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Unpopular Smash Opinions (BE CIVIL)

Cutie Gwen

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in battle he should be bent on destroying you the quickest way possible. Smash doesn't translate this
bodyslam down throw is not Bowser
Idk these kind of contradictory, crushing you under his immense weight seems like a fitting thing to do for someone who wants take you down. Seems way better for a monstrous creature to do that instead of turning invisible


After talking with a friend about Ayumi Tachibana I think I realized why something irks me so much about her. A fair amount of people suggest she use a naginata as she's canonically skilled with one despite that never coming up in game. To me, that's like if Eggman was playable but his moveset was giving lectures on the importance and history of feminism. That's just not what the character is about
 

UserKev

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Idk these kind of contradictory, crushing you under his immense weight seems like a fitting thing to do for someone who wants take you down. Seems way better for a monstrous creature to do that instead of turning invisible


After talking with a friend about Ayumi Tachibana I think I realized why something irks me so much about her. A fair amount of people suggest she use a naginata as she's canonically skilled with one despite that never coming up in game. To me, that's like if Eggman was playable but his moveset was giving lectures on the importance and history of feminism. That's just not what the character is about
I agree with this. Actually I knew I went a bit overboard with the down throw bodyslam. I just wish he'd slam the foe on to the ground and ground pound them from there inspired after the Thwomp enemy. I just want him to be more "Bowser" like y'know? I know our definitions may very. It's all so complicated. Bowser's moveset is sooo bland. Bowser is sadistic. And fun.
 

Laniv

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After talking with a friend about Ayumi Tachibana I think I realized why something irks me so much about her. A fair amount of people suggest she use a naginata as she's canonically skilled with one despite that never coming up in game. To me, that's like if Eggman was playable but his moveset was giving lectures on the importance and history of feminism. That's just not what the character is about
Down Taunt: Ayumi Tachibana draws a naginata.

... Then puts it away.

What are you putting it away for? Use it! People tend to make fun of Ayumi for this.


:4pacman:
 

~ Valkyrie ~

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I really want Assist Trophies completely omitted from next Smash-installment. Especially if it meant spending resources on something more substantial to the core gameplay or features.





Their presence in Smash has often been notable only during speculation-era as it's mainly focused on fan favorite requests either getting to be celebrated for getting Sakurai's attention for getting in, or mourned on them getting passed over the roster, some more than once. And then they kind of vanish from any further presece than that as the very function of ATs is linked solely on the casual ecosystem of Smash, which is generally not the one focused on during most of official Nintendo tournaments, and especially competitive scene.


I've long been pretty unimpressed about ATs trying to be these strange alternative take on more naturally sensible concept of Pokeballs as items and trying to pay tribute to Nintendo's lesser-known IPs or fan favorite requests in the mix of NPC characters that fit the AT-role perfectly for how little character they have at base (like, a Hammer Bro). With how the focus is always going to be on the playable roster and how Whispy Woods or Randall the Cloud having more history and presence with hardcore Melee-fans through them being inseparable from it's competitive stages, has made me realize how just lacking ATs' presence in Smash-series is comparison after all these years.



Two ways could be gone about changing this:


- Keep the ATs as is, but go remove requested characters from both featured series (i.e Waluigi, Lyndis, Midna) or C-List Nintendo-games (i.e Isaac, Takamaru) entirely from the Assist-lineup, and concentrate mainly on NPCs or weird iconography from Nintendo's history instead to bring in mayhem based specifically on how they functioned in their games (I.E Mario-enemies, Kawasaki, Dr.Kawashima, etc). The ATs now feel more consistent on what kind of characters it brings out to help you alongside cutting off a major source of bummery to fans of often-recurring Assists.
(Trust me, you won't notice them missing - I certainly didn't with either Isaac in SSB4 or Saki Amamiya in Ultimate.)

- The Assists are instead reworked to become more integral to the overall gameplay - like an assist system inspired by the Capcom's Versus-games, This would allow them to be participate more with the active demographic and even give them moments to shine through cool tactics competitive players could do with them, making them more actively notable and spoken in Smash-fanbase overall.

Would generally lead less to this kinda humor too as Assist become more integral to the main game than before as possible extensions of possibilities for the playable characters.







I don't think anyone really has an issue with the FS in general, just that Chrom is still involved when the way he now "gets his chance" is by actually being playable.
Weirdest thing still to think about that, just having him be there to possibly get beaten by him. Maybe should have brought in Morgan instead...



 
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Guynamednelson

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Weirdest thing still to think about that, just having him be there to possibly get beaten by him.
It probably wasn't worth the effort to change the FS when gameplay-wise, it still fit the style of Final Smashes that Ultimate wanted every character to have. Chrom's model was also close enough to fighter-quality (hence it being reused by his playable self) so modeling a different NPC for Robin to summon would've taken away potential resources from...anything else that needed modeling.
 

Wario Wario Wario

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I really want Assist Trophies completely omitted from next Smash-installment. Especially if it meant spending resources on something more substantial to the core gameplay or features.





Their presence in Smash has often been notable only during speculation-era as it's mainly focused on fan favorite requests either getting to be celebrated for getting Sakurai's attention for getting in, or mourned on them getting passed over the roster, some more than once. And then they kind of vanish from any further presece than that as the very function of ATs is linked solely on the casual ecosystem of Smash, which is generally not the one focused on during most of official Nintendo tournaments, and especially competitive scene.


I've long been pretty unimpressed about ATs trying to be these strange alternative take on more naturally sensible concept of Pokeballs as items and trying to pay tribute to Nintendo's lesser-known IPs or fan favorite requests in the mix of NPC characters that fit the AT-role perfectly for how little character they have at base (like, a Hammer Bro). With how the focus is always going to be on the playable roster and how Whispy Woods or Randall the Cloud having more history and presence with hardcore Melee-fans through them being inseparable from it's competitive stages, has made me realize how just lacking ATs' presence in Smash-series is comparison after all these years.



Two ways could be gone about changing this:


- Keep the ATs as is, but go remove requested characters from both featured series (i.e Waluigi, Lyndis, Midna) or C-List Nintendo-games (i.e Isaac, Takamaru) entirely from the Assist-lineup, and concentrate mainly on NPCs or weird iconography from Nintendo's history instead to bring in mayhem based specifically on how they functioned in their games (I.E Mario-enemies, Kawasaki, Dr.Kawashima, etc). The ATs now feel more consistent on what kind of characters it brings out to help you alongside cutting off a major source of bummery to fans of often-recurring Assists.
(Trust me, you won't notice them missing - I certainly didn't with either Isaac in SSB4 or Saki Amamiya in Ultimate.)

- The Assists are instead reworked to become more integral to the overall gameplay - like an assist system inspired by the Capcom's Versus-games, This would allow them to be participate more with the active demographic and even give them moments to shine through cool tactics competitive players could do with them, making them more actively notable and spoken in Smash-fanbase overall.

Would generally lead less to this kinda humor too as Assist become more integral to the main game than before as possible extensions of possibilities for the playable characters.









Weirdest thing still to think about that, just having him be there to possibly get beaten by him. Maybe should have brought in Morgan instead...



You're really blaming the wrong culprit here. Smash has a history of mishandling Assist Trophy reveals and outwardly presenting them as disappointing or inferior, really there needs to be a shift in marketing for dunk-posting to cease to be on a major scale, both hyping up ATs more and piping down the hype around playable characters. They should seriously be taking notes from how the echo fighter name was recieved and reconsider how their marketing effects the fandom.
Screenshot 2025-01-06 181840.png


That being said, I do agree on the idea of a Fraymakers-style assist system.

Also, I don't get why criticism of ATs always acts like there's some kind of dividing factor between a character like Isaac and a character like Klaptrap... there isn't, aside from fan demand, which is not something that exists within the reality of any game, doesn't represent the entirety of the fandom, and - as I've said many times - is a poison on Smash.
 
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Lenidem

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Also, I don't get why criticism of ATs always acts like there's some kind of dividing factor between a character like Isaac and a character like Klaptrap... there isn't, aside from fan demand, which is not something that exists within the reality of any game, doesn't represent the entirety of the fandom, and - as I've said many times - is a poison on Smash.
You don't see the difference between one mook amongst many other and the main character of two games? Really? That's not a difference made up by the fans...
 

Wario Wario Wario

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You don't see the difference between one mook amongst many other and the main character of two games? Really? That's not a difference made up by the fans...
Klaptrap has fans, Isaac has fans, they're both fictional creations, the amount of fans or significance to the work doesn't really matter. A character's role in their game or size of their fandom is not reflected within Smash's diegetic universe or game design. One's a fantasy hero with element powers, the other's a tiny crocodile that bites. Those are (or at least should be) the only facts truly relevant to Smash. Not that outside factors can't effect character picks, but there's nothing surrounding Klaptrap that at all makes him that bad aside from personal opinion, which is what matters more, not "objective facts".

Hell, aren't you the biggest anti-characters-as-functions guy here? You know that "main character" is a function, right?
 
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~ Valkyrie ~

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You're really blaming the wrong culprit here. Smash has a history of mishandling Assist Trophy reveals and outwardly presenting them as disappointing or inferior, really there needs to be a shift in marketing for dunk-posting to cease to be on a major scale, both hyping up ATs more and piping down the hype around playable characters.
Pretty much. I never really understood a vocal part of Smash-fandom telling ones being bummed or annoyed by a AT-related deconfirmation to be "grateful" to Sakurai for including characters in Smash in any capacity at all, especially when the way he's come to portray them really plays them in to be dunked on by other parties that don't have such connection to these characters as their fans do.

It's also why I feel removing protagonists or secondary characters would leave hardly any room for this kind of humor coming from the tongue-in-cheeck mockery marketing. Or reworking the AT-system from the ground-up to a point trying to imply being an AT is clearly an inferior and a "shame" to be over how cool a character could have been as a playable character instead.


Also, I don't get why criticism of ATs always acts like there's some kind of dividing factor between a character like Isaac and a character like Klaptrap... there isn't, aside from fan demand, which is not something that exists within the reality of any game, doesn't represent the entirety of the fandom, and - as I've said many times - is a poison on Smash.
When you have a character with more closer history or presence in their gamer lives through being a main or secondary character from a game that shaped such lives, next to enemy mooks or weirder in a vein that makes them feel more like mooks themselves to summon - THEN having to shift through 1/56 chance to even see your favorite character already after ATs are already marketed in somewhat non-flattering manner... that's bound to sour someone more often than make them feel happy or content over time.

But as Lenidem Lenidem put it, there's kind of a difference, and it's not something easy to brush down the carpet for "fan demand"-based fallacy thinking.


Klaptrap has fans, Isaac has fans, they're both fictional creations, the amount of fans or significance to the work doesn't really matter. A character's role in their game or size of their fandom is not reflected within Smash's diegetic universe or game design. One's a fantasy hero with element powers, the other's a tiny crocodile that bites. Those are the only facts truly relevant to Smash.
Yet this is a game that celebrates Nintendo's history and then some, and is highly aware of such fact, reveling on it in it's marketing hype, easter eggs (like Simon's weird victory screen tributing to a glitch) and just the way it includes requested characters often in Mii Costumes or Assist Trophies. Your point kinda falls apart when you try to imply all these can be handwaved as having exact same importance across all characters in NPC-roles in Smash-games.
 
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Perkilator

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Ultimately, AT’s exist on account of Sakurai not being able to think of a feasible moveset for certain characters, or because they otherwise work best in a non-playable role. I personally don’t want them to go away because there’s still room in those capsules for characters who would likely never be part of the battle otherwise.
 

Wario Wario Wario

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When you have a character with more closer history or presence in their gamer lives through being a main or secondary character from a game that shaped such lives, next to enemy mooks or weirder in a vein that makes them feel more like mooks themselves to summon - THEN having to shift through 1/56 chance to even see your favorite character already after ATs are already marketed in somewhat non-flattering manner... that's bound to sour someone more often than make them feel happy or content over time.
I don't know where you're getting the idea that all Isaac fans are inherently more devoted than Klaptrap fans from, that seems more like a quanitity issue, not a passion issue - there is statistically likely some Klaptrap die-hard out there who has commisioned every etsy plush maker to make Klaptraps and listens to "Someone Get My Teeth Back" on loop every day, I don't get why they as a single person would be less valid to listen to than a hundred Isaac fans for any reason than just really wanting money (which is the core motive behind appealing to fan demand, let's not be naive).
Yet this is a game that celebrates Nintendo's history and then some, and is highly aware of such fact, reveling on it in it's marketing hype, easter eggs (like Simon's weird victory screen tributing to a glitch) and just the way it includes requested characters often in Mii Costumes or Assist Trophies. Your point kinda falls apart when you try to imply all these can be handwaved as having exact same importance across all characters in NPC-roles in Smash-games.
Well, that's a sign that Smash should change really, to work better in a vacuum instead of trying to be a reward for playing other games, and to stop being a marketing hype machine. Plus it's not like you can't get easter eggs out of a mook or side character. Smash has composited characters before, a whip skeleton could do the glitch victory just fine.
 
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Gorgonzales

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Remaking assists into a Fraymakers-style type of mechanic where you can call them for help after you've filled up a meter enough is a dream and would make for very interesting playstyles when you take the whole roster into account (e.g. picking an assist that throws you upward would finally make Ganondorf much more of a threat).

Also, every playable character should be summonable as an assist too. Not only would this have the potential to have them perform cool actions not seen in their moveset (e.g. Mario jumps forward and can spike opponents by landing on them, DK throws a barrel, etc.), but it would also get people to finally shut up about characters and assists being mutually exclusive.
 
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Guynamednelson

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Also, every playable character should be summonable as an assist too.
I know this goes against your argument that Mario, DK etc. being assists could have exclusive moves, but there's pretty much already assets for each playable character having an assist counterpart thanks to Ditto. Its AI is much more simplistic compared to even level 1 CPUs, and it has limits based on which character it copies, such as only being able to transform into Popo without Nana.
 

~ Valkyrie ~

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Remaking assists into a Fraymakers-style type of mechanic where you can call them for help after you've filled up a meter enough is a dream and would make for very interesting playstyles when you take the whole roster into account (e.g. picking an assist that throws you upward would finally make Ganondorf much more of a threat).

Exactly this - it would really tremedously heighten the role of ATs in a sense where they'd become as vital to the overall gameplay and viewing experience as the fighters would.
Besides the pairings that'd come from these symbiotic relationships would be cool to observe from fandom standpoint - and unpopular opinion here again but, less bizarre and internet meme-driven pairings from "who's closest to who in the Smash Mural.

Also, every playable character should be summonable as an assist too. Not only would this have the potential to have them perform cool actions not seen in their moveset (e.g. Mario jumps forward and can spike opponents by landing on them, DK throws a barrel, etc.), but it would also get people to finally shut up about characters and assists being mutually exclusive.
This even moreso. Though it kinda had me think that if playable fighters could be turned to Assists too, then ATs feel a bit more redundant to be spent time on resource-wise. :4duckhunt:
 
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RodNutTakin

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Reevaluating the AT list like that would also have the added benefit of not having a lot of Assists that can overwhelm fighters.
I really don't like how sometimes in Ultimate, you're trying to play Smash while your opponent is playing MvC3 because they got a couple of fighter-like Assists. The power creep on AT summons is real
 

Guynamednelson

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My bad, I’m new to Smashboards and I also didn’t have the forethought to read the other posts. Again, my fault thanks for the heads up
As an additional heads up, you should probably quote the person you're replying to. See the reply button on the far right?
 

Lenidem

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Hell, aren't you the biggest anti-characters-as-functions guy here? You know that "main character" is a function, right?
I had no idea I was the biggest something around here, but okay. I can't believe you make me explain this, but let's go.

There ARE objective differences between a main protagonist and a mook, and those differences impact the way the player feel towards those two.

First, the playable character is, well, playable... This means that the player usually feels a connexion with him, because this character "is" the player. When he dies, the player says "****, I died". When he suffers, when he's in pain because he has been hit, it's because the player failed something, like he couldn't avoid an enemy, and when the playable character manifests some joy, like at the end of a level or when he wins a fight, it reflects the player's joy at winning something because he performed well.

The mook is the opposite of all that. The mook is "bad" for the playable character, and therefore for the player. It's an ennemy that must be killed or avoided. Logically, the player doesn't feel much sympathy for him, on the contrary.

Besides, the player spends way more time with the playable character(s) than with the mooks, who are usually immediately replaced by another mook/obstacle/challenge as soon as they are beaten or passed.

That's why players identify with and tend to love DK, Diddy, Dixie or Isaac way more than Klap Trap or Piranha Plant. That's not saying that you should not prefer the latter. But you can't deny that the difference exists.
 
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Wario Wario Wario

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I had no idea I was the biggest something around here, but okay. I can't believe you make me explain this, but let's go.

There ARE objective differences between a main protagonist and a mook, and those differences impact the way the player feel towards those two.

First, the playable character is, well, playable... This means that the player usually feels a connexion with him, because this character "is" the player. When he dies, the player says "****, I died". When he suffers, when he's in pain because he has been hit, it's because the player failed something, like he couldn't avoid an enemy, and when the playable character manifests some joy, like at the end of a level or when he wins a fight, it reflects the player's joy at winning something because he performed well.

The mook is the opposite of all that. The mook is "bad" for the playable character, and therefore for the player. It's an ennemy that must be killed or avoided. Logically, the player doesn't feel much sympathy for him, on the contrary.

Besides, the player spends way more time with the playable character(s) than with the mooks, who are usually immediately replaced by another mook/obstacle/challenge as soon as they are beaten or passed.

That's why players identify with and tend to love DK, Diddy, Dixie or Isaac way more than Klap Trap or Piranha Plant. That's not saying that you should not prefer the latter. But you can't deny that the difference exists.
That logic makes no sense to me really - it feels way too strongly dependent on the source material and the desire to "represent it" or "please its fans" and not on the character's existence in a vacuum and how it would translate to a fighting style. I mean, you say your MW is Skull Kid, right? Skull Kid is also bad for the playable character. What makes a mook different from a villain or even a sidekick in this context? When Luigi was added in 64 he had previously been mostly relegated to the awkward multiplayer platformer modes very few players would play, he also fails to meet your criteria of "spending time", at least at that temporal context. Additionally, you acknowledge the outliers exist, yet you seem to think that on virtue of being outliers, they just don't matter? If making people happy is to be a goal of Smash's roster design, why doesn't the theoretical single Klaptrap Guy out there matter? It feels like bizarre collectivism to me, "make the most people happy", not "make people happy" - every character would make someone happy, the fan demand mentality either cannibalises itself or just treats the wider fandom as a blobby mass that can only give definitive "Yes" and "No" answers.

Hell, speaking personally, I've never immersed myself into games, I view each character as well, a character, not a projection of myself, and in games with character variance, a simple function attached to a character - I consider the idea of a game character being me almost a bit uncomfortable really, I've always felt that way, even as a kid.
 
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Mario & Sonic Guy

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In terms of Assist Trophies, I feel like there were some missed opportunities to represent more characters. Imagine if Revali appeared to help mess up your opponents with his arrows.
 

fogbadge

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First, the playable character is, well, playable... This means that the player usually feels a connexion with him, because this character "is" the player. When he dies, the player says "****, I died".
I don't. I call the game a cheating ****

In terms of Assist Trophies, I feel like there were some missed opportunities to represent more characters. Imagine if Revali appeared to help mess up your opponents with his arrows.
I think I'd boo every time he appeared
 
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Lenidem

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That logic makes no sense to me really
Then I guess we can stop now. It's like you insist on saying that planets and stars are exactly the same things because they are both shiny objects in the sky: on a superficial level, you're not wrong, but there are huge differences, whether you like it or not.

it feels way too strongly dependent on the source material and the desire to "represent it" or "please its fans" and not on the character's existence in a vacuum and how it would translate to a fighting style.
Smash is a crossover of pre-existing franchises, so its characters do not exist in a vacuum, and pleasing the fans is and has always been at the core of Smash's appeal.

I mean, you say your MW is Skull Kid, right? Skull Kid is also bad for the playable character. What makes a mook different from a villain or even a sidekick in this context?
Skull Kid if my most wanted, yes. But if Link wasn't playable, guess who I would want more? Besides, Skull Kid is the main antagonist of his game. I'm not going to explain it, but that makes him way more important and memorable than any of its mooks.

on virtue of being outliers, they just don't matter?
I never said they don't matter, although I do think they matter less. But that was not my point: my point was only to explain you why this difference matters to most people.

It feels like bizarre collectivism to me, "make the most people happy", not "make people happy" - every character would make someone happy
Why please a lot of people when you can please just a few? Serioulsy?

Hell, speaking personally, I've never immersed myself into games, I view each character as well, a character, not a projection of myself, and in games with character variance, a simple function attached to a character - I consider the idea of a game character being me almost a bit uncomfortable really, I've always felt that way, even as a kid.
If you really have never felt any kind of immersion while playing a game, it's a bit sad. But you understand that the identification is only partial right?...

@fogbadge said:
I don't. I call the game a cheating ****
Understandable!
 

Wario Wario Wario

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If you really have never felt any kind of immersion while playing a game, it's a bit sad. But you understand that the identification is only partial right?...
It's clear that I'm looking at a 6 and you're looking at a 9 here, these are all perspectives deep rooted in how we played games growing up and perhaps even what games we played, there's a lot I can pick apart but it wouldn't be worth the time because these opinions may just be rooted in our respective identities and perspectives - but I want to say that this specific remark gives me BAD vibes beyond simple disagreement. I'm not assuming you have any concious prejudices at all, but I view games through their code and design choices, and characters detached from myself, because that's how my brain is wired - the 'tism - so to call that "a bit sad" just makes me... ugh. ew. I percieve films and TV the same way, with the only exception being... like, maybe occasionally satirical content that's intended to be relatable? But not really, at least beyond just a very superficial "he's so like me" level.

Even if there wasn't that neuro element... I enjoy games just fine that way, it's not "sad" because I do it differently. I even enjoy Smash (pre-Brawl at least) that way. Do you think I'm talking about nicotine or something, and I don't actually like games, I'm just addicted?
 
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Diddy Kong

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Here I am, reading all this "immersion" part with a username named after my favorite character whom I identified myself as much with that my whole youth I basically always wore red baseball caps.

 

Guynamednelson

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It isn't people who approved of Ridley/K. Rool/Banjo more than most of the DLC fighters who need to play more games.

It's people who act like it'd be weird or a scam or whatever for Smash to do stuff that other games do all the time.
 

Champion of Hyrule

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It's people who act like it'd be weird or a scam or whatever for Smash to do stuff that other games do all the time.
I don’t know what this is referring to but just because a practice is a norm in the video games industry doesn’t make it good. If someone criticizes Smash for doing something that other games do all the time that’s fine if they have a genuine point.
 

Guynamednelson

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I don’t know what this is referring to but just because a practice is a norm in the video games industry doesn’t make it good. If someone criticizes Smash for doing something that other games do all the time that’s fine if they have a genuine point.
Notice how I said "it'd be" rather than "it's". I'm talking about hypothetical things here, like a Smash sequel that doesn't bring everyone back having veterans take up DLC slots.
 

Wario Wario Wario

Smash Legend
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Notice how I said "it'd be" rather than "it's". I'm talking about hypothetical things here, like a Smash sequel that doesn't bring everyone back having veterans take up DLC slots.
I agree that cuts are normal and should be expected, but like... what's the point of a dog whistle if it'll only make you look worse without context? I thought you were responding to criticism of something actually morally-based like the mystery season pass system at first.

I've been exploring my opinions on Banjo a bit more and I don't even think I necesarilly dislike him as a pick because of his Nintendo ties, and more just the existence of any kind of logical reason or point-proving associated with his inclusion, you know what I mean? Just the fact that Banjo being in Smash can be used, or was intended by fans, to prove a point about either Banjo (Banjo was a Nintendo character all along!) or Smash (See, Smash IS a Nintendo crossover!)... I hate that, it feels gross. "Exploitative" would be too strong a word and obviously ignorant of the power dynamics at play between consumer and corporation, but it does feel like there's a deep-rooted trickery there, an ulterior motive - harmless as it may be - that goes beyond a simple "that'd be fun".
 
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Nabbitfan730

Smash Ace
Joined
Dec 15, 2020
Messages
637
Now I'm REALLY starting to realize how much Ultimate rode on 4's coattails, and it's making me quite upset.

I thought the asset recycling, general selection of newcomers, and the ballot influence felt familiar. But looking back, wasn't the marketing identical, too? Smash 4 had this big crossover presentation for most of its span, and almost all of that marketing push was carried over to Ultimate, in often larger quantities. So basically, we've been sold a single Smash experience within two sets of entries within different console generations! That's... not much better than a standard port at all!
A Sequel that similar in experience and expands upon what worked last time and not a radical reinvention!? Unthinkable! I've been duped!

Contrary to popular belief, Ultimate is best example of quality over quantity at least when comes to the single-player experience. Cutting the bloat and focusing modes that uses Smash's strengths

other than Improved All-Star, Smash Run, Boss Rush or Wii U's Classic Mode, none of ones missing will be missed.

Also, i think only way to move Smash forward originally that isn't a lesser/rehash of previous experiences is to fully 3D like Virtual-On/Power Stone/Forgotten Land
 
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