We all want to enjoy the game, but for some of us, Sakurai's design philosophies threaten to interfere with that.
Posts like this always come across as "ignore your personal taste and opinions and take whatever you're given."
I subscribe to the theory that if a game is balanced for competitive play then it will inherently be fun for casual players.
Anecdotal evidence: Halo 2 was a ton fun for the pro players and the casuals. Marvel vs Capcom 3 fun to play, but very difficult to master.
K thanks for the video, I don't follow most games super close like that so thanks for pointing that out for me. I think myself they should mix it up with some platforms, but even then I'm mostly a local smash player, so most of this stuff isn't super big for me. In the "For Fun" mode is there any item options at all, or is it all gonna be all items all the time? Also will you have a choice between "Stocks" or "Timed" fights?
Granted, not everyone is going to like everything about the new game. Some will still prefer Melee, for some 64 will be their favorite, etc. That's inevitable in any series. And it's fine to say, "I don't like this mechanic, I wished it worked more like it did in this previous game," but some of the reactions in this thread have been downright insane. Acting like the game is ruined and Sakurai is a shitty developer is taking these criticisms way farther than they need to be.
Yeah, believe it or not, tons of people prefer Brawl to Melee, myself included. So yeah some people aren't going to be happy if it isn't melee 2.0. But you also can't just assume that there aren't people for whom the opposite isn't true as well. There are plenty of people who'd be upset by it becoming a clone of melee. It's just those people are for the most part not posting on forums and playing in tournaments, so their voice isn't really heard
You clearly aren't reading if that's what you understand from this.
I'm not a fan of Ivysaur or Lucas's movesets in Project M. I think their changes to Lucas made him more complicated as a move set, but cheapened him as a character (he lacks voice lines for his specials for example).
They also took Sakurai's efforts to de-clone Falco and reverted him back to being a clone, so we lose some diversity in the cast, rather than working with what they had and balancing it with Falco's changes in mind.
I don't know. Some guy called Melee the "perfect formula" and wondered why anyone would deviate from it.
Maybe it's not what you want, but some people in here seem to want Melee with more characters every five years.
MvC3 and UMvC3 are broken as fuck.
Sure, but PM's clone Falco is infinitely more interesting than Brawl Falco because his shine is back to being not worthless and he's a combo-lord again.
And I'm more than willing to give up a few voice-lines on Lucas in exchange for everything else PM gave him.
I'm no pro player, but why is it always played at the tournaments then?
I'm no pro player, but why is it always played at the tournaments then?
Well I was only posting that as a joke because the person I was responding to was being ridiculous. That said taking a game at face value is what a large amount of the audience are going to do so there needs to be basic and more complex outlets for things like this.Maybe try reading past the first paragraph of the article?
The idea is that these hype-peddling game journalists and their oscar-worthy reviews focus more on the general, overall "experience" of playing a game, while the mechanics and deep workings of a game are often glossed over or at worst, fundamentally misunderstood by the reviewer. As you moves towards games where these mechanics take center stage (i.e. fighting games) the idea of trusting a game journalist's on-release judgement becomes absurd. None of these mainstream reviewers who rated Brawl at release had any clue about these mechanics (the majority of them wrote off the gameplay as being "just like melee" when that clearly isn't the case) and even if they did, it takes competitive communities months if not years of working together and experimenting to fully evaluate the full scope of the mechanics in a new game. These reviews are nowhere near being an objective analysis of the inner workings of the actual game, and much closer to a gushing fanboy blog post, and the arbitrary numbers attached to them and averaged together in the image you posted reflect exactly that and not much else. That being said, Brawl is a great piece of fanservice, if that's all you're looking for...
I'm no pro player, but why is it always played at the tournaments then?
i can't stress it enough that people who are dissatisfied by Brawl aren't necessarily simply looking for a clone of Melee
I don't know. Some guy called Melee the "perfect formula" and wondered why anyone would deviate from it.
Maybe it's not what you want, but some people in here seem to want Melee with more characters every five years.
Because people still play unbalanced games at tournaments.
Because there is no 'you have to be THIS balanced' standard for tournament games.
It's not more interesting to me. Falco being different from Fox is more interesting. I don't even know what a shine is.
And with that said, it's still suitable enough for pro play. I wished Mortal Kombat was as popular as Marvel or SF, but it never gained that traction due to multiple issues.
Down B.The reflector move. Fox and Wolf keep it, but Falco throws it for no reason.
I did, and you're completely reading my post wrong if you interpreted it as literally Melee with new characters.
Melee managed to be great for both the competitive community and everyone else. I mean, it was the best selling game on the GC with a 1/3 attach ratio! Sakurai doesn't want to do that again though, he feels like he has to dumb the game down so these people who don't even know a competitive community even exists can play at an ever-so-slightly closer level to those players.
He throws it to be different from Fox and Wolf. How is that "no reason." Why didn't they balance around him throwing it instead of removing some of what made him unique?
Don't get me wrong, I love P:M, and think it's the definite version of Brawl, but I still disagree with some of their design choices.
Unless the game does actual coin flips to decide actions irrelevant to your inputs, everything can be competitive.
Which is why tripping infuriates so many people
I did, and you're completely reading my post wrong if you interpreted it as literally Melee with new characters.
Melee managed to be great for both the competitive community and everyone else. I mean, it was the best selling game on the GC with a 1/3 attach ratio! Sakurai doesn't want to do that again though, he feels like he has to dumb the game down so these people who don't even know a competitive community even exists can play at an ever-so-slightly closer level to those players.
Then people who have no desire to use advanced tactics can play with items on, play with friends or both. Or Nintendo could make actual matchmaking which works well for literally every other competitive game out there.That's fine when those communities are pretty much completely isolated from each other in the age when local multiplayer was the order of the day. Can you really say it's the same with online play becoming the more prevalent mode of gaming? Especially when most of the things tournament players seem to love in Melee come from things that the majority of other players were never even aware existed?
It's not more interesting to me. Falco being different from Fox is more interesting. I don't even know what a shine is.
Your looking at Lucas as a move set and not a character. As a character, he's become bland and uninteresting in P:M. His moves are just generic "psychic stuff" rather than being from the Mother series, he lacks voice lines, making him eerily quiet, and overall he ends up with a unique move set, but sacrifices his character. And as a casual player, the character is more important than the move set.
And with that said, it's still suitable enough for pro play. I wished Mortal Kombat was as popular as Marvel or SF, but it never gained that traction due to multiple issues.
Then people who have no desire to use advanced tactics can play with items on, play with friends or both. Or Nintendo could make actual matchmaking which works well for literally every other competitive game out there.
I'm no pro player, but why is it always played at the tournaments then?
I don't consider myself a tourney player, but I do appreciate a good 1-on-1 on Battlefield. I appreciate the speed of Melee, but that doesn't stop me for loving Brawl for what it is. It's different, that's for sure. Slower paced. But a chess match is as exciting as a race if you are invested in it.
Is that a good thing though? Maybe what Sakurai wants is for all of the techniques in the game to be immediately obvious to all players.
I've played fighting games with matchmaking, and that really only works after a bunch of matches by which point many people have already given up. And I'm tired of people acting like nobody ever got intimated by melee, because those people exist. I've met them.
Do people prefer Brawl prefer it on a mechanical level though? or just because it has more content?
Aside from the speed, everything in Brawl seems like a major step down for anyone that wants to play the game at anything more than a superficial level.
Like, do you enjoy being able to trip? Do you enjoy not conserving momentum when you jump like in any good platformer? Do you enjoy being stuck in an animation when you hit the ground after an aerial when it isn't necessary? Do you enjoy it when the other person can instantly air dodge after you hit them and prevent you from performing a combo?
Some of these are problems with Brawl but everyone always ignores and says they prefer Brawl and bash mechanics like wave dashing or L-cancelling when we'd be just as happy if they were removed but the effects of them and the depth they provided were kept in.
Speaking for myself...
-Tripping was a mixed bag. It can mess you up, but it can also save your life. Many times, I've been about to walk right into a deathblow, when a fortuitous trip let me slide underneath it. I like that kind of randomness, and while I'm not exactly sorry to see tripping go, I didn't think it was a huge problem in Brawl. I got used to it quickly enough.
-I honestly never noticed momentum conservation until I heard people here talking about it, so it clearly didn't detract too much from the experience. Whether it's in or out is a matter of indifference to me.
-Landing lag just means you have to be more judicious about using aerials. If you know you're going to get stuck on the ground after a move, you have to take extra care to make sure the attack will actually connect so you aren't left vulnerable. And, of course, it's always nice for you when the other guy is stuck pulling his sword out of the ground.
-Brawl's air dodges are a godsend, precisely because they allow you to slip out of combos and keep fighting (if there's one thing I hate in fighting games, it's getting trapped in marathon combos. It's absolutely miserable.) And it's not like Brawl's air dodges make you totally invincible - there's a definite period between air dodges when a person is vulnerable.
-Landing lag just means you have to be more judicious about using aerials. If you know you're going to get stuck on the ground after a move, you have to take extra care to make sure the attack will actually connect so you aren't left vulnerable. And, of course, it's always nice for you when the other guy is stuck pulling his sword out of the ground.
This analogy would work if Melee was chess and Brawl was chess but everything was a pawn.
Speed wasn't Brawl's problem, and I'm not sure this can ever be reiterated enough for people to get he idea.
Speaking for myself...
-Tripping was a mixed bag. It can mess you up, but it can also save your life. Many times, I've been about to walk right into a deathblow, when a fortuitous trip let me slide underneath it. I like that kind of randomness, and while I'm not exactly sorry to see tripping go, I didn't think it was a huge problem in Brawl. I got used to it quickly enough.
-I honestly never noticed momentum conservation until I heard people here talking about it, so it clearly didn't detract too much from the experience. Whether it's in or out is a matter of indifference to me.
-Landing lag just means you have to be more judicious about using aerials. If you know you're going to get stuck on the ground after a move, you have to take extra care to make sure the attack will actually connect so you aren't left vulnerable. And, of course, it's always nice for you when the other guy is stuck pulling his sword out of the ground.
-Brawl's air dodges are a godsend, precisely because they allow you to slip out of combos and keep fighting (if there's one thing I hate in fighting games, it's getting trapped in marathon combos. It's absolutely miserable.) And it's not like Brawl's air dodges make you totally invincible - there's a definite period between air dodges when a person is vulnerable.
And I don't really care what you think Brawl's problem is. Brawl is slower paced. Brawl is interesting for what it is. Melee is interesting for what it is. I had fun with both, and barring a meteor shower on my town, I will have fun with Sm4sh. That's the TLR version of what I said.
Don't know why you are trying to turn what I said to be about speed when it clearly isn't.
EDIT : Essentially, what I said is "Activity X is as exciting as TOTALLY UNRELATED ACTIVITY Y if you are invested in it". Feel free to substitute that into my earlier post if it helps you read it.
no. you are often still vulnerable even if the attack connects because of Brawl's intense landing lag and lack of cancelling options. It's one of the things that hampers nearly every character's offensive abilities. In fact I'd say it was one of the top 5 most limiting design decisions in Brawl.
What you don't like having consequences for making a mistake?
1st you can sell a lot of copies and then people can stop playing quickly after they've bought a copy. And yes, I've had friends who weren't really gamers try to play melee and then get frustrated by it really quickly.Who is getting intimidated by Melee?
That game sold a ton of copies for a reason. If you're a total scrub and don't give a shit about competitive play it functions as a party game as well as any of the previous Smash Brothers games. Sure, if a beginner plays against someone who plays seriously they're going to get 4-stocked every single time, but that's true of almost every single fighting game.
Speaking for myself...
-Tripping was a mixed bag. It can mess you up, but it can also save your life. Many times, I've been about to walk right into a deathblow, when a fortuitous trip let me slide underneath it. I like that kind of randomness, and while I'm not exactly sorry to see tripping go, I didn't think it was a huge problem in Brawl. I got used to it quickly enough.
-I honestly never noticed momentum conservation until I heard people here talking about it, so it clearly didn't detract too much from the experience. Whether it's in or out is a matter of indifference to me.
-Landing lag just means you have to be more judicious about using aerials. If you know you're going to get stuck on the ground after a move, you have to take extra care to make sure the attack will actually connect so you aren't left vulnerable. And, of course, it's always nice for you when the other guy is stuck pulling his sword out of the ground.
-Brawl's air dodges are a godsend, precisely because they allow you to slip out of combos and keep fighting (if there's one thing I hate in fighting games, it's getting trapped in marathon combos. It's absolutely miserable.) And it's not like Brawl's air dodges make you totally invincible - there's a definite period between air dodges when a person is vulnerable.
Yes, but if your opponent gets knocked away, you have significantly more time to get back on your feet. Besides, I don't see the fact that your opponent has more of a chance to get a shot in at you after you hit him to necessarily be a bad thing.
That's an absurdly uncharitable reading of what I said. I've no objection to taking a few licks after making a mistake. What I don't like is being trapped in an endless barrage of attacks.
Yes, but if your opponent gets knocked away, you have significantly more time to get back on your feet. Besides, I don't see the fact that your opponent has more of a chance to get a shot in at you after you hit him to necessarily be a bad thing.
That's an absurdly uncharitable reading of what I said. I've no objection to taking a few licks after making a mistake. What I don't like is being trapped in an endless barrage of attacks.
Speaking for myself...
-Tripping was a mixed bag. It can mess you up, but it can also save your life. Many times, I've been about to walk right into a deathblow, when a fortuitous trip let me slide underneath it. I like that kind of randomness, and while I'm not exactly sorry to see tripping go, I didn't think it was a huge problem in Brawl. I got used to it quickly enough.
-I honestly never noticed momentum conservation until I heard people here talking about it, so it clearly didn't detract too much from the experience. Whether it's in or out is a matter of indifference to me.
-Landing lag just means you have to be more judicious about using aerials. If you know you're going to get stuck on the ground after a move, you have to take extra care to make sure the attack will actually connect so you aren't left vulnerable. And, of course, it's always nice for you when the other guy is stuck pulling his sword out of the ground.
-Brawl's air dodges are a godsend, precisely because they allow you to slip out of combos and keep fighting (if there's one thing I hate in fighting games, it's getting trapped in marathon combos. It's absolutely miserable.) And it's not like Brawl's air dodges make you totally invincible - there's a definite period between air dodges when a person is vulnerable.
Yeah, but that's a completely meaningless statement. No shit, If you're invested in anything it can be exciting, people collect stamps after all. People get excited at Brawl, it's still objectively worse than Melee in every measurable way for people who are interested in actually playing the game.
EDIT: Whoops that's not the EDIT button.
1st you can sell a lot of copies and then people can stop playing quickly after they've bought a copy. And yes, I've had friends who weren't really gamers try to play melee and then get frustrated by it really quickly.
And honestly, I think what Sakurai wants isn't so much to get rid of competitive smash, but make it less of this exclusive thing that you can only get into after hours of reading about stuff online and practicing obscure exploits. The best player will usually win and practice is still important, but I don't think you should need to go through as many hoops as you did in Melee to even consider playing competitively. Especially now that online is a huge thing and people are going to want to play with friends from gaming forums and the like.
It's dumb to say Brawl can't be played competitively, because as pointed out, ANYTHING can be done competitively if people want to. I feel Sakurai is much better off trying to make the majority of smash fans as happy as possible even at the expense of a small minority, than trying to please everyone. It sucks for the people who truly can't enjoy the new game (And I still feel that a lot of brawl hate comes from guys parroting popular sentiments without actually understanding anything themselves) or adapt. But they can always play Melee, or even project M. Nobody is forcing you guys to switch anyways
Yes, but if your opponent gets knocked away, you have significantly more time to get back on your feet. Besides, I don't see the fact that your opponent has more of a chance to get a shot in at you after you hit him to necessarily be a bad thing.