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Part 1 - DLC Development in General
Part 2 - Details all 7 DLC Characters in Smash
Part 3 - Goes over all the DLC Stages and some costumes.
The interview was divided into three parts. There's a lot of new information in this interview. For those who prefer to listen to the information, Source Gaming recorded a discussion video going over most of the new tidbits that were revealed.
The first part is a general discussion of Sakurai. In it, he discusses the dangers of adding too many characters into Smash.
One detail that will resonant with many Smashers is Sakurai's approach to balancing.Sakurai: At the same time, if we were to keep adding popular characters to Smash as DLC, we’d eat up IPs in no time flat. Moreover, people’s “shock and awe” would gradually start to fade. If at some point in the future we had 100 characters in Smash, adding the 101st character wouldn’t have the same impact as new fighters have had up until now. In that sense, I feel now is the perfect time to close the curtains on development.
He continues:Sakurai: Yes, because ultimately I need to look out for the novice and intermediate players. I made it my priority to create an environment in which they could relax and enjoy themselves. I have nowhere near the same dexterity as the advanced players (laughs), so I relied on the monitoring team’s data and advice. I honestly think we could make the game more balanced if we only focused on adjusting to For Glory 1v1. If we were to do that, however,Smash would lose its sense of being a party game people can get together and play.
The first part can be read here.I think it’s hard for a lot of people to understand. For the people who only play For Glory 1v1, that’s the extent of their world; they might not understand the reason why other communities exist. At the same time, ifSmash were to develop into a pure one-on-one fighting game in which only the strong survive, the people who playSmash just to have a good time would all disappear before you know it.
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The second part of the interview discusses all seven of the DLC characters in fine detail.
Sakurai reveals why Mega Mewtwo Y was chosen over Mega Mewtwo X:
Sakurai: X wasn’t even an option (laughs). I mean, Mega Mewtwo X is about physical offense, which completely clashes with the concept I had for Mewtwo. From a gameplay perspective, I guess it could work to have him summon all his strength and deliver a powerful punch to his opponents, but that’s not the type of character Mewtwo is in Smash.
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Sakurai also discusses console wars and Cloud's inclusion in Smash:
The full second part can be read here.Sakurai: Exactly. And within the FF franchise, Cloud is without question the most popular choice. A number of people fixate on the fact his original game was never released on a Nintendo console, but if we were to limit our choices to characters who appeared on a Nintendo console, we’d end up with Bartz from FFV or the Onion Knight from FFIII—how would that work? Maybe they could change jobs or something… Actually, that would be kind of interesting (laughs).
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In the last part, Sakurai discusses all the stages and some of the costumes.
Sakurai did confirm that Pirate Stage couldn't work on the 3DS, and that the Mario Maker stage was picked for the 30th Anniversary of Super Mario Bros.—Why were Dream Land, Peach’s Castle, and Hyrule Castle chosen to return from the Nintendo 64 version?
Sakurai: There were a lot of reasons, but it was something like a process of elimination. For example, Kongo Jungle was already in the game, and Sector Z was basically already in the game as Corneria (although I know that the size of the two stages are totally different). Smash 64 only has nine stages in the first place, so in the end we chose the stages that we thought were appropriate out of those nine.
Most interestingly, Sakurai reveals that Geno was considered for Brawl and Smash for Wii U/3DS.
The last part can be read in full here.Sakurai: To tell the truth, it’s because I wanted Geno to be a playable character. He has a gun for a hand, and I think he fits in really well with Smash. During Brawl, I thought it would be great if I could add him, but in the end it didn’t become a reality.
This was a huge translation effort by Source Gaming. If you have enjoyed Source Gaming's translations throughout this past year, please consider donating to their Patreon. They have spent some money acquiring these articles so they can be read and enjoyed by the community!
Lastly, Masahiro Sakurai will be live-streaming on March 10th 9:30 PM (Japan Time). Source Gaming will be live-tweeting translations from that event, so please follow them on Twitter to stay updated!
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PushDustIn would like to give a special thanks to everyone that has supported Source Gaming. From the bottom of my heart, thank you. Please follow him on Twitter to stay updated!