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Super Smash Bros 4 (Wii U/3DS) Topic

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Swamp Sensei

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@Swampasaur: Jeez Swampa, control yourself. You don't see me fangirling over--

asdfghjkl, just look how badass Apollo and Phoenix are! Not to mention handsome! Game looks Amaaaazing! (*¬*).
This is the appropriate time to fangasm. I was seriously watching the trailer with my mouth wide open. I never do that! I didn't expect them to show Apollo at all, especially looking like a badass!



I am so happy right now! It's amazing how excited a good trailer can make you! I haven't felt this much hype in a VERY long time. So amazing!

I wonder how excited I would be if Phoenix was revealed for smash bros. I'd probably die of overhype.

Is this what love feels like? :troll:


I'll stop now. :troll:



YOUR FAVORITE POKEMON'S SPRITE HAS A BIG UGLY HEAD!!!



I hate it when you're right....
 

~ Valkyrie ~

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I think I remember some Pokemon who got damn ugly in Gen 5 transition of sprites... can't bring it on my head though.

Also is it me or have I just seen people doing character signatures similar to mine? *glances at Frost and Falkoopa*

I'M DA INNOVATOR AND NOTHING HURTS.
 
D

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Bigger team means game comes out faster. It's easier to build a house with 20 people verse 2. It's also easier to build them if you have come contractors. See what I'm getting at.

This is NOT true at all. You can't compare game design to construction work, both are very different lines of work, with different end goals. Not to mention the artistic vision going into game design, meaning sometimes games get scrapped from their original idea rebirthing as something totally new mid development (Metal Gear Rising, Banjo-Kazooie, etc..). Also, let me remind you that Rare, during their peak years, was composed of a small, rag-tag group of guys that worked long hours.

More content does indeed mean more work, but more people does NOT necessarily aleviate this. I'm working on a game with a couple of guys atm, and the biggest factor in progress so far is everyone working in sync, not the size of the crew. Oftentimes a larger crew can cause more problems than a smaller one.

eating ratatouille is on my bucket list
They actually sell that in the Supermarket here in Spain. I remember seeing it once.

The key thing he was addressing was the learning curve which is independent of the game's depth. Melee required strong manipulation of the game's physics at a higher level or simply required relatively precise timing with things like wavedashing and L-Canceling (never again). You can easily make the argument that the use of tilts and Smash attacks is not a beginner friendly design decision as well. To really do any cool looking stuff, you needed to know the game well. Compare this to Marvel vs. Capcom, any airdash fighter, and any 3D fighter except Virtua Fighter. Those games have relatively simplistic inputs at an individual level and learning a couple of basic combos like Marvel's LMHS > MMHS > OTG > Super are not only fairly rewarding, but they also look cool, encouraging players to try to pull it off. Melee, in comparison, is like trying to do Magneto loops early on in the learning process.

I'm exaggerating things a bit, but this is actually a good reason why we desperately need chains in Smash.
I certainly agree. And within that context, I aslo agree with Sakurai. However, I feel that his attitude toward future Smash games may not be the one we want to see given the statement. I guess Melee was his Magnum Opus, and we shouldn't expect him to surpass it, especially considering the destructive lifestyle he took when developing that game.
 

Frostwraith

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Also is it me or have I just seen people doing character signatures similar to mine? *glances at Frost and Falkoopa*

I'M DA INNOVATOR AND NOTHING HURTS.
Implying that your signature images are that different from others I've seen around SWF... :smirk:

Lol, Blastoise looks like a trucker now.
It's funny, because it's true! :laugh:

@Manly: People expecting this game to be like Melee WILL be disappointed. That's something I take as granted, given what happened with Brawl.
 

FalKoopa

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Also is it me or have I just seen people doing character signatures similar to mine? *glances at Frost and Falkoopa*

I'M DA INNOVATOR AND NOTHING HURTS.
Now, now. Is it just me or you derive your style from BKupa's K. Rool sig? :smirk: :?:

Of course I did that.
 

~ Valkyrie ~

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Implying that your signature images are that different from others I've seen around SWF... :smirk:
Well I guess, it's the sprites that made them stand out (-ò^ó-)

Falkoopa: I DID IT THAT SIGNATURE, INCASE I NEED TO INFORM YOU AHEM


I think my signatures date back to 2011, actually. I just replaced Demille's and Little Mac's once and added Sable's long times ago.

Okay enough acting like proud hipster, all look good anyway. But never as good as mine
 

Frostwraith

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This style of signature images has been around since the pre-Brawl days, actually. There are many variations, but in the end, it's pretty much the same thing.
 

Starphoenix

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Hey Shortie, the Dark World's coming back.


Perhaps the biggest takeaway from my interview with Mr. Aonuma was that the new 3DS Zelda game -- one that exists within the universe established by 1992's A Link to the Past -- will be a significant departure from the way most Zelda games are played.

When speaking about the basic Zelda formula of finding items to allow progression, Mr. Aonuma said "it certainly feels different from our [the developer's] point of view."

So what does "different" mean exactly? Mr. Aonuma was cautiously vague, but he explained that, with the introduction of a platform the Zelda franchise has yet to appear on, the game's developers had a fresh canvas to work with. It's this clean slate that was the driving force behind the decision to bring the classic top-down view of A Link to the Past to the 3DS.

Where in the past a game would normally need to be first constructed in a 3D world, the diorama-esque visuals of the 3DS have been able to breathe new life into environments that have become all but extinct in the last 20 years.
...

But why A Link to the Past? Why not create a new world for Link to explore? Mr. Aonuma says that the 3DS has allowed for the revisiting of a top-down world and provided new ways for the player to interact with a Zelda game. It was the perfect chance to reopen A Link to the Past. And like some other Zelda games in the past, the 3DS sequel will alternate between a light and dark world.

So where does the idea of Link becoming a drawing originate? Veteran Zelda fans may remember Phantom Ganon, the protector of the Forest Temple in Ocarina of Time. During Link's encounter, Phantom Ganon jumps into one of six identical paintings on a wall. Mr. Aonuma wondered, "what if Link could have the same power?"
...

During my interview, Mr. Aonuma repeatedly stressed the importance of the 3DS' 3D effect and how it's used in the new Zelda game. This feature has been a major topic of controversy surrounding the 3DS since its launch, and the consensus seems to be split down the middle in terms of preference. Some complain that it causes headaches while others maintain it's the only way to truly enjoy 3DS games.

Regardless of how you'll play the sequel to A Link to the Past -- with or without the 3D slider on -- Mr. Aonuma assures that you'll enjoy the game. He and his team understand that not everyone likes to play in 3D. That said, if you don't play it in 3D -- even with the 3D slider ticked up just a bit -- Mr. Aonuma says you're not getting 100 percent of the intended experience.
http://reviews.cnet.com/8301-9020_7...s-totally-different-needs-to-be-played-in-3d/
 

Diddy Kong

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Well that's good. I wouldn't consider buying it if they didn't have the Dark World anyway.
 

ChronoBound

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Storyline wise the dark world should no longer exist after A Link To The Past, because at the end of the game it said the Dark World would vanish with the death of Ganon.
 

Swamp Sensei

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Storyline wise the dark world should no longer exist after A Link To The Past, because at the end of the game it said the Dark World would vanish with the death of Ganon.
THATS CALLED A PLOT TWIST SON!!!
 
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Storyline wise the dark world should no longer exist after A Link To The Past, because at the end of the game it said the Dark World would vanish with the death of Ganon.
Plot twist: Ganon is revived as is the Dark World?
 

PsychoIncarnate

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Or Nintendo just don't care as much about Zelda lore as the fans
 

Fastblade5035

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OR, maybe Link's wish caused this. Didn't he ask for everything to be peaceful the way it was before? If that's the case, Ganon is still a thing, and Link might be able to stop him early (Like Ocarina of Time), thus opening the door for a new villain.
Or I don't know.
 
D

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THATS CALLED A PLOT TWIST SON!!!
No, that's called ****ty writing and retconning.

Storyline wise the dark world should no longer exist after A Link To The Past, because at the end of the game it said the Dark World would vanish with the death of Ganon.
It really shouldn't but it seems Nintendo's gonna pull for nostalgia with this game, you can see it already in many aspects of it. So, instead of doing something new, we're gonna get quite literally LttP 2.0. Honestly, a remake of the game would have been better, it at least would stay true to the original rather than bastardize it like NSMB did to Mario Bros. 3.

Srs question guys, if you had to choose between NSMB and a remake of SMB3 and SMW with the same graphics, same difficulty and a ton of added content which would you choose?

Honestly, the NSMB games lack the heart of the originals because despite having the same influences and power ups, the levels aren't built around them, and thus it falls flat. I can already tell LttP2 is headed in the same direction. From the looks of things, it seems like it'll be the 1st Zelda ever that I completely skip out on.
 

Autumn ♫

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I really hope Vaati returns in the new Zelda. He would fit in if we had someone revive him and then maybe Vaati tries to revive Ganondorf. That's how I want to see it go anyways.
 

Starphoenix

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Storyline wise the dark world should no longer exist after A Link To The Past, because at the end of the game it said the Dark World would vanish with the death of Ganon.
Or it's called Nintendo puts their stories together after the gameplay is already in place. It's pretty much a given at this point that aLttP2 was a remake before it became a sequel. Besides, we really have no idea what this "Dark World" is considering those terms were the journalists and not Aonuma's. It could be the parallel Twilight Realm for all we know -- built upon the lore of the Dark Mirror in Four Swords Adventure (which would make a lot of sense if the Magic Mirror item returns from aLttP), we really have no idea at this point.

When first mentioned by Dampé, the mirror is revealed to have sealed away a Dark Tribe a long time ago. The Mirror was then hidden away in a temple in theForest of Light, in order to seal it away from the world.[2][3]
http://zeldawiki.org/Dark_Mirror
 
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And yesterday, a new trailer for Rayman Legends came out with a brand new song level: "Eye of the Tiger".
Woah, wait a sec? Does tha game play like that?

What is it? A rhythm based platformer? If so, then that's ****ING GENIUS! I've heard the new Rayman games are GREAT platformers. I keeping my eye out on this one.
 

Holder of the Heel

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Origins was a pleasant surprise for me, as I am not much of a Rayman player and merely got it at a whim. And Legends seems bigger and better, this one probably going to get much more credit because this time around we know in advance it is excellent.
 

Swamp Sensei

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Woah, wait a sec? Does tha game play like that?

What is it? A rhythm based platformer? If so, then that's ****ING GENIUS! I've heard the new Rayman games are GREAT platformers. I keeping my eye out on this one.
It's not rhythm based. It's just synced with the BGM very well.

If you want a good rhythm based platformer though then I would suggest Harmoknight for the 3DS.
 

FlareHabanero

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Basically the deal with the song levels is to hold right while jumping, ducking, and attacking. If you don't run, you'll get incinerated by a fire wall and die instantly. The general beat and rhythm gives you clues onto when the appropriate action is necessary. The songs are generally based around licensed music, like Castle Rock playing a variation of the song "Black Betty".

It's one of three types of game play styles in Rayman Legends. The others are a traditional platformer in a vein to the precursor Rayman Origins and GamePad utilizing that makes you control Murfy while manipulating the environment to guide an AI character.
 
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So wait, Swamp and Habanero gave me two different answers... So which is it?

Also, I'll check out Harmoknight, though I lack the 3DS atm..
 

FlareHabanero

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Considering I'm the one that has actually played the demo, you should listen to the person with actual experience. It's not autorun, you have to run to the right manually, you have to attack and jump when necessary, and if you slack off you'll get your hide barbecued. Nothing less, nothing more.
 
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