WeirdChillFever
Smash Hero
I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
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I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
What kind of thing do you mean?I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
Smash 4 Customs come to mind.What kind of thing do you mean?
Thant's why I'm saying 100 is probably only feasible if the next game is Ultimate deluxe. Even a Smash 5.5 with 100 seems unlikely. Plus, if you remember the Sora presentation, they do say the game has "89 fighters", so the smash team definetly counts Echoes when it comes to roster size. Even then, with 11 new characters, i'd think 3-5 of them would have to be Echoes to save on development time, similar to Ultimate's base roster. Then if you really wanted that 100th unique character, you could fill the rest of the slots with 2 more fighter passes.Still, bringing back all 82 fighters + Echo Fighters from Ultimate + even more on top of that is highly unlikely.
I agree, though it probably will be more like 10-12 newcomers since roster space is tight and I think 15 was as high as that number has gone historically.
God, I hope not…I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
Yeah that would make sense. I was having a hard time trying to think of a gimmick that wouldn't actually change the gameplay.Smash 4 Customs come to mind.
This is the fear I've been trying to explain for months.I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
...which could be done with the Ultimate we already have, we don't need Ultimate DX to have FP3 just because most of us don't want to think otherwise.Then if you really wanted that 100th unique character, you could fill the rest of the slots with 2 more fighter passes.
Ahem i definitly had the tjhought sometimes however i personally think That it could be annoying if you just wanna fight against human GAnondorf!Do you think the version at the top would be more suited to a One-Winged Angel like temporary transformation rather than an alternate outfit?
Here’s a rough idea of what I was thinking for Ganondorf’s specials (made before ToTK):
Neutral Special - Dead Man’s Volley: This one is a lot like Sephiroth’s special on the ground. Pressing quickly is basically the same as Sephiroth’s weak special. Charging the move causes Ganondorf to levitate higher in the air as it charges and he fires the projectile diagonally down from the air with increasing power and blast range based on the charge. From the air, he always fires it diagonally downward.
Side Special - Fire Bats: This is essentially a flamethrower like Bowser’s or Charizard’s that he emits from his hand. The animation summons a wave of fire bats engulfed in flames. If you’ve ever played Diablo 3, it’s one of the variants of the Witch Doctor’s special (the game had Ganondorf’s Twilight Princess armor) but also based on classic Gannon.
Up Special - Trident toss: Ganondorf tosses his trident in one of eight directions and teleports to its location. The move has about the same properties as Fox’s up special regarding Start-up, range, and damage.
Down special: Ground pound: This is kind of similar to Bowser’s down special but he slams the ground with his fist.
What the hell are you guys talking about? What I this "gimmick"?God, I hope not…
I know Sakurai loves his traditions, but surely he's brave enough to make some changes, right?
View attachment 396175
…Right?
I'm doubtful of that, cause there's been a noticeable progression away from time-consuming stuff. There won't be another SSE, we know Sakurai's disappointments with it are still present. Then there's the fact that modes have already been gradually dropping in complexity. Target Tests went from unique stages for each character to 5 pre-existing templates, to a modified Home-Run contest, to just being cut entirely; Trophies were removed, which Sakurai confirmed were too time-consuming; most previous modes aren't even whitttled down and are just gone entirely. I can't see him repeating design choices after he's assessed them as not being worth the time needed to add them.I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
I think everyone basically means some sort of mode that would take up too much time and resources, when said time and resources could be spent more on veteran reworks or any major gameplay changes. Or even newcomers.What the hell are you guys talking about? What I this "gimmick"?
If you also count Alph, Alex, Zombie, and Enderman we already have 100 characters.100 Fighters ? We'll need Echoes, clones and semi clones for that. I mean, we have 89 right now right? Count 7 more Koopalings and that's 96 already. That's an easy cheat.
Ironically despite Ultimate being built directly off of Smash 4's assets, its fighters feel a lot less copypasted-from-4 than 4's felt like they were copypasted from Brawl. 4 left a lot of Brawl animations as-is, even for Bowser and Yoshi despite their upright stances, but Ultimate didn't.Bit wild though that Brawl had the entire SSE to develop and Smash For was literally two separate games and had custom special moves for the whole roster, but it was Ultimate adding back eight or so old veterans that suddenly gutted the base game newcomer count. Are fighters that much more resource-intensive?
He probably did, if the stage morphed into each other in the wrong way it'd break the stage and/or make it unplayable in some way, so you'd likely have to test them to make sure they worked properly.But wanna save a lot of dev time? Just get rid of Stage Morph. For me it was the most pointless mode ever in Smash and I cannot even begin to imagine how much time it took during testing. Knowing Sakurai, he most likely tested every combination of characters or every possible permutation of stages.
Sakurai did say at one point that adding fighters isn't additive, but multiplicative, so that would track. It would also make sense as fighters have the most interactions with the game's various aspects as they have to be balanced against each other, items, stages, modes, and other such things, and that all certainly adds up.Bit wild though that Brawl had the entire SSE to develop and Smash For was literally two separate games and had custom special moves for the whole roster, but it was Ultimate adding back eight or so old veterans that suddenly gutted the base game newcomer count. Are fighters that much more resource-intensive?
Honestly? Probably. Aside from creating the models in the first place, there's like 25-30 attack animations in a single fighter, each of which has to be fine-tuned and balanced. That's probably especially tricky for specials, which usually have some funky properties built in. And like Arcanir said, every new fighter adds a new set of interactions with everything else in the game, which is that many more chances for a bug that busts the game wide open. Between reports and Sakurai's YouTube channel, it's well-known that SSBU was hell for playtesters just because of how damn much is in the gameBit wild though that Brawl had the entire SSE to develop and Smash For was literally two separate games and had custom special moves for the whole roster, but it was Ultimate adding back eight or so old veterans that suddenly gutted the base game newcomer count. Are fighters that much more resource-intensive?
I really hope this isn't the case. You've said custom specials come to mind for example and I'm hoping Sakurai has learned his lesson on these inadequate but time-consuming gimmicks. I want to say Sakurai's pretty good at keeping his ear to the ground, seeing what fans want and what makes sense for the game so I'd say he knows better with the reception of custom specials being generally negative. The implementation of that was very criticized and rightfully so; being a pain in the butt to collect and a lot of them being uninspired.I’m afraid we’ll get a time-sucking gimmick to make up for the lack of newcomers rather than veteran revamps or gameplay changes.
Way less than 8 extra moves but also far more impactful since it will directly address core parts of the moveset in ways a custom special can't.I still think custom moves would be waaaaay better received if you could just pick them directly from the CSS. Even if they were still banned in tournaments, we‘d be able to have a lot of fun messing around with them in casual play.
Although, it’d probably be better to try something a little smaller scale, like maybe something comparable to Multiversus’ Signature Perks, where each character has ~3 options that you can pick just one of, which each either modifies one of the character’s moves or gives them a unique passive benefit. It’s still way less than Smash 4’s extra 8 moves per character.
And all I hope is that if we get Miis back, we get an expanded Mii Maker like Miitopia's Mii Maker with a couple new additions.On the Miis, by the way, with backwards compatibility being confirmed and things like Nintendo accounts being carried over to Switch 2 as well, it seems very likely if not outright confirmed that the Miis will still be relevant on Switch 2.
Fundamentally speaking, I like how the original 2D games were translated to Smash for Simon and Richter’s respective movesets. They only change I’d make is to their up special; specifically, I’d have the aerial version travel higher but deal no damage, while the grounded version deals multiple hits to compensate for its relatively short height.So, while everyone seems to think Castlevania got treated super well in Ultimate... I wanna focus on Simon.
How do you feel Simon was treated in Ultimate? Is his moveset fun? Is it lacking? Do you think his design is good?
Clearly not well if they needed to add Richter's moves in his moveset to pick up the slackHow do you feel Simon was treated in Ultimate? Is his moveset fun? Is it lacking? Do you think his design is good?
I like playing him and Richter and they feel alot like what I imagined they would play like. I do think Up-B needs to go a bit higher, but otherwise I'm pretty satisfied.So, while everyone seems to think Castlevania got treated super well in Ultimate... I wanna focus on Simon.
How do you feel Simon was treated in Ultimate? Is his moveset fun? Is it lacking? Do you think his design is good?
well I understood he was supposed to be a pilot so they did a terrible jobSo, while everyone seems to think Castlevania got treated super well in Ultimate... I wanna focus on Simon.
How do you feel Simon was treated in Ultimate? Is his moveset fun? Is it lacking? Do you think his design is good?
As a Pikmin fan, I really couldn't care less about the Rookie. If she gets in over actual characters like Louie or Oatchi, I'd roll my eyes. A Bulborb is arguably more of a character than she is.Unrelated thought, but something that's been passing my mind recently. I still see a good amount of people in favor of Alph getting an overdue upgrade to echo fighter that (at least IMO) should probably be directed at the Pikmin 4 Protagonist / Rookie at this point. As weird as it is that he didn't get the same perk as Lucina or Dark Pit way back when, that was such a long time ago that I think we should kind of put it to rest.
Not only because the Rookie is the new hotness, but I think the new customization introduced in Pikmin 4 is probably worth representing and as such you can open up a slew of more diverse alternate costumes through a different character while focusing on honing in Olimar as more of his own individual character. I think Alph probably remains glued to Olimar regardless and maybe we get three Pikmin heroes this way, but I unno. For as much as we acknowledge Oatchi nowadays it still feels like the default kneejerk reaction to an Olimar echo fighter is Alph instead of like... the new guy, from the more popular game.
Thats Sora for me.The Belmonts are the one and only time a character I really, really wanted (Simon) ended up playing pretty much exactly the way I imagined them to play and I absolutely love it. I can understand why people wouldn't enjoy the way they play but I think it's fantastic and believe them to be the best example of the "direct translation from their home series" approach, even more so than Mega Man (who is, for me, held back mostly by the sprite-based visuals which I cannot stand). Are they amazing in terms of greater game design? I dunno, but I have an immense amount of fun playing them casually so I'm not too fussed if they're super flawed on a deeper level.
That's kinda why i think Oatchi should be picked if they pick another Pikmin character at all.I'm with Gorgonzales; I understand that some avatar characters are already on the Smash roster, but given the opportunity I would rather have actual defined characters get added over even more avatars.
I mean, heck, you're talking to someone who wouldn't mind it if Isabelle outprioritized the Villager, to be honest.
I've stated this opinion myself about a million times over the last few years, too. I think if a character can efficiently represent what the series is about without needing to create more of a symbolic avatar / vessel to represent the series, I prefer that to be the case. I think Isabelle is a more effective mascot and more interesting character, and she does the same sort of lifestyle stuff, so push comes to shove there you go. Not that I'm endorsing a Villager cut.I mean, heck, you're talking to someone who wouldn't mind it if Isabelle outprioritized the Villager, to be honest.
Ultimate's roster size is its biggest strength and biggest weakness.
Sakurai has made it clear how Smash counts it's characters.We have 80 unique fighters if you lump in transformation characters as one single character and don't count echo fighters.
I'm okay with all 3P characters being DLC, as long a some of them are already buyable at launch.If they actually go this route, they should cut all 3P characters from base game.
Just make them all DLC, allowing for actual significant changes to be made to those that need it and potentially allowing for a greater amount of content to be negotiated.
They didn't sacrifice anything. They just moved it to DLC.And it already led to the devs having to sacrifice so much to make it happen.