Highlights from the
full interview with Sakurai from Game Informer:
A lot of stupid arguments I heard from people saying that SSE 2 or "X" character is confirmed, or complaints about X thing being missing, boiled down to "But this is
Ultimate, so it should be there!" Can't fully blame them, since the marketing, even up to the recent video with Xander Mobus, used the subtitle to hype up the game. But the subtitle is "Special" in Japan, and way back in June, Sakurai said "Smash is special," referring to the whole franchise, so the subtitle has no bearing on how Sakurai or the team view the game. Ultimate isn't any more special than any other Smash game in their eyes.
So there are no mid-development cuts or additions, like many people seemed to believe. That's part of why I didn't believe the Grinch hoax; the only corroborating "leak" was the "Chadindorf" leak, which claimed that there were cuts to the game, which didn't align with the smoothness of Smash 4 or Ultimate's development. Some people say that Chrom must have been a late addition, but this seems to be untrue as well.
The Smash ballot does matter, and is probably still being taken into account for DLC. Perhaps even moreso, since Ultimate's roster seems to be mostly ballot characters with some others added in, like Incineroar, Ken, and Piranha Plant.
And apparently Pokemon is the only series that gets a special reservation, because it's Pokemon, the most profitable franchise in the world. That at least makes sense.
Interesting... So it sounds like Sakurai might be looking for a protege. The dude's almost 50, and works like the madman we all know he is, so he can't go on forever. It'll be interesting to see if that happens, who it will be, and how much of Sakurai's philosophy they'll carry forward.
So Sakurai is very aware of the positive reactions to the game, which is great. No doubt the huge letter from the K. Rool fans made it his way, so I'm sure he must feel very happy and relieved that, in spite of some negative reactions, this game has also had unprecedented positive reactions.
This is the best part of the interview, to me.
We've all classified characters like Piranha Plant, Wii Fit, etc. as the "Wacky surprise" that Sakurai loves, but here he says that surprise isn't an element at all. It's more about creating an interesting and diverse cast of characters who are all fun and unique, rather than just having the same stereotypical characters fill up the roster, even if it's at the cost of some popular picks. This is why I've been excited about some of the characters in Smash that I'm not going to play, but I think it's at least cool they've been announced. Isabelle and Incineroar add new personalities to the game that didn't exist before, so even if they weren't hugely popular picks, they bring some more variety to a game that's all about variety.
As opposed to the "anime swordsmen" who are all variations of the same archetype, even if their personalities in their respective games are different. All the Fire Emblem characters in the game have unique stories and personalities in their games, but due to how Smash operates, they're not able to show very much of that personality in the game, where they're generally all stoic-faced and can only say some small lines that aren't always even in English.
This is the mark of an excellent project lead. Someone who is able to recognize the limitations at hand, yet work with them in order to still make something that's unique and interesting. Not everyone is able to do this, and that's how some games or other projects enter development hell, go over-schedule and over-budget, etc. But Sakurai's been doing this since he was younger than I am now, so he understands how to manage a game's development and recognize what's possible and what isn't, even when what's possible for him is far more than most other directors.
Also, it seems that he and the team definitely learned from Smash 4's lack of a solid single-player experience, and are aiming to make up for it, despite those limitations. Very good to hear.
This is really interesting. So it sounds like getting even all the Nintendo characters together is sometimes a hassle. Maybe he's just referring to the third parties, like Capcom and Konami, but those are only 3 or so characters each. It sounds like he's referring to the cast across the board, which is odd. Obviously Pokemon isn't difficult to deal with, given that they get a special reservation, but where is the difficulty?
Also interesting how Smash 3 and beyond could've been developed exclusively by HAL without Sakurai, but it was Iwata who chose to make Sakurai the head even if it meant using a new team/studio. Shows how strong their friendship was and how much faith Iwata had in Sakurai. Of course, they were coworkers at HAL, so that only makes sense.
Sakurai has his flaws--he's not some kind of demigod whose work is divine, and he has made mistakes--but his strengths are what makes him and Smash so special. Compared to if the game were developed more horizontally without his singular direction, where characters would be chosen and made more by committee, the different modes, features, and options would be basic and unimaginative, and the overall quality and polish would be lesser. E.g., the many derivatives of Smash, like PlayStation All-Stars or those Cartoon Network games.