C'mon, fighting 2 bosses ar once isn't taking up a boss slot. It's all reused assets.
As far as I know it's like Echo Fighters, they are separate entities in the code, but didn't really take as much effort to make.
I'll give the Hands a pass for beingicon. But we should had, like, Wily Machine, Arceus and Giygus instead of Galeom, Galeem and Dharkon.
Hmm...You might actually be able to make that work narratively, though for Arceus's side, you'd probably have to get kind of creative with something like Cyrus being the true villain and the creation trio being the actual boss you fight.
Not sure how well Gigas would work as a boss though since he doesn't have a tangible form and uses attacks that are just as nebulous. That combined with the fact that he's most well known for how you can't beat the crap out of him makes me think he's not all that suitable for a boss role.
Subspace didn't have a great plot, won't argue with that, but it's really not any worse than any other fighting game.
A story that revolves around dozens of characters bumping into one another and instantly rushing to beat the hell out of each other is never very conducive to a coherent, or at least sensible narrative. Pretty funny that the "generic robot" was the best character in the story, though.
True enough. Just to clarify though, what I meant by "making better use of its properties" was more aimed at the design of The World of Trophies, as well as the enemy encounters and stuff. Some of the areas are supposed to be existing levels like Skyworld, The Ruined Zoo, and the Halberd, but a lot of others are either only allusions to other areas like the castle Marth starts in, or just nondescript grasslands, deserts, factories, etc.
Smash Run had far better traits, such as enemies, and it sounds quite cool. However, I just adore the character interactions in Subspace Emissary.
They're not really comparable in that regard, as Smash Run isn't a story mode. They are a bit like apples and oranges, with the similarity between them being the beat 'em up mechanics.
So in your Opinion, what would you say is the Most time-Consuming (and I guess also expensive) part of Making a DLC character in Super Smash Bros Ultimate, there's stuff like
Modeling
Animating
Voice Work
Balancing
Stage
and etc
Balancing. There are too many characters for that to not be the answer. Otherwise it would depend on the character.
I don't understand why this is so hard to grasp for people that an alt costume has an altered final smash.
It's not a difficult concept to grasp, it's that 1.) it's unknown if this is the case or if there are some other requirements like Sephiroth being the victim of the attack, 2.) we don't know what this does mechanically, and 3.) this is the first time a character has ever been this majorly altered after the release of the game, and that will remain true even if it's just a different animation for flavor. Whatever the case, the implications are potentially pretty big.
EDIT: I say potentially since they could just outright say that this is an exception and that would be the end of that.