TheMisterManGuy
Smash Apprentice
- Joined
- Feb 21, 2015
- Messages
- 138
Fighting games are known to be one of, if not the most mechanically complex genres in gaming. On top of controls with up to 6 attack buttons, you also need to learn things like Combos, special moves, frame data, blocking, counters, parries, rapid cancels, skippidy doo-das, and other techniques and mechanics that vary from game to game and character to character. No wonder the genre is still fairly niche. However, in recent years, there have been various games they try the make the genre less daunting and much simpler to understand for newcomers. You have indie titles like Pocket Rumble and Fantasy Strike, which forgo traditional conventions, but still keep the fundamental basics. And you have spin offs like BlazBlue Cross Tag Battle, which take the fundamentals of their main series, and streamlines them to a much simpler, but still deep experience. The latest in this rise of "Beginner Fighting games" believe it or not, is Super Smash Bros. Ultimate.
Sakurai has always intended Smash to be a simple, yet deep fighting game for everyone. But more so now with Ultimate, It feels like he wants to use Smash not just as a party-friendly alternative to fighting games, but also as a Jumping off point to the genre as a whole. It starts with streamlining. Unlike Brawl, Ultimate doesn't remove techniques at the expense of pro players, rather, it simplifies and introduces new techniques that are very easy to execute, but still challenging to master. Things such as auto short-hop aerials, and dash-cancelling, and the new air-dodge system. All easy to execute, but still require skill to use effectively. They're also versatile mechanics as they can be used in conjunction with other existing techniques as well.
Another aspect is the new Training mode. Not only is there a proper training stage this time, but the mode itself now features a variety of new features. Including but, not limited to, frame-by-frame mode which let's you judge frame data for attacks, the ability to display launch distance, frame indicators for intangibility, and others. It really encourages you to experiment way more than the training mode of past games.
And how does the player learn this stuff? From the revamped help section on the dashboard. Smash 4 had a section to view random tips, but Ultimate makes this much more organized. Everything from lists of each character's special moves, to advanced techniques, to other tips to learn for each fighter, item, and stage. While's it's not quite a proper tutorial mode, it's nice that we finally have an in-depth segment of the game that makes the more advanced info accessible. You can even now display your characters move list on the pause screen!
It feels like Sakurai really wants Ultimate to help casual gamers become fans of fighting games. Smash has always been easy to play, hard to master. But it certainly feels like Ultimate is really embracing this fact, and on a console that's already getting filled with Fighting games, it's a welcome change.
Sakurai has always intended Smash to be a simple, yet deep fighting game for everyone. But more so now with Ultimate, It feels like he wants to use Smash not just as a party-friendly alternative to fighting games, but also as a Jumping off point to the genre as a whole. It starts with streamlining. Unlike Brawl, Ultimate doesn't remove techniques at the expense of pro players, rather, it simplifies and introduces new techniques that are very easy to execute, but still challenging to master. Things such as auto short-hop aerials, and dash-cancelling, and the new air-dodge system. All easy to execute, but still require skill to use effectively. They're also versatile mechanics as they can be used in conjunction with other existing techniques as well.
Another aspect is the new Training mode. Not only is there a proper training stage this time, but the mode itself now features a variety of new features. Including but, not limited to, frame-by-frame mode which let's you judge frame data for attacks, the ability to display launch distance, frame indicators for intangibility, and others. It really encourages you to experiment way more than the training mode of past games.
And how does the player learn this stuff? From the revamped help section on the dashboard. Smash 4 had a section to view random tips, but Ultimate makes this much more organized. Everything from lists of each character's special moves, to advanced techniques, to other tips to learn for each fighter, item, and stage. While's it's not quite a proper tutorial mode, it's nice that we finally have an in-depth segment of the game that makes the more advanced info accessible. You can even now display your characters move list on the pause screen!
It feels like Sakurai really wants Ultimate to help casual gamers become fans of fighting games. Smash has always been easy to play, hard to master. But it certainly feels like Ultimate is really embracing this fact, and on a console that's already getting filled with Fighting games, it's a welcome change.
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