philosophies. Like 99% of people who played Melee never learned advance techniques. Its controls were just as simple as Brawl's if you never learned advance techniques. It wasn't a difficult game for casual players to get into, and odds are most casual players never ran into a competitive-level player who knew advanced techniques and could perform combos at a high level.

Second of all, he says he's still trying to make Smash 4 cater to a less vocal group of people than the people who obsessively play fighting games. But I still don't understand why he can't design a game that appeals to both. Again, he could make it easy to learn, difficult to master.

I still respect Sakurai a lot, and it's cool that he said that Brawl was rather tame in terms of speed. He's one of the hardest working people in the industry. I just don't understand his viewpoints here, and it seems like he hasn't really changed.
 
I can't wait for the rants from the people that hate whenever Sakurai doesn't acknowledge Smash as serious competitive business.

I don't understand his reasoning regarding pace, though. What makes other fighters difficult is the complexity of controls and needing to be quicker with your reactions by frame than your opponent.

In Smash, even in melee, anyone can pick up the game, jump around and do some special moves. When you've got those basic controls down, you know the basics of every single character. Items and luck can then easily keep a casual player in the game, unless you're doing the classic No Items, Final Destination shit (that I personally hate).

Once the game is that accessible, I'm not sure what slowing it down so much does. The only time that a casual will really be disadvantaged by a much faster paced game is 1v1 against a pro player, and that's a hugely unlikely scenario for me and the vast majority of casuals who play the game.

I'm a casual, and Smash is for casuals, and it should always be as accessible as possible as a priority, but I simply think a slower paced smash is less fun for everyone.
 
That EDGE article is basically the same thing Sakurai has been saying since the beginning of Smash 4 development. There's nothing new there to discuss.
 
That quote from Sakurai is an interesting read but I still don't really understand his viewpoint on competitive Smash.

First of all, he says that Melee's popularity rested on its speed, but this.....isn't really true. Its popularity rested on its "Easy to learn, difficult to master," designed philosophies. Like 99% of people who played Melee never learned advance techniques. Its controls were just as simple as Brawl's if you never learned advance techniques. It wasn't a difficult game for casual players to get into, and odds are most casual players never ran into a competitive-level player who knew advanced techniques and could perform combos at a high level.

Second of all, he says he's still trying to make Smash 4 cater to a less vocal group of people than the people who obsessively play fighting games. But I still don't understand why he can't design a game that appeals to both. Again, he could make it easy to learn, difficult to master.

I still respect Sakurai a lot, and it's cool that he said that Brawl was rather tame in terms of speed. He's one of the hardest working people in the industry. I just don't understand his viewpoints here, and it seems like he hasn't really changed.

What quote are you referring to?
 
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Pic of the day. The mysterious fighting teams that appear in the Smash Bros. series come in many shapes and sizes, but this time even we don't know what all of them will look like! It's said that they copy faces from Mii characters saved on your system and attack in a large throng…!! But wait, they all have big smiles on their faces. Looks like they're having a good time, so show no mercy and launch them all away!!
 
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