I don't like when competitive players use reductionary reasoning toward the opinions of casual players because it's a bad look but I don't appreciate when we're on the receiving end either. Tripping is only the most visible of Brawl's foibles and in the grand scheme of things it's not quite even the worst, just the most deliberately against straight play. If tripping was your only significant issue with the game then that's cool. And I understand why you might not be willing to cave on some things with the state of Brawl vs. Melee discussions here being what it is and people antagonizing and attacking one another. but Brawl's general direction was truly limiting to a swath of dedicated Smash players. For a reason, of course, and an understandable one as far as I'm concerned (desiring a more accessible Smash during the Wii and DS era is smart even if I'm salty), but Melee years prior had managed to strike a balance between accessibility and depth that helped to cultivate a following 10+ years strong and the formula could have been made more accessible without neutering offensive play outright. And it's like pulling teeth to communicate that to a lot of players. You might not perceive them as mistakes but Brawl has huge fundamental differences that alter the ebb and flow of the game to the point where it just lost its appeal to some of us.
Well, I recognize my mistake here.
Tripping wasn't the only mistake with Brawl. Somebody mentionned the air-dodging-out-after-13-frames, and I agree. If you can air dodge out of recovery with no penalty, then what's the point of having recovery frames larger than 13f at all. Though to be perfectly honest, I would have never known that if not for the Internet, and my friends don't know of it either. Sakurai probably knew. Or maybe he didn't. Either way, I agree it's dumb and it's detrimental to more serious play.
As you said, tripping was, however, the most obvious and visible. As such, when I play with my friends, it's always a roar of rage (or laughter) when one trips randomly. No pattern, no foreseeing of it, just random. A move made by Sakurai to bring it closer to a party game, well intentioned, but ill executed. I'm sure we are all glad that's gone from Smash 4.
You say Brawl's direction was a swath toward some of the more dedicated, tournament-style players.
I understand the sentiment. I know it can be frustrating. As I said, I'm not a tourney-going type of guy. I do think I'm quite good at the game, however, and with Smash 4 (hopefully) featuring a robust online mode, I'm really excited to be able to test my skills against fellows Smashers around the world.
I just don't believe that Melee did everything right and as it should. As the on-going debate proves, Smash can come in flavors that caters to different people. Fast paced. Slower paced. More floaty. Less floaty. The "core" of Smash, as I briefly explained in a earlier post, resides, in my honest opinion, in its
unique form of combat, one-of-a-kind victory conditions, and ease of access.. Some might beg to differ, but I really think these are three things that make Smash...well, Smash.
Now, to go back to the original post in the topic. It's fine to be resentful (well....to an extend) because you did not get what you looked for in Brawl. However, I read his words and I'm full of confidence. I agree. Despite what people may say, I do not think Sakurai has lost it just yet. He wants a middle point, he wants to please every Smash fan. The E3 build of Sm4sh was a old stable build. I still remember the E3 Brawl demo, where GimpyFish spent hours on it and found some kind of new technique. That technique never made it to final build. Alot of what people currently dislike about it might just never make it to release, and if they bothered to take note on fan feedback like they did, I'm sure it wasn't just to create false hype, but of genuine concern to make the best game for both worlds, as both veterans and excited youngsters would be part of an event like E3.
The ebb and flow of the game may change will change once more. It's a party/fighting game. It will change. Like Street Fighter II and III were radically different, with new concepts and techniques incorporated (or removed like parry). Like Mortal Kombat 9 and X looks to be different, with 3 stances per characters for more matchup options and a revised system. To a point, the tourney competitor that plays those types of games plays them because of loves them, but also because he accepts there will be changes, some for the worst, some for the best.
In that regard, the words Sakurai says only inspire the best hopes in me. It will be a new Smash experience that will, hopefully, please Melee and Brawl fans alike, and I could not be more excited, this close to launch, about the prospect of playing it with everyone here and online.