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Super Smash Bros. 3DS / Wii U


darksnowman

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They need to alter his moveset drastically though. I don’t want to see any clones, no matter how cool the characters are. The likes of Ganondorf, Falco, Wolf, Toon link etc., they’re all expendable in my opinion, unless they make them unique.

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I need to see his awesome getup in HD!

 

 

Awww shizzle dont even get me started! Just imagine seeing the falcon punch in full bluray?!.... And then editing it after the match and zooming in with rotating cameras seeing the charge up, estimating the distance of the foe about to get it in the gut, then the explosive punch seeing his fist sink in the belly and creases in the clothes and his fist shape visible in the foes back and seeing spit and blood sliming out of foes mouth like oooaaaarrr and falcin's angry face slowly changing to an humorous face like he landed the punch successfully and seeing the fire flaking everywhere... Then seeing the foe blast off at the speed of light. Oh.... Shyzer!

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I don't care what happens as long as Ganondorf is in it.

 

Only if he has a completely new move set.

 

So Jigglypuff is a she. Explains why she sucks so much balls.

 

I thought that was Kirby.

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Wolf (...) they’re all expendable in my opinion, unless they make them unique.

 

Wolf is pretty unique, though. Every one of his A Moves feel different. Literally the only thing connecting him to Fox or Falco (gameplay-wise) are the vague similarities between their B-Moves

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What about the knee? :p

 

Teach em a lesson, Captain!

 

48832.jpg

 

#KneedOutOfSmash

 

Feast your eyes on the masterpiece. The perspective and sense of ball-sniffing that makes you become high, almost like you are kissing the clouds.

I'd buy that picture for £801.29 and hang it up in my passage way.

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Smashing the Definition of Smash Bros.

 

Smash Bros. series director Masahiro Sakurai weighs in on the state of the fighting game genre and offers a few hints about the next two games.

 

Smash Bros. fans got their first peek at the next two entries in this series during this year's Electronic Entertainment Expo. The first trailer for the games was shown during a Nintendo Direct broadcast, revealing a familiar art style for the two games, as well as the return of Mario, Bowser, Link, Samus, Fox, Kirby, Pit, Pikachu, and Donkey Kong. Newcomers Mega Man, Villager from Animal Crossing, and WiiFit Trainer were also shown.

 

Last year, it was announced that Namco Bandai Games and Smash Bros. developer Sora Ltd. would be collaborating on the Wii U and 3DS entries in this series. At E3 2013, I got the chance to talk with Smash Bros. series director Masahiro Sakurai about development on these two new games, and what he thinks the fighting genre needs to continue thriving.

 

Back in 2011, in an Iwata Asks column reported on by Andriasang, Nintendo president Satoru Iwata and Sakurai revealed that the Wii U and 3DS versions of the next Smash Bros. would be connected in some way. When pressed for specifics at this year's E3, Sakurai noted that players would be able to customize and transfer characters between the two versions, and said that the development team was committed to keeping the roster similarly balanced between both versions.

 

However, exactly what you can customize remains a mystery. I inferred a sort of Pokemon Stadium situation, where you level up your characters in the handheld version before transferring them to the console version to battle. When presented with this idea, Sakurai considered it for a moment before stating, "Perhaps the best way to think of it is: it's not the strength of the attacks that change--their power--but the directionality of those attacks will change with customization." Read into that what you will.

 

While the director's plans for character customization remain a mystery, his thoughts on tripping--the bane of Super Smash Bros. Brawl players everywhere--were clear. "I think we're going in a direction where we're not going to include [tripping] this time around," he stated. Tripping, a seemingly random mechanic that causes fighters to slip and fall during battle, introduced an element of randomness into each fight. But while tripping is out, randomness is something Sakurai feels is still an important part of the Smash Bros. series.

 

"When you boil things down to pure competition, it's not always the most engaging experience. For example, think about the 50-meter dash. This is something that really comes down to speed. You see a lot of people progressing in a linear direction, and the person who is fastest in the beginning is quite often going to be the winner. It's predictable--and while it is pure competition, it's not necessarily engaging in the same way as events with unpredictability. As developers, we have to think about all of these circumstances when designing fighting games."

 

According to Sakurai, a little unpredictability not only makes fighting games more exciting, but also makes Smash Bros. less intimidating for newcomers. If you consider the entire fighting game genre, most games are designed to have the highly technical, complex style enthusiasts expect. And while this leads to some wonderfully deep games, it also tosses up a tall barrier to entry for anyone not already familiar with the genre. With a lot of hard work, this hurdle can be overcome--but it's still a hurdle too tall for the average player.

 

"When I began working on the first Smash Bros., there was a great focus on [highly-technical] fighting games, and that's something we've seen branch off into sort of a niche direction. Now, those types of fighting games have a very high barrier to entry for new players, while Smash was always meant to appeal to lots of people from different gaming communities. When you look at fighting game forums, you'll see a preference for Melee, and yet, I think there are lots of people in the silent majority who don't post online who prefer Brawl. Ever since I started working on the Kirby series, I've always thought about the needs of the less vocal, beginning players of games."

 

Considering the needs of this silent majority, and finding ways of lowering the barrier to entry, is something Sakurai feels the entire fighting game genre will need to address in the near future. "One of the best ways to look at the fighting game genre is thinking about this pinnacle--this peak--we've built up to where these games have become more of a hobbyist [genre]. I think that trend might be reaching an end." Microsoft, Namco Bandai, and Tecmo Koei are all trying to lower the barrier by offering free-to-play alternatives alongside full versions of their fighters.

 

However, this might be just the tip of the iceberg. Growing the fighting game genre could mean changing the way we think about fighting games altogether. "I think the idea of the fighting game genre can be somewhat limiting. People have defined in their own minds what constitutes a fighting game, and that can be such a specific set of characteristics that when other people are viewing a game from the outside and they learn it's a fighting game, they may predetermine it's not for them simply because of what they expect from it as a fighting game."

 

"When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You'll notice that's a lot longer than saying it's a fighting game, because 'fighting game' is a completely different label. You can talk about a fighting game or an action game or a racing game, but as soon as you define your game specifically in those terms, you start limiting your creative range because you're thinking of the limitations of that genre. Perhaps the best thing we can do now is start with a concept rather than a genre. If we can do that, perhaps we can grow the whole idea a little bit."

 

This comes from an interview on Gamespot. I've pasted the interview and italiced the quotes so as to avoid anybody else needing to give them any traffic. I trust nobody has a problem with this.

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Thanks for posting that. Whats wrong with giving Gamespot traffic?

 

They're constantly flamebait trolling Nintendo, especially reviews in order to get clicks on their site. So I didn't provide the link to the interview.

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It's those cold, dead eyes. I remember there used to be loads of jokes about Tom Nook and how he was a complete bastard whose job as a landlord was a front for more underhand dealings. It turns out that Nook wasn't the one we had to be wary of...

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It's those cold, dead eyes. I remember there used to be loads of jokes about Tom Nook and how he was a complete bastard whose job as a landlord was a front for more underhand dealings. It turns out that Nook wasn't the one we had to be wary of...

 

Well, who do you think drove him into this madness? Just sayin'...

Edited by Ville
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That should be a hectic stage to fight on. Also really liking the art style with the 3DS version even though it was more to do with character visibility.

Yeah, you can throw people in front of the train to kill them, or behind it so they get left behind, as per Big Blue. Looks great :D

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I swear I am gonna smash the living gayness out of village-idiot and that Megaman. I usually like Megaman but something about his appearance ticks me off.

Villager seems to have some hate for Mario, so Imma fire some fireballs at his balls.

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