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SSB4
Jun 22, 2012 8:41:42 GMT -5
Post by Hiker of Games on Jun 22, 2012 8:41:42 GMT -5
Nintendo's approach to DLC for New SMB2 seen here at least gives me some hope. Nintendo is taking a very reasonable approach to how they make their DLC. So ideally this would be something they'd enforce on SSB4 as well.
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SSB4
Jul 2, 2012 14:37:22 GMT -5
Post by Johans Nidorino on Jul 2, 2012 14:37:22 GMT -5
New words by Sakurai.«In terms of quantity, we've probably already reached the limit of what's feasible. I think a change of direction may be what's needed»
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SSB4
Jul 2, 2012 15:44:06 GMT -5
Post by kirbychu on Jul 2, 2012 15:44:06 GMT -5
Isn't that the opposite of what he said last year?
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SSB4
Jul 2, 2012 16:02:42 GMT -5
Post by Da Robot on Jul 2, 2012 16:02:42 GMT -5
And also this whiteboard image drawn by the staff (It does not mean they are confirmed) EDIT: Got it from NeoGAF, who got it from Sakurai's twitter.
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SSB4
Jul 2, 2012 16:11:29 GMT -5
Post by 8bitretroshit on Jul 2, 2012 16:11:29 GMT -5
^Hahaha look at that Marth. Where'd you get that from?
I think he pretty much said the same thing before. As long as multiplayer is still the focus, I'm cool
Him shilling Kirby Air Ride some more at the end of that interview got a chuckle out of me.
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SSB4
Jul 2, 2012 22:25:18 GMT -5
Post by Dances in Undergarments on Jul 2, 2012 22:25:18 GMT -5
New words by Sakurai.«In terms of quantity, we've probably already reached the limit of what's feasible. I think a change of direction may be what's needed» Not new at all, he said this months ago. I'd imagine that these balance issues may be part of the reason Namco, who have a whole lot of fighting game experience, have been brought on board.
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SSB4
Jul 3, 2012 12:35:50 GMT -5
Post by Arcadenik on Jul 3, 2012 12:35:50 GMT -5
Very nice!! Now where's the art of the SSB4 newcomers? ;D
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SSB4
Jul 3, 2012 12:49:32 GMT -5
Post by Manspeed on Jul 3, 2012 12:49:32 GMT -5
^ You best be joking, boy.
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SSB4
Jul 5, 2012 11:12:50 GMT -5
Post by Boo Destroyer on Jul 5, 2012 11:12:50 GMT -5
My biggest concern for these next Smash Bros. games (probably YL's too) is how they're going to go about this matter:
Melee = Less development time, better resource management Brawl = More development time, worse resource management (i.e. One of the things that Melee did better than Brawl is the intro. Brawl had tons of content, but all that at the expense of the game's overall quality)
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Deleted
Deleted Member
Posts: 0
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SSB4
Mar 9, 2013 9:46:08 GMT -5
Post by Deleted on Mar 9, 2013 9:46:08 GMT -5
(i.e. One of the things that Melee did better than Brawl is the intro. Brawl had tons of content, but all that at the expense of the game's overall quality) I'm not sure how much of their dev time the stickers wasted, but those things definitely should not have happened. I never used them, and they were annoying to sort through if I ever decided to bother. I'd say the stage builder was a bit of a waste, too. If those hadn't been developed, there would've been enough time to polish the game a bit further. (They probably could've fixed the fact that Jiggy, Wolf, Toon Link and Sonic were shoe-horned into the SSE... argh) On another point, I'd like to see some sort of connection between assist trophies and the trophy collection. For example, activating Waluigi's assist trophy for the first time could unlock his trophy in the gallery. It looked like the dev team was trying to find some way to connect the collectables with the gameplay, and I think that might be a better way to do that, even if it's kind of small.
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SSB4
Mar 19, 2013 22:33:43 GMT -5
Post by Shadrio on Mar 19, 2013 22:33:43 GMT -5
I loved brawl, but at times it felt so empty. I guess I was just there for the matches, and too many resources where going into an unnecessary story mode, which they're apparently trying to flush out for SSB4. And on that topic, I for one feel like the 3DS version is a complete and utter waste of time and resources. But whatever, it might work out. Time will tell, I'll try to keep an open mind. But something that's been bugging me about Sakurai's design choices is a recent answer column he wrote: LinkPersonally, and I'm sure someone must remember here, I love competitive battling in SSB games more, but it's not to say I don't play the game with items as well and have fun both ways. I've always hated how both halves of the community constantly bash the other way's of having "fun", and I thought that Sakurai was a mature enough developer to not force his ideals onto the communities. Seriously, who is he, being the head of the series, to dictate who is really having fun with his game? If people don't play HIS game HIS way, it's wrong and they should feel bad? Bullshit. Instead of taking the easy route and screwing over half of the community, how about making dedicated servers for people who want to play with items and another set of servers who want no items at all, playing with tournament set rules? Or even better, making a more fleshed out online, akin to even more personalizable servers a la Mario Kart 7. Why is it so wrong for people to have fun their way? I just hope this was taken out of context or mistranslated.
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SSB4
Mar 20, 2013 1:39:24 GMT -5
Post by Dances in Undergarments on Mar 20, 2013 1:39:24 GMT -5
It seems pretty clear to me the 'not smash bros' bit he was complaining about was the everyone standing around and not attacking. Settle down, brah.
I too would rather they go all out at making the WiiU version and once its done worry about porting it (or parts of it, or whatever) to 3DS, rather than dividing up resources to make both at once.
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SSB4
Mar 20, 2013 2:44:44 GMT -5
Post by 8bitretroshit on Mar 20, 2013 2:44:44 GMT -5
REAL MEN USE ITEMS!
At this point I'd be happy if SSB4's online is actually playable. Mariokart Wii had up to 12 players and worked great, Brawl was always such a lagfest no matter what went flying through the screen.
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SSB4
Mar 20, 2013 4:21:31 GMT -5
Post by Da Robot on Mar 20, 2013 4:21:31 GMT -5
Personally, and I'm sure someone must remember here, I love competitive battling in SSB games more, but it's not to say I don't play the game with items as well and have fun both ways. I've always hated how both halves of the community constantly bash the other way's of having "fun", and I thought that Sakurai was a mature enough developer to not force his ideals onto the communities. Seriously, who is he, being the head of the series, to dictate who is really having fun with his game? If people don't play HIS game HIS way, it's wrong and they should feel bad? Bullshit. Instead of taking the easy route and screwing over half of the community, how about making dedicated servers for people who want to play with items and another set of servers who want no items at all, playing with tournament set rules? Or even better, making a more fleshed out online, akin to even more personalizable servers a la Mario Kart 7. Why is it so wrong for people to have fun their way? I just hope this was taken out of context or mistranslated. This seems to be a problem with Japanese game design, stick with some arachaic "old" design feature (basic online, no/few options) vs a western game design (indvivdual servers, tons of customible options/settings, big name on each server saying whats in it, voice chat/communication). This seems even more odd when Sakurai, seems like very "modern/western influenced" compared to other Japanese designers. I remember somthing from his twitter account years ago about how he was playing Crysis 2 and how he really wanted to make a game with HD graphics. Another problem might be the language barrier, from the sounds of it, the "battle with no fighting" sounds like a "Taunt Match" (which the idea of seems pretty crappy). super-smash-bros.wikia.com/wiki/Taunt_Matchwww.youtube.com/watch?v=P67y7hLDmMUA western developer could pick up on that infomation from a fan created wiki (like above) or learn about it from their community. Back in the day I remember when the fan made "Zombies / Infection" * game type existed in Halo 2, and became so popular, Bungie was aware of it (and commented that they sadly couldn't patch it in due to multiplayer coding restrictions/limitations in Halo 2 ) But of course years later Halo 3 came around, and they were able to code in the esstential component ** for the "Zombies / Infection" gametype to work * A game of Zombies / Infection works like this: 1 Zombie player (green team) vs whole bunch of humans, Each time the zombie kills a human, they change teams (from human to zombie) and stay that way until every human player has been turned to a member of the zombie team. The game always starts out slow and than speeds up as the number of human players diminishes and zombie team gets bigger eventually outnumbering them. ** The esstential code component being something like "human player" killed by "infected player will respawn as new member of "infected team" not being possible in Halo 2 but possible when they were able to making Halo 3 with that thought in mind.
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SSB4
Mar 20, 2013 6:12:23 GMT -5
Post by 8bitretroshit on Mar 20, 2013 6:12:23 GMT -5
I don't think a 'taunt match' is as much of a different 'game type' as it is gamers just dicking around in an online game. Hell it's pretty similar to the ocassional team fortress game I'm in where one guy taunts, the enemy taunts back, they communicate back and forth using voice commands, another guy joins in and before you know it half of both teams are heavies throwing sandwiches to heal the enemy players (yes, including me)
Not sure why but I guess it's fun to mess with the rules of the game every now and then and trying to communicate with enemy players indirectly (it gets old pretty fast though)
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