Super Smash Bros Wii U and 3DS: Info Collection - Dojo, Mega Man and Trailer! 2014!

That Kotaku article makes me really concerned about Sakurai's health. After Smash comes out, he should take some time off and see about fixing the problems with his shoulder as he appears to be in pain constantly now.
 
Me too. I doubt Sakurai even considers Advance Wars character though..

He has access to the whole Nintendo library, so he has considered it. To what length is the question. Advanced Wars tanks and infantry were in Brawl, so he's definitely aware of the franchise.

He has probably "considered" almost every first party choice that we could possibly come up with.
 
I meant the game, not the characters. The characters shouldn't go anywhere if Sakurai can help it!

oh, I'm sorry, I think many of us understood that you implied that you want the characters out of the game.

on topic. I agree with you, that the games from where the chracters comes out doesn't necesarily need to be the best of the nintendo catalog, they just needs to be "loveable franchises" or characters that would cause a nostalgia rush.

for example, nobody cares right now about, let's say... The dog from Duck Hunt... but if in any weird way he manages to get in the brawl, a lot of people would be like OMG! AWESOME!!!

in that vein, I don't think any character specific from Star Fox Adventures would cause that effect.
 
Someone on the Wario Ware team must love Ice Climbers as their game keeps making appearances in that series.
 
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.

In other words, balancing purely towards the high-end can result in situations where certain characters are disproportionately powerful at lower skill levels because they don't require advanced skills in order to use.

Sure, but there will always be characters who are harder to use for some than others and I guarantee that will still be the case in SSB4. There will also be characters that are really efficient even when one does not know how to play them in an in-depth manner just like Meta Knight or Pit in SSB3, which was apparently supposed to be a game all about the casual experience.

I don't see it as balancing more towards casual or hardcore players than balancing characters themselves so that people don't all gravitate to a certain subset of characters, even in casual play.
 
I want to thank Jason for taking in some of my questions and asking Sakurai them. It's definitely what I thought: he doesn't pay attention to the comp. scene outside of Japan. Absolutely disheartening.

The only question that wasn't asked, seemingly, was the one about the modding community that grew out of Brawl. I really still want to know if he's aware of it and whether or not the things made from that community have given him ideas or not.

Still, all the same, this interview gives the complete opposite impression of Sakurai compared to the Gamespot article posted yesterday. I'm glad to know he isn't going to be trying to make it so comp. players can't enjoy the game this time around like he did with Brawl.
 
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.

That's one way to look at it. But on the other hand, if you don't at least try your best to account for the high-end as well, you may end up with similar results.

For Brawl to be the antithesis of Melee, it's still a pretty damn technical game in its own right. And as time went on, various "tricks" were found that I'm sure 90% of players can't do (for example: Lucas' various "WaveBouncing/B-Sticking"-related tricks).

This is why I'm hoping that the Gundam Vs. series director can really lend some aid to Sakurai in this area. Gundam Vs. got to where it is (aka consistently topping Arcade charts in Japan) not because it's a game that only hardcore players play. Damn near everybody plays it, and the series always does an excellent job of making it so anybody can play it and enjoy on their respective level of play.
 
Perfect balancing is impossible in any fighting game.

I don't understand what balancing for the intermediate player even means. Character balance is character balance; how does that change when it comes to intermediate players or more advanced players?

Note: I am not a professional in the matter, i do not play smash competitively, and I probably don't know what i'm talking about, but to me, this is how I feel.

Intermediate players likely:

  • Use items
  • Dont know about/don't use character exploits
  • Don't know about/don't use gameplay exploits (wavedashing, etc)
  • Play on most, if not all stages.

The balance of the game shifts greatly from stage to stage, with or without items, and is totally different if playstyle changes. I think that if the game was balanced for advanced players, intermediate players might think a character is weak or boring because they don't know how to exploit that character's moveset. So while at the higher tier of competitive play, the character is relatively balanced, he's no fun to use for someone who doesn't understand all the subtle nuances of the game and just throws bob-ombs across the screen at you. Every character should be equally fun and feel like you have just as good a chance to win on 'standard' game rules.
 
Someone on the Wario Ware team must love Ice Climbers as their game keeps making appearances in that series.

Game and Watch has made numerous appearances in wario games land and ware.

Who is in charge of wario in general?

I love the stinky guy and never looked into it
 
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.

In other words, balancing purely towards the high-end can result in situations where certain characters are disproportionately powerful at lower skill levels because they don't require advanced skills in order to use.

For example, I would consider myself an low to intermediate level fighting game player. I can pull off all of a character's special moves in a game like BlazBlue, but I can't combo for the life of me. I can link three or four attacks and special moves together, but nothing close at all to the stuff skilled players can do. For a player on my level, I can crush my opponents with Iron Tager (a C-Tier character), but will get absolutely wrecked when I try to fight using Hazama (an SS-Tier character). That is because Iron Tager is really simple to use compared to some of the really technical characters. All you have to do is land a few of his power throws and your opponent is pretty much dead. In comparison, Hazama takes a lot if practice and knowledge just to not get clobbered.

In other terms, I played Melee for five years on a near-daily basis and I am fairly confident in my ability to beat more than half of the game's players. However, I never learned how to wave-dash. Any balance built around wave-dashing would through the game balance off for me.

This is pretty much what i was trying to say, thank you. You don't want the game to seem unfair to 95% of the players. In my household, if I play toon-link, I win almost time, so in my house, toon link is considered unfair and I have basically been banned from using him. If he were balanced for high-tier gameplay, he'd probably be even stronger, and seem way more disproportionate to my household.
 
The balance of the game shifts greatly from stage to stage, with or without items, and is totally different if playstyle changes. I think that if the game was balanced for advanced players, intermediate players might think a character is weak or boring because they don't know how to exploit that character's moveset. So while at the higher tier of competitive play, the character is relatively balanced, he's no fun to use for someone who doesn't understand all the subtle nuances of the game and just throws bob-ombs across the screen at you. Every character should be equally fun and feel like you have just as good a chance to win on 'standard' game rules.

I don't know much about casual SSB play, but do players who not play competitively think every character is equally fun to play as? Do people, even on a non-competitive level, not claim that certain characters are broken or that others suck? Everyone in that level of play thinks every character is just as fun to play as and is just as good?

This is pretty much what i was trying to say, thank you. You don't want the game to seem unfair to 95% of the players. In my household, if I play toon-link, I win almost time, so in my house, toon link is considered unfair and I have basically been banned from using him. If he were balanced for high-tier gameplay, he'd probably be even stronger, and seem way more disproportionate to my household.

Whoa, wait a sec. Are you saying that Toon Link is overpowered, that you're just really good with Toon Link or that people in your household really suck against Toon Link? Either way, that has nothing to do with balancing at a high level.

I think you might be misunderstanding the concept of balancing? The objective of balance IS so that every character has an equal chance against each other.
 
I don't know much about casual SSB play, but do players who not play competitively think every character is equally fun to play as? Do people, even on a non-competitive level, not claim that certain characters are broken or that others suck? Everyone in that level of play thinks every character is just as fun to play as and is just as good?

I basically pick RANDOM every time, so i've learned to enjoy almost every character in their own way. I can usually find a way to win with every character by outplaying the rest. Items help too. Also, everyone in my household typically mains the person whose franchise they love the most. The kids favor mario/peach, I favor link, my girlfriend favors ice climbers. Has nothing to do with how they play in game, but what franchise they love or how cute the characters are. And then they learn to play that guy, regardless of how good they are or how bad they are. I don't care that Link is basically bottom tier, I love playing as him because I love the zelda games.
 
Whoa, wait a sec. Are you saying that Toon Link is overpowered, that you're just really good with Toon Link or that people in your household really suck against Toon Link? Either way, that has nothing to do with balancing at a high level.

I think you might be misunderstanding the concept of balancing? The objective of balance IS so that every character has an equal chance against each other.

I'm saying they don't know how to properly handle toon link's kit, so to them, toon link seems unfair, even though he's not really top-tier. I understand that balancing is to make everything fair, but balancing toward high-end might skew percieved balance for intermediate players simply because they don't fully understand the nuances of the game.
 
I basically pick RANDOM every time, so i've learned to enjoy almost every character in their own way. I can usually find a way to win with every character by outplaying the rest. Items help too. Also, everyone in my household typically mains the person whose franchise they love the most. The kids favor mario/peach, I favor link, my girlfriend favors ice climbers. Has nothing to do with how they play in game, but what franchise they love or how cute the characters are. And then they learn to play that guy, regardless of how good they are or how bad they are. I don't care that Link is basically bottom tier, I love playing as him because I love the zelda games.

Then where's the problem? Again, "balancing for advanced players" is a concept that I don't think can even be applied to SSB. This isn't BlazBlue or any other kind of intense 2D fighting game where there are 3 kinds of Burst moves, meter management, super cancels, Guard Cancel Attacks, Roman Cancels, X-factors or any of that. This is a simple, 2D brawler where the more advanced moves are obscure and unintentional by the developers, only exploited by competitive players.

Unless they would decide to include a bunch of complex mechanics in SSB, there would be no worry in having a character be super complicated to handle while another one was super simple. Balancing, considering that, is good for everyone because it ensures that every character would have an equal chance at winning, regardless of the level of play.

but balancing toward high-end might skew percieved balance for intermediate players simply because they don't fully understand the nuances of the game.

I think I'd need an example applied to SSB of "balancing toward high-end" because that term is so nebulous.
 
Then where's the problem? Again, "balancing for advanced players" is a concept that I don't think can even be applied to SSB. This isn't BlazBlue or any other kind of intense 2D fighting game where there are 3 kinds of Burst moves, meter management, super cancels, Guard Cancel Attacks, Roman Cancels, X-factors or any of that. This is a simple, 2D brawler where the more advanced moves are obscure and unintentional by the developers, only exploited by competitive players.

Unless they would decide to include a bunch of complex mechanics in SSB, there would be no worry in having a character be super complicated to handle while another one was super simple. Balancing, considering that, is good for everyone because it ensures that every character would have an equal chance at winning, regardless of the level of play.

You're likely right. I don't know what i'm really talking about. I'm making an assumption that there's a possibility that balancing with a focus on high-end gameplay could make some characters seem really unfair low-end, but if we're just picking who we love anyway, I guess it doesn't matter. :)
 
You're likely right. I don't know what i'm really talking about. I'm making an assumption that there's a possibility that balancing with a focus on high-end gameplay could make some characters seem really unfair low-end, but if we're just picking who we love anyway, I guess it doesn't matter. :)

I think you'd be surprised by how many people pick characters in tournament level play just based on aesthetic and not gameplay differences.

I don't know if that's the case in competitive SSB, though. Pretty sure it's not in Brawl because, even though the game's aimed at casual players, balance was a wreck. If two casual players of the same level played and one wanted to just play Meta Knight and the other just wanted to play Yoshi, the MK player would destroy the Yoshi player most of the time.

This is the scenario I want to avoid, because then it's not fun for anyone. Not the casual players who get stuck in that kind of scenario, not the high level players who feel obliged to play a character they don't want to to remain competitive and not those who just like watching games because they would see the same characters fighting over and over again.
 
I don't know much about casual SSB play, but do players who not play competitively think every character is equally fun to play as? Do people, even on a non-competitive level, not claim that certain characters are broken or that others suck? Everyone in that level of play thinks every character is just as fun to play as and is just as good?

I think most normal people who aren't part of the dedicated fighting game community just go into fighting games presuming that all of the characters are equal in strength and never releasing that there are different "tiers" or what have you. If they then have struggles with a particular character, they will then write that character off as being bad. A good chunk of the time, their decisions will fly in the face of what the hardcore players say, but in a certain sense, they are not wrong.

For example, I wrote Olimar off as pretty weak in Brawl. I am rather surprised to hear that he is supposedly top-tier in the competitive scene. Honestly, my rating is probably based on two factors: 1) The tricks you use to make Olimar good are way beyond my skill-level, and 2) I favor a different playstyle that Olimar is not good for. So while Olimar is an S-tier character for competitive players, he is a C-tier character for me.

I think that somewhat exemplifies how you can't ignore relative player skill when it comes to game balance. You can't just "balance the characters". The characters don't exist in a vacuum. Everything from stages, game mechanics, items, game modes, to player skill has a huge effect on game balance. You need to keep all of that context in mind when balancing the game.
 
I think that somewhat exemplifies how you can't ignore relative player skill when it comes to game balance. You can't just "balance the characters". The characters don't exist in a vacuum. Everything from stages, game mechanics, items, game modes, to player skill has a huge effect on game balance. You need to keep all of that context in mind when balancing the game.

Well, yeah. But are you saying that the fact that you're horrible with Olimar and that others can be awesome with him is a bad thing? Balance isn't about making every character a clone of each other so that no matter the stage, items or player skill everyone will be able to play any character efficiently. That makes for an insanely boring experience where we might as well just have only 3 characters in the roster.

The characters are so varied from one another and have different properties and different special moves. People are different as well. Some might enjoy a fast character and others might enjoy a character who moves slower. The one who prefers a slow-moving character won't have as much fun or perform as well with a fast-moving character and vice versa. I don't see why that's a bad thing.
 
I want something more robust than MK7's communities. Konno's team is like the only team at Nintendo with ideas for online in games.
 
Interview with Sakurai pretty much solidifies that both versions will have the exact same roster.



He also explained that bringing back stages from Brawl will be slightly difficult in the 3DS version and that for some reason that also affects the Console version, despite Sakurai already stating that both versions will have dfferent stages. I personally don't like the 3DS version holding back the Wii U version, wish they were sort of more different experiences.

Source: http://www.nowgamer.com/news/1972435/super_smash_bros_the_difference_between_wii_u_3ds_versions.html

Edit: Its from yesterday, so I will assume know it was posted here before.

Nope, It hasn't posted here yet. Thank you for bringing it here. I will link to that and other article.


Ah, and there goes eventhubs, putting a spin on it in a way that will rile up the FGC.

I'm not surprise since they want those clicks.
 
guys... I just realized...

how cool can Smash Bros be with online communities like Mario Kart 7???

Now I want that.

Hopefully online will be LEAGUES better than Brawl and at least on par with current gen games in terms of connection and customization (lobbies, Matchmaking, Custom Games, etc.).
 
Well, yeah. But are you saying that the fact that you're horrible with Olimar and that others can be awesome with him is a bad thing? Balance isn't about making every character a clone of each other so that no matter the stage, items or player skill everyone will be able to play any character efficiently. That makes for an insanely boring experience where we might as well just have only 3 characters in the roster.

The characters are so varied from one another and have different properties and different special moves. People are different as well. Some might enjoy a fast character and others might enjoy a character who moves slower. The one who prefers a slow-moving character won't have as much fun or perform as well with a fast-moving character and vice versa. I don't see why that's a bad thing.

I'm not trying to say that every character should be the same, nor that other people being better than me as Olimar is a bad thing. But I am saying that it is possible for the relative power of characters to vary significantly between different general skill levels. So it isn't as simple as just "balancing the characters". You need to keep in mind the complete context when balancing. Balancing is an exceedingly complex task that can't be reduced to a simple description.

I for one love games with wildly different types of characters. Thats why I enjoy Guilty Gear and BlazBlue, despite being a total scrub at those games.

In any case, the biggest goal of balance is ultimately to avoid causing frustration for players, particularly ones of lower skill levels. Truth be told, I think perfect balance between all characters at the high end of play is probably impossible, and it might even be undesirable. After all, a large part of any competitive game's metagame is finding out what works and creating new, stronger tactics.

What really should be avoided is giving low and intermediate characters "trap" options. A low-skilled character should never find themselves in a blatantly unwinable or notably unbalanced scenario when fighting against an opponent of roughly similar skill. This creates frustration, which sucks the fun out of the game.
 
I want something more robust than MK7's communities. Konno's team is like the only team at Nintendo with ideas for online in games.

Hopefully online will be LEAGUES better than Brawl and at least on par with current gen games in terms of connection and customization (lobbies, Matchmaking, Custom Games, etc.).

well, yeah, better than MK7 would be great... but I really loved the idea of the communities, to play with different "kind of people" depending on my mood, and to have my own private community with my close friends.

Customization and Online Tournament are both a MUST this time.

Brawl really sucked badly with the online features.
 
I'm not trying to say that every character should be the same, nor that other people being better than me as Olimar is a bad thing. But I am saying that it is possible for the relative power of characters to vary significantly between different general skill levels. So it isn't as simple as just "balancing the characters". You need to keep in mind the complete context when balancing. Balancing is an exceedingly complex task that can't be reduced to a simple description.

I agree with that.

In any case, the biggest goal of balance is ultimately to avoid causing frustration for players, particularly ones of lower skill levels. Truth be told, I think perfect balance between all characters at the high end of play is probably impossible, and it might even be undesirable. After all, a large part of any competitive game's metagame is finding out what works and creating new, stronger tactics.

What really should be avoided is giving low and intermediate characters "trap" options. A low-skilled character should never find themselves in a blatantly unwinable or notably unbalanced scenario when fighting against an opponent of roughly similar skill. This creates frustration, which sucks the fun out of the game.

Like I said, perfect balance is impossible in any fighting game, especially one as free-form and varied as Super Smash Bros. The second scenario is what I want to avoid at all costs, and that was what I think Brawl approached at times.

I think Persona 4 Arena is a perfect example of a traditional fighting game that practically nailed character balance for both competitive and high level play while also streamlining how the game was played so that it was fun for beginner level fighting game players. Balance there didn't come at the cost of any demographic and made if a better experience for everyone. That's what I want out of SSB4: I don't want either the casual group of players or the competitive group of players to be alienated. There's a way to accommodate both and make everyone happy, but that's not going to happen if the developers decide from the outset to frustrate one of the groups.
 
Kotaku: I know that you can't talk too much about the characters that will be in the next game, but for previous Smash Bros. games, have there ever been characters that you wanted to include but couldn't figure out a good mechanic for them, like a way to fit them into the game?

Sakurai: Yeah, there's been a lot of instances like that. For example, there are places where we planned to have a character but then implementing that character just didn't work out. Or we wanted to implement some character but there was too much overlap with other characters from the same title, and it didn't work out. Or there's places when I wanted to implement some character, but the image for how it works in the game just never comes to fruition.

Kotaku: Could you give some examples?

Sakurai: Unfortunately, I can't talk about it, because what will happen with those instances in the future is something that is still up for debate.

I'm very curious who are those characters.
 
Creepiness as you call it infects every gaming community where there are female characters involved. Human or animal, its rule 43, welcome to the internet. The bolded is where the close mindedness comes in. You let your distaste for fan fiction distract you from the fact that the people who read it and write are very real fans. Since Krystal doesn't have her own game series, and thus, sales numbers to indicate her popularity, I would like to see you suggest some method Nintendo might use to gauge her or any other auxiliary character's popularity outside of looking at the internet fanbase.


Again, you use the word close-mindedness while apparently having no idea what it means. I am telling you this, literally no company is looking at fan fiction and having it inspire what they do. Companies know about how weird the internet can get, and leave it at that. I don't see Captain Crunch and Lucky Charms crossing over because of some fanfic where the Captain crashes into Ireland.

They have focus groups or surveys? Or are given feedback when they are testing the game? Polls? It is hilarious that you think that they only way Nintendo can know if people want Krystal or not is through fanfiction and fanart.

It was a classic...but it wasn't well known. Hmm

Yes, after 16 years of no re-releases outside of Japan I would say that it became relatively forgotten, but that does not affect the quality of the title. It came out before the original Super Mario Bros, it is not surprising.

And you think your average Kirby fan was just clamoring for him to get in as a Smash character? Do you think a casual Kirby fan is even aware of how "classic" DeDeDe is, or even what the name of that fat penguin thing is? You're letting your Nintendo nerdiness cloud your assessment of how recognizable these characters are, and all I'm doing is saying that a character didn't have to be that recognizable to begin with.

And you are letting you apparent love of Krystal cloud your judgement and/or eyes. King DeDeDe is recognizable. Especially after the anime that aired in America, where he was the main antagonist, for a few years. It doesn't matter if casual Kirby fans think DeDeDe is classic or not, and by that response I now understand that you cannot follow what I am saying. King DeDeDe is recognizable by Kirby fans, it doesn't matter if they know his name. Hell, in his case it doesn't ever matter if he is recognizable. Sakurai made Kirby, so that is enough of a reason for him to include more Kirby characters. Probably is why MetaKnight is so OP.

You never argued that the characters didn't need to be recognizable, and neither did I. All I said, and not even to you, is that a lack of popularity is a good reason for a character not to be in. The example given was Waluigi, by the way.

What does your opinion about Star Fox Adventures have to do with anything?

What you quoted had nothing to do with my opinion of that game. It is almost like-

Its clear that you want to dismiss the reality of this character's popularity, as you also want Nintendo to; because you find it creepy, when in reality Nintendo doesn't give two shits about why a character is popular. If you can't acknowledge all of that there's no point in arguing any further with you.

Ah, there we go! You took the words right out of my keyboard. I wasn't talking to you to begin with, so you can go ahead and enjoy not talking to me. It is not like you were listening anyway.

But let me just reiterate my point again. Lack of popularity is a good reason to not include a character. That was in response to The Village's defense of Krystal when he used Waluigi as an example, which was a bad one. I also believe that Krystal fanfiction and fanart does not translate into people buying the games that she is in directly. Nor do I think that Nintendo looks at these things seriously, like you apparently do.

Ignoring your other qualifications, that's not really a barrier for entry.

  • R.O.B.'s games weren't great; the guy wasn't an especially reliable partner, making Gyromite and Stack-Up fairly frustrating for reasons beyond your control.
  • A lot of Link's moveset was borrowed from Zelda II, which Miyamoto called his "[most] disappointing" game. The game still gets a lot of flak, to this day.
  • Samus's design is based on Other M, which is something of a laughing stock from what I've seen.
  • Sonic's games have been total shit, starting anywhere between Sonic Heroes and Sonic 3D Blast (depending on who you ask), and not ending until Sonic Colors or Sonic Unleashed (again, depending on who you ask). They were still in the crapper when Brawl came out.
  • Does anyone really, really care about Ice Climbers? IIRC the game was thoroughly mediocre.

So, yeah, I'm not inclined to say high-quality games are necessarily the bar you have to clear.

R.O.B. is a bad example, considering how important he was to getting the NES to North America. Sonic is still a classic video game character, and an old rival of Mario. Not to mention he was the number one requested character, which is why he got in.

I can't really defend Samus's design, that was quite a questionable choice. I guess they just wanted a new look? Still just a design, and Link's moves are just moves. Though there is also a stage. If Miyamoto was in charge of the game I don't think we would have gotten the Zelda II stuff though.

But Star Fox Adventures was Rare's last game for Nintendo right? That is why I think they would be kinda iffy in representing that game. They would probably use her Assault design, considering that is what they have been using recently. Plus Namco worked on that game too.

Also I feel the need to restate that I am pretty sure Krystal is going to get in the game. If they are adding any new Star Fox characters, it would be her. She is also probably the only other Star Fox character they can add that can easily have a unique moveset without making up stuff like Captain Falcon.
 
Interview with Sakurai pretty much solidifies that both versions will have the exact same roster.



He also explained that bringing back stages from Brawl will be slightly difficult in the 3DS version and that for some reason that also affects the Console version, despite Sakurai already stating that both versions will have dfferent stages. I personally don't like the 3DS version holding back the Wii U version, wish they were sort of more different experiences.

Source: http://www.nowgamer.com/news/1972435/super_smash_bros_the_difference_between_wii_u_3ds_versions.html

Edit: Its from yesterday, so I will assume know it was posted here before.

Fuck I wish they asked him about music and trophies.
 
Already posted?

2013-06-21-497-Pockets.jpg
 
I thought there was gonna be a dojo for this? Has it just not started yet?

Doesn't look good.

Sakurai said:
During the development of Sakurai's last Smash Bros. game, 2008's Super Smash Bros. Brawl for Wii, this is the type of insight we'd hear from the designer through the Super Smash Bros. Dojo website. Sakurai said we should expect to hear less from him during the development of Super Smash Bros. for Wii U and Super Smash Bros. for Nintendo 3DS. The developer promises "daily visual updates" from his desk will be posted to Miiverse and on the game's official website.

"I'm not going to talk as much," he said.

http://www.polygon.com/2013/6/17/44...ion?utm_source=twitterfeed&utm_medium=twitter
 
That's a bummer. The Dojo was one of, if not THE best marketing pushes I've seen accompanying a game. It suits Smash so well because of the amount of content, too. Maybe more of the game will be a surprise now, though.
 
I still expect some new things to pop up on the daily pictures. Maybe item/pokemon/assist trophy confirmations. If anything the new pictures give me hype because god this game is pretty.
 
That's a bummer. The Dojo was one of, if not THE best marketing pushes I've seen accompanying a game. It suits Smash so well because of the amount of content, too. Maybe more of the game will be a surprise now, though.

Maybe it was too distracting for him? I expect us to get a bursts of new information through directs or something rather than having it trickle down.
 
The only problem I have with the trailers in directs vs the Dojo is that we probably won't get a lot of focus on smaller things, like new items.
 
Plusle and Minun have a lot of overlap with Ice Climber and Pichu/Pikachu.

I'm glad that the 3DS limitations are essentially going to boil down to "They're getting their own unique set of stages."

If this means less huge, "characters become dots on the screen" stages like New Pork City, i'mokaywiththis.jpg
 
Plusle and Minun have a lot of overlap with Ice Climber and Pichu/Pikachu.

I'm glad that the 3DS limitations are essentially going to boil down to "They're getting their own unique set of stages."

Didn't the interview say that the 3ds limitations would mean less characters? I think it's really lame that version would hold back the Wii U version. I don't care about the 3ds version at all. I wish they'd just cut characters from the 3ds version if they can' squeeze them in. Don't disrespect the Wii U fan base.
 
Didn't the interview say that the 3ds limitations would mean less characters? I think it's really lame that version would hold back the Wii U version. I don't care about the 3ds version at all. I wish they'd just cut characters from the 3ds version if they can' squeeze them in. Don't disrespect the Wii U fan base.

That would be the smart thing to do.
 
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