• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

MBRedboy31
Reaction score
5,209

Profile posts Latest activity Postings About

  • Current gaming obsession: the free Brickadia demo on Steam! It was supposed to end today along with the end of Steam Next Fest (and I even attended an in-game party to say goodbye to the demo) but, since Valve recommended that the most popular demos of the event stay available for another week, it is open again!

    I’ve built a bunch of cool gadgets, built houses on top of giant moving landships (it’s crazy how optimized its physics engine is)… pretty cool stuff!
    It might be fun if someone wrote a story in a “Legopunk” setting. As in, a world where regular humans, for some insane reason, decided that it’s a good idea to build all their buildings and vehicles and stuff out of millions of tiny Danish interlocking toy blocks.

    Somehow they managed to make functional cars and giant skyscrapers out of these things, without even using any glue. But… sure, you can rebuild anything into anything else with a lot of patience, but people keep stealing pieces off of your car and your house, the world’s plastic supply gets stretched super thin, going barefoot is never an option, and plumbing is a major issue since legos aren’t water-tight.
    Y’know, Pokémon Rumble U had some of the most niche Pokemon fanservice of all time: in some levels, it reused music from previous Pokémon spin-offs developed by Ambrella, such as Hey You, Pikachu!, Pokemon Dash, and Pokémon Channel.

    Have you ever really thought about the idea that “Pokemon spin-offs developed by Ambrella” is its own subseries that eventually got its own fanservice?
    It just kinda makes me sad that the vast majority of Pokémon spin-offs are mobile games now…
    Have you ever thought about how much LEGO® branding is in a Lego videogame? I don't mean just in the sense that there's IRL-purchasable Lego bricks everywhere (duh,) I mean in the fact that their logo is subtly plastered all over the place due to every regular stud on a brick having a tiny LEGO® logo on it. A single 2x4 brick has 8 of them on it. In a game where the entire environment is made of bricks, there might be thousands of them visible simultaneously, and we just don't notice because it's so subtle and so mundane!

    Imagine playing a Mario game where, like, every small rock in the game world has a tiny, subtle Nintendo logo on it. Peach's and Bowser's castles would have one on every single stone used in their construction.
    Today on Cursed Lore Reveals: Neopets recently revealed that each Chia is actually a singular oversized plant cell.

    (This is the Chia’s recently released “Transparent” color variation; every other Neopet with that color shows their skeleton plus a couple organs like their heart and intestines. Only the Chia looks like this.)
    I might as well do a review of sorts for LEGO 2K Drive now that I’ve beaten it. (I bought it on sale for $12, for context. I want to give Take Two as little money as possible.) I also only played the singleplayer.

    The way the cars handle feels way different from any other chaotic-racing-game-with-items I’ve ever played. Drifting doesn’t lock you into turning the direction you started the drift in; you can even drift straight forwards, although that isn’t worth it since it slows you down. You can freely jump quite a significant height into the air to dodge items or enter shortcuts, although your ability to air steer is limited, so be careful with that. The main thing about the racing is managing your boost resource, which you gain mainly by destroying props (fences, traffic cones, ect.) and by drifting. Overall it felt pretty refreshing compared to other racing games I’ve played. It also has a mechanic where you switch between 3 types of vehicles (street car, offroad car, and boat) based on the terrain, which is automatic by default but you can choose to make it so you have to transform manually.

    There are 3 speed classes (C, B, and A) and B class extends your boost meter and gives you the ability to get an even faster boost if you manage to boost continuously for long enough of a time, and A class gives you even more boost meter and the ability to spend all your boost rapidly for an extra powerful boost if you can fill the full meter. This makes the higher classes a lot more fun since you can get in the groove and get one big long powerful boost if you can keep continuously destroying objects to keep the meter up.

    The item pickups aren’t super interesting but are quite satisfying to hit enemy cars with. Tracks have a mix of fixed item placements and random item boxes.

    The singleplayer has rewards exclusive to C class, though, which is kinda annoying. And, ironically, C class feels the hardest to beat the CPUs on since the lack of the more powerful boosts limits the skill ceiling more. C being harder is kinda counter to how it should work in Mario Kart or any other racing game I’ve played…

    The rubberbanding is kind of aggressive, although it didn’t bother me personally too much, although I can see other people getting really frustrated by it.

    Yes, the game has a lot of MTX available, but the singleplayer gives you quite a lot of Brickbux so you can still get whatever it is you want for free. I only played the singleplayer, but apparently the multiplayer gives you absolutely pitifully tiny amounts of Brickbux, so beware if multiplayer is your main priority.

    You can build your own cars with an editor that lets you do just about anything you can do with real LEGO bricks, so I made some pretty silly looking cars for my playthrough. The lack of a minifig editor is kinda frustrating, though, you’re stuck with premade characters only.

    There are also 4 battlepasses that are not FOMO but do make you pay to get a lot of the stuff. In the about 15 hours I played the game, I only completed half of one of them. Grinding them doesn’t really seem worth it.

    The game has several large open worlds that are pretty fun to drive around in, and have various sidequests and hidden collectibles. At some point they added a 5th, mountain themed area in a free update, although updates for the game seem to be concluded.

    Open world exploration runs very well on my computer, but races have bad but inconsistent frame drops. I assume my computer can’t handle all the physics objects created by the CPU cars breaking things.

    Anyway I think it’s underrated and a nice change of pace from other racing games.
    What’s with games assigning items “Legendary” tier rarity but then not actually having any in-universe legends about them? You actually do need to tell me the lore behind each of the five so-called “legendary” random chestplates that all simultaneously dropped from some random skeleton I just killed in the middle of some random field, or I’m not going to believe you.
    There should be a platformer (2D or 3D, either will work) with a "splat" button. If you are holding the splat button while landing on the ground or bumping into a wall, you will comically faceplant into that surface and stick there briefly.

    It's a great way for speedrunners to accentuate whenever they miss a jump and need to reset.
    Janx_uwu
    Janx_uwu
    In 2028, the Pizza Tower 2: Snick's Return speedrunning community found out that if you spam the Splat button against a wall while holding diagonally down, and taunt/parry to the tune of "Mary Had A Little Lamb", the player can phase through any wall or vertical surface, even progressing to the next room in some cases. This new tech, nicknamed Splatmaxxing, has become integral to every run since its discovery (2.5 seconds after the game's release)
    Never mind Zavok Gaming, it’s time for Zazz Gaming



    (Zazz is one of 9 characters in the closed beta test, although unfortunately the closed beta test is PS5 only so I’ll be missing out…)

    (Also, you can see that any character can drive any car, unlike in the last several Sonic racing games, and you can even mix and match parts from different cars, so that’s pretty cool)
    The highest possible GSP in Smash Ultimate quickplay is around 15-16 million right now, right? So people at that level are better than 15-16 million other players.

    But, Ultimate sold over 35 million copies.

    So, more than half of all Ultimate players never touched Quickplay.
    As someone who is mostly a spectator, how come just about every single platform fighter that claims to be similar to Melee (PM, both Rivals games, ect.) looks so much slower than Melee? I think it might just be the fact that those games are widescreen while Melee isn’t. Melee’s camera has to be pretty aggressive to keep up with the action, given the smaller screen real estate, plus the lower screen resolution necessitates the camera zooming in more to show the details of the characters.
    The funny part about Wallace & Gromit and Shaun the Sheep seemingly being in the same universe is that it implies that there’s a significant area of England where everyone communicates only with unintelligible grunts and that’s seen as completely normal.
    I was just thinking about the gameplay implications of if a new DKC 2D platformer gave DK his coconut gun back.

    The way I’m imagining it, it does not fire in spurts as it fires only one coconut at a time before he must reload it; he reloads automatically even while rolling and stuff so it’s more of a simple short cooldown. But, if he shoots ‘ya, it’s gonna hurt: this coconut is hitscan and super satisfying to shoot enemies with. Furthermore, since it’s just that powerful, you can shoot downward for a double jump (again, limited by him reloading, so use it wisely!) It could also be used in level design by having you shoot buttons or targets to activate platforms and stuff. I’d imagine he can shoot upward while in a minecart section and stuff would be designed around that.

    I do have to admit that the idea that the gimmick of a new DKC would be marketed as “he has a gun now!!” is kinda amusing, even if it’s something that he had in a game years ago that’s just finally returning.
    If you’re wondering about my general platfighter tastes in terms of mechanics, I like a game where I can immediately intuitively perform a few very basic combos as pretty much every character in the roster, as that means I can casually try anyone I want. Being able to use a lot of characters without feeling like I have to lab them first makes it a lot more fun.

    Some games that succeed at this: Multiversus, Slap City, NASB1, Smash Flash 2
    Some games that fail at this: Smash Ultimate, Rivals of Aether (both of them)

    I haven’t tried NASB2 yet.
    Janx_uwu
    Janx_uwu
    Smash Ultimate is kind of annoying in that you need like four youtube tutorials to start maybe capitalizing on a character's strengths.

    Rivals 2 I disagree, because Orcane and Clairen and the elephant guy just feel very intuitive, i'm not sure why. His aerials especially just feel amazing to string together.

    However, I also felt like I couldn't do anything with my former main Kragg, he felt awful to me. So I also agree with you on Rivals 2. Mixed feelings on that roster.
    Wario Wario Wario
    Wario Wario Wario
    I haven't played Rivals 2, and 1 never really clicked with me in the same way as Ludosity's games or even the early/fan Smash games - but I will say that yes, rudimentary combos are really the maker-or-breaker for me. If I have the tools to drag a foe from the left of a stage to the middle at low percent, I'm most likely good.
    It’d be funny if they opted to just not reveal any characters at all for the next Smash pre-release. All pre-release footage would just be of stages and items (but not ATs) and modes and stuff, just to drive we speculators crazy.
    If Smash were to ever have any kind of story mode again, I still think the best way to do it would be to have it sorta Miitopia-style where you can cast any playable character in any role. Anyone can be the main protagonists, anyone can be the big bad and their henchmen, anyone can be the notable NPCs along the way. (You could also cast every character as a Mii Fighter if you want it to actually be basically Miitopia.) Some advantages:
    • It prevents all the cutscenes from being easily uploaded to Youtube, since every playthrough will be different. People will still upload stuff of course but they can’t upload every combination of characters.
    • It scales way better with a large roster. It’s pretty tough to make a logical plot from a game with tons of characters, but this would cut it down to a reasonable quantity per playthrough, and the player’s favorites will always be present.
    • Cutscenes probably consist of characters using existing in-battle animations paired with written dialogue (or narration for silent characters.) It’d be a lot to write, but it might still be cheaper than CGI cutscenes (but idk). Might be impractical to have actual specific character interactions instead of general ones, though. Hopefully they can at least add a few.
    • It adds a lot of replayability since you can pick different characters each time.
    • It fits the old idea of the fighters being toys pretty well. With your real IRL toys you can put anyone in any role as you please in your made-up stories, after all.
    MBRedboy31
    MBRedboy31
    In terms of boss fights (the main henchmen and the big bad,) I was thinking that they’d be the actual character fighting with “attachments” to their back that gives them extra attacks and mobility. Like, one henchman could be equipped with a jetpack and shoulder rocket launchers, one could be backed up by ghostly swords, the big bad could have shadowy tendrils that fire lasers, ect. It’d be a nice mix of having the bosses be unique but also vary greatly depending on what characters you picked for the roles.
    Perkilator
    Perkilator
    This would also lend itself pretty well to the concept of a roguelike Adventure Mode. Rougelikes have you attempting multiple runs, so this gameplay style and Miitopia-styled cutscenes sounds like a match made in heaven!
    Can I drop my Kirby lore theory here? It’s likely incorrect but whatever.
    So, near the end of Forgotten Land’s main plot, Fecto Forgo (speaking through Leon’s mouth) says that the people of the Forgotten Land left to go to a “land of dreams” or something like that. There’s many ways to interpret that; perhaps it merely describes the wondrousness of the place they moved to. Some might interpret that as referring to Dream Land on Pop Star, but I doubt that. My theory here is, if you take it literally, they moved to a land that’s literally in a dream. This would be easily disproven if the Japanese text says something different, but I’m too lazy to look that up right now.

    If you assume that they might’ve lived on Shiver Star at some point in the past, making this land of dreams the overall universe where Kirby games take place, then the entire main Kirby dimension is the product of some ludicrously powerful dreaming entity. I’m going to assume this entity is someone we haven’t seen yet although it’d be kinda funny if it were Kirby himself or something.

    There’s proof that such a dimension can exist that is seen in Forgotten Land itself; the postgame area, Isolated Isles: Forgo Dreams was dreamed into existence by Fecto Forgo, and it is accessed with the same star-shaped portals that are used to travel between the Forgotten Land and Kirby’s universe. Fecto Forgo is clearly a much weaker entity than whatever would’ve created the Kirby universe, though, as their dream dimension is very unstable and consists entirely of misplaced chunks of existing Forgotten Land terrain.

    One other point to make is that time seems to pass much more slowly in Kirby’s world than in the Forgotten Land, which would make sense if it’s a dream dimension. Kirby got sucked into the portal in the intro only a few seconds later than everyone else, but arrived in the FL weeks later. And, in the ending, after Elfilin seemingly sacrifices himself, Clawroline had to help him heal, which logically would take days or weeks, but from Kirby’s perspective it was only about 30 seconds.

    Anyway, if this turns out to be true, I’d be very interested to know what the actual god of the Kirby universe looks like.
    Have you ever really thought about Professor Chops (the checkpoint pig in Retro’s DKC duology) as a character? He’s pretty much omnipresent in those two games, but despite that it feels like he’s just kinda there. He didn’t even have an actual name in his debut in Returns (he was just the ”tutorial pig”.)

    What is he a professor of? How is he always ahead of DK & co., no matter how treacherous the terrain is? (Unless he’s the Nurse Joy of DKC; there’s a hidden room in Tropical Freeze containing several lookalikes of him, implying there could be a different one at each checkpoint.) Why is he helping DK? He doesn’t seem to be a close friend of the Kongs since they never seem to invite him over to their house, so I’d assume he’s either mainly interested in saving DK Isle as a whole or just really likes maintaining checkpoints and timing time trials.

    Anyway I think it’d be interesting if they developed him a little more. He doesn’t need super deep lore or anything, but I wouldn’t mind if he had some optional dialogue somewhere so we can get to know him a bit better.
    A cool detail I like in DKC Returns is that the first level of each world (except the first one and the postgame one) starts with a little bit of the previous world’s theming to show how the two areas are adjacent to each other. For example, Beach begins with a bit of Jungle, Ruins begins with a bit of Beach, ect. Obviously not every game can do this (Tropical Freeze doesn’t do it since each world is a completely separate island instead of being adjacent) but it is something I’d like to see more often in games.
    Assuming the Joycon mouse thing is true, I’m imagining Nintendo and/or third parties selling an accessory that’s pretty much just a flat board that you strap to your arm, so you can use it as a mousepad while standing up. It’s kinda like that thing Yu-gi-oh characters use to play their cards except it’s just a mousepad.
    can Nintendo please outright confirm that the Joycons are mice so I don’t have to begin my posts like this?
    I’m just thinking about ways the optical sensors could be used beyond just as a mouse.

    If you point both Joycons at the TV remote-control style, the optical sensor of each Joycon will be pointing at the distinctively colored underbelly of the other Joycon, which, when combined with the accelerometer, could result in way more accurate motion controls as each Joycon would have a better frame of reference. I don’t know if mouse optical sensors are capable of seeing anything at that range, though.

    Also, they could use the optical sensor to bring back the E-Reader. I highly doubt they would in this age of online downloads and amiibo cards, but they could.
    Can someone tell me if the joycon mouse thing is actually confirmed or not? You can see what we’ve been assuming are optical sensors in the trailer, and there’s a part where you can see the Joycons being moved around on their sides, but nothing in the trailer outright states what their purpose is.

    On a side note, the fact that both Joycons have this possibly-an-optical-sensor-but-we-don’t-actually-know-what-it-is means there’s a possibility of there being games where you dual wield computer mice. I don’t think I’ve ever seen a PC game that uses two mice.
    KneeOfJustice99
    KneeOfJustice99
    iirc the amiga port of lemmings supported simultaneous multiplayer with each player having a seperate mouse, which seems plausible as a basis for this sort of thing. but yeah it's a very rare control scheme. totally a lot of potential in it though. honestly i'm kind of excited to see if we end up seeing any interesting gameplay concepts for mouse controls coming out of this because i think there's totally something in them - especially with some nintendo flair!

    ...knowing our luck, though, it'll probably end up being something like a thermal camera that gets used by about three games.
    I kinda miss when Miis used to frequently show up in third party games, not just Nintendo’s own games. The only 3P game I can think of on the Switch with Mii support (aside from games that use your Switch profile icon and thus technically support Miis) is Go Vacation, and that’s a port of a Wii game that also had Mii support.
    MBRedboy31
    MBRedboy31
    It'll technically have Miis in some form due to backward compatibility with Switch 1 games, but it's possible that Switch 2 games won't be able to interact with that at all. Miis in the Wii U's Wii and Wii U modes are completely isolated from each other, so it wouldn't be out of the question for Switch 1 Miis to be isolated to the console's Switch 1 mode.

    I wonder if Nintendo could ever make a new avatar that's as good as Miis but feels different and fresh. Miitopia on Switch had great customization, but there's no way they'd have that as the main avatars on the console, given that Miitopia is strictly singleplayer and the main console avatars would be usable in multiplayer games too.
    Wario Wario Wario
    Wario Wario Wario
    Honestly, all this "will Miis still exist?" speculation makes me wonder what would happen if Smash wanted to do EIH in a post-Mii world.
    MBRedboy31
    MBRedboy31
    They'd just have to make their own Mii Maker. Some DS and 3DS games included a custom Mii maker, so it wouldn't be unheard of.

    (Although, if the console has some other kind of avatars, they could theoretically put those in the roles of Brawler, Swordfighter, and Gunner and consider the veteran characters to be the three roles, not the Miis. Or, they could even bring back the three roles as OC's without any existing avatar design tied to them at all, given that they use the Smash series symbol. I don't know if that's how they'd think of them or not but I have to at least consider the possibility.)
    Today I found out that Multiversus' Wacky Weekend has a mode that's based on Divekick. You are restricted to doing only down airs, you cannot walk on the ground (so you can only move around by jumping,) and every hit instakills without even launching the enemy, they just explode.

    It's the most absurd thing I've ever seen in a platform fighter, but that is the kind of thing keeps things fresh. Smash really ought to lean into this kind of chaotic side-mode design sometime. You might not play it often (let's be real, there's no way it's balanced in the slightest, even by casual standards, and it'd surely become very unfun if people optimize it too much) but it's the type of thing that lets you utilize classic movesets in new ways.
    Ever think it’s a bit weird when a game is about traveling to a bunch of different planets and each level is merely called “Planet (name)“ even though the planets are seemingly as large as Earth (since they have similar gravity and curvature) and probably have a large variety of countries and cultures? Imagine being an extraterrestrial landing in any particular city on Earth and just assuming that literally all of the planet is exactly like the spot you landed in. All they have to do to avoid this is call the level “Planet (name): (Location on planet)”. This would also open up other areas of the planet to being visited, either later in the game or in sequels.

    Games where the planets are so unnaturally small that you can actually explore the entire thing are an exception, of course. I wonder what it’d be like to live among a bunch of tiny planets instead of one big one.
    PLATINUM7
    PLATINUM7
    The games that come to mind when I think of travelling to different planets are the Ratchet and Clank games and the levels are named with both the planet and location, typically with the specific location named first. So I can't say I ever really thought about what you brought up.

    What I have thought about though is that you don't often see fictional planets with varied environments like on Earth. They just end up being a jungle planet, a beach planet, a lava planet, a futuristic city planet etc..
    I have to admit: I haven’t played Smash Ultimate online in a long time. I’m not entirely sure, but I don’t think I’ve played it online since before Joker released. Throughout the DLC release period, I just played new characters in singleplayer and local multiplayer (and watched lots of livestreams of other people playing them,) and I’ve collected every Spirit in the game, including the ones from the most recent Spirit events.

    I played tons of online Smash 4 (both 3DS and Wii U,) my favorite mode in those being For Fun 2v2. The fact that Ultimate has no equivalent mode is probably the biggest reason I just don’t bother. I know you can join arenas, or set up quickplay with casual rules, but, nah. For quickplay in particular, why would I want to play ranked casual Smash? Doesn’t making it ranked ruin the entire point, plus it’d risk accidentally sucking in players who just want to play comp style? No wonder the platform fighter mode I play most nowadays is Multiversus unranked 2v2s.
    You may have seen Akedo toys at Target or whatever. They’re small figures that sit on a base that lets you rapidly spin them back and forth to fight another figure on another base. The goal is to hit the other figure’s head, causing a “Splitstrike,” which causes their torso to split in half, which is about the closest they can get to an E-rated Fatality.

    There are also licensed Sonic figures in the line. Since Sega obviously didn’t want their characters murdering each other, their torsos merely lean back when their heads are struck.

    The funny part is when you make a Sonic character fight a “regular” character. Tails has killed a man…
    I’m currently playing Hello Kitty Island Adventure using a free Apple Arcade trial and it’s driving me crazy that this character’s name is “Wish me mell”.

    It’s not that her name is a play on “wish me well,” nor that her name has not-name-like words in it (given I’m used to being around characters like “Hello Kitty” and “My Melody“.) It’s specifically that her name is ”Wish me mell” and not “Wish me Mell.” Is “mell” not a proper noun? I get it being capitalized like that for her franchise‘s name, but, seemingly unlike in her own franchise, the game always uses the full name “Wish me mell” and never just “Mell.” She has a bunch of friends in the game too that have similar character design stylization to her but they all have normal names. It’s like going to the toy store and if they they sold a “Tickle me elmo“ as though the character’s name is just “elmo” in lowercase.
    I counted down the new year listening to this:

    (And then, as always, I got to be terrified by the neighbors setting off fireworks and/or firing off their guns, as they always do every year, even though both of those things are very illegal here. No amount of heavy metal being blasted into my ears will protect me from that…)
    You know what’d be a cool ”surprise pick” for Smash that I rarely see people discuss here? Promoting Master Hand to a playable character. He has a long-standing legacy with perfect attendance within Smash, he has ongoing relevance, he has a super unique silhouette, and he has moveset potential that nobody else would have. Everyone who’s played any amount of singleplayer in any Smash game knows who Master Hand is, so he definitely wouldn‘t be a nobody. Don’t tell me it wouldn’t be fun punching people with a giant fist, blasting them with fingerguns, and more.

    I know a lot of people look down upon Smash’s original characters, but Master Hand has clearly been around long enough to be a bit more than just some thing they threw in to be a boss.

    On a side note, having him as a boss feels kinda stale to me since he’s been the boss for so long, and adding some new moves each game doesn’t change that. Having him be a regular character would be really refreshing.

    Crazy Hand could logically be a semiclone or Echo, but I‘m not sure if they’d want do that since it might get confusing if a match has both Master Hand and Crazy Hand in their default skins.
    What currently interests me more than Switch 2 speculation is what Nintendo has planned for the rest of the Switch 1’s lifespan. I wonder if they’ll have a Switch 1 direct that’s well before the Switch 2 reveal so that those games get a little bit of attention before being overshadowed.
    MBRedboy31
    MBRedboy31
    They can’t just sell the Switch forever, though. Eventually (I’m not sure when, surely Nintendo has the data,) everyone who wants a Switch will have one. Eventually they’re going to have to release an updated console to drive up hardware sales, and thus face the inevitability of rising budgets and development times. I wonder what Nintendo has in mind to counter that.
    Quillion
    Quillion
    They're absolutely not going to sell it forever, dgmw, but they're probably going to hold it off beyond what they originally planned.
    MBRedboy31
    MBRedboy31
    Possibly, yeah, we’ll see I guess. They’re probably going to have to start revealing stuff for Switch 1 soon either way since we don’t know much besides DKC Returns in January and Metroid Prime 4 still being on the way.
    I think my most wanted Smash stage is still a Tetris Effect stage. I greatly desire the beautiful particle spam and the beautiful reactive music (plus I also want the Giant Particle Effect Space Whale to bless my Smash matches.)

    I was thinking it’d have a few different backgrounds based on the music selection, kind of like Mementos but more drastic. Tetris Effect does have a secret unlockable GB Tetris level that could be the background for classic Tetris songs (including both of the existing Brawl remixes,) for people who want retro Tetris representation.

    Each of the backgrounds in Tetris Effect’s Journey Mode goes through 3 variations as you progress through the level, so in Smash the backgrounds would change as time runs out in time matches, or as stocks decrease in stock matches. The GB Tetris background also has 3 variations, if you were wondering.

    Since the visuals of this stage would be more prevalent than the mechanics, I think the Tetris blocks would be a bit behind the stage, and a small percentage of them would have soft platforms attached. So, you get a dynamically changing map without it being incredibly intrusive.
    What If™ Marvel Rivals had a guest character from The Incredibles since Disney owns both?

    It’s interesting to think about since an Incredibles character would need to be very, very heavily redesigned to not look super weird next to the other characters; their outfit would need to be much more maximalistic and their overall stylization (how their face and proportions look) would also need to be way different.

    I’m personally looking more outside the titular family for this; I’m thinking Frozone mainly, although Bomb Voyage or even The Underminer sound cool too.

    I don’t actually think this is a good idea (I assume the playerbase obviously wants to see more Marvel characters over guests) but yeah, it’s mainly a thought exercise in character design.
    Janx_uwu
    Janx_uwu
    Me and Knee were talking the other day about how cool Honey Lemon from Big Hero 6 would be (technically not a crossover character, though I do hope her default skin takes notes from the movie). Imagine having three or four different bubbles as your special moves, and combining different ones with each other will produce different outcomes. A fun one would be hiding a teammate in a dome of titanium, temporarily shielding them when they're on low health or holding point solo.
    fogbadge
    fogbadge
    If they go with comic honey lemon she could do nearly anything
    MBRedboy31
    MBRedboy31
    I was also thinking about Big Hero 6 but it didn’t seem like as much of a challenge to imagine outfits for compared to The Incredibles’ ultra-minimalist suits.
  • Loading…
  • Loading…
  • Loading…
Top Bottom