Super Smash Bros Ultimate | NSW | Sakurai ends posting daily Smash screenshot

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Corazon de Leon » Sun Jan 13, 2019 4:15 pm

Sometimes you get a hit right in the sweet spot and your enemy just strawberry floats off, or there's a condition wherein the character is lighter than normal.

I've noticed that enemies seem a lot easier to kill in classic mode - I seem to be able to finish enemies off in ten or twenty seconds where that wouldn't normally be possible.

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Balladeer
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Balladeer » Sun Jan 13, 2019 6:03 pm

That’ll be a shield break, I suspect. Insta-kills Jiggly and only Jiggly.

Jezo wrote:There aren't as many newcomers, but they brought back some cut veterans, some having a lot of new moves, etc. Regardless, I think Sakurai was pretty clear in what Ultimate was meant to be; essentially a culmination of all the Smashs thus far. It's meant to be the definitive way to play Smash, an existing thing, not necessarily an 'evolution' of the series.

You’re right, Sakurai was very clear about what Ultimate was meant to be from this year’s E3 onwards (hence the reference to Pichu and Snake). I was disappointed at the time and it hasn’t quite gone away. Granted, I seem to be one of the few. It definitely is the definitive way to play Smash, which means it’s a superb game, but not perhaps a superb next step. Anyway, for Smash 6 I hope they do the opposite and go all-new (and that Sakurai gets a break).

Incidentally the only veterans who seem to have changed much to my mind (bar balancing tweaks) are Link and Ganondorf.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Dig Dug » Sun Jan 13, 2019 7:48 pm

Just had a guy pull the plug because I was about to beat him on quickplay. What a scumbag, I get no GSP if they do that. If anyone does that to you go into records > past opponents so you can report and block them.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Kriken » Sun Jan 13, 2019 8:28 pm

Maybe they just had a connection issue.

I recall that in Smash Wii U if your opponent disconnected they'd be replaced with a low-level CPU. Seems like that's not the case in this game.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Jazzem » Sun Jan 13, 2019 8:53 pm

Kriken wrote:Maybe they just had a connection issue.

I recall that in Smash Wii U if your opponent disconnected they'd be replaced with a low-level CPU. Seems like that's not the case in this game.


It's certainly not in an arena where one disconnect leads to the whole match getting comm error'd D:

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Dig Dug » Sun Jan 13, 2019 9:34 pm

Kriken wrote:Maybe they just had a connection issue.

I recall that in Smash Wii U if your opponent disconnected they'd be replaced with a low-level CPU. Seems like that's not the case in this game.

Nah he was actually dead, had used his up b and was falling. Definitely pulled the plug.

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Balladeer
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Balladeer » Sun Jan 13, 2019 9:36 pm

I'm surprised that Nintendo don't penalise that in any way, they've usually (for all the other problems with their online) been fairly good at slapping disconnecters. I suppose a report-and-block is one thing that can be done.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Rubix » Sun Jan 13, 2019 9:59 pm

Been playing some of this today, ive had all the smash games apart from the wii-u and normally start off enjoying them but tire fast. I think partly because I only play single player and like mario kart there is a high element of luck depending on what drops for you and where.

I am however loving the level designs

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Herdanos
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Herdanos » Mon Jan 14, 2019 8:41 am

Frank wrote:Was hoping the assist killer spirits would actually just take the stupid bullshit trophies out of the match entirely, but no. I've still got to try and struggle with them and Incinertwat and the stupid grabby items.

strawberry floating horrid. World of Light is a mess. There's no middle ground with these fights - It's either bish-bash two hits and you've won or it's seventeen retries, four broken controllers and a lucky strawberry floating enemy suicide victory.

It just isn't fun. Such a disappointment :(


It sounds like you've made up your mind that you hate World of Light and are determined to let the game prove you right, rather than opening your mind and approaching the mode the way it's meant to be played.

If you're retrying 17 times then you're deliberately letting yourself get wound up. There are, what, 70 characters in the game? Switch characters. There are multiple approaches with each character - try a different approach. There are the spirits which either negate the advantages of the opponent or give an advantage of your own - try these, or have a go at the other modes to gain extra spirits outside World of Light that you can use within it.

People play Smash Bros to smash, not to play an average platform game. The scenarios are designed to test you and encourage you to improve across multiple characters and multiple approaches within that character. And if that all fails then there's spirits, the dojos, the skill tree all designed to boost you. If you're winning in two hits a lot of the time it sounds like you're decent at the game, but I'd wager you have no intention of playing the game any other way than with the character you want, in the style you're used to.

And if you think that you "shouldn't have to play as any character other than the one I want to!" then fair enough - go play another mode than that character; but you can't complain that the game pushes you to improve your abilities to progress through the available content, when that's the basic principle of gameplay progression.

I am really liking World of Light, and there are a lot of challenges I've had to leave for now. Some of them the map has naturally looped me back to, and by the time that's happened I've found a spirit or new character (or just gotten better) that has meant I've been able to beat them that time around. Some more cut scenes might have added to the idea that there's somehow a story behind it (though I thought the opening one was corny) but I'm not missing them as when I beat a challenge I'm usually keen to move on to the next. And just when I think I've gotten a good spirit party combination put together, a better spirit comes along that I need to make room for. (I've not even touched the mode where you sacrifice some spirits to gain others - not sure I trust that approach :lol: )

Like Cora has said - if after considering all that you're still really jot enjoying it; maybe you just don't like the game? And that's fine - but it doesn't make it broken, or a mess, when it's clearly neither of those things.

As for trophies being somehow better than spirits / wanting more trivia - there are hundreds of hours of content in this game. No one seriously wants to add hundreds more through reading :lol: Yeah, it might have been a nice touch, but that's all. Imagine how much longer we'd have had to wait for release if they'd have written a description for each of the 1000+ spirits, then translated them all into multiple languages. Let's be honest: very few people read these anyway, and even if you do, you don't read them all. If I come across a spirit from, say, Fire Emblem, I don't bother to think "I don't know anything about Fire Emblem, I'd like to understand the backstory of this character before I beat up a character that resembles them". I just start the battle. Whereas if I see a character as a spirit that I do know and recognise, it's great, but O don't feel the need to refresh my memory as to why I have fond memories of that character. So I'm glad Nintendo spent their development time cramming in as many spirits as quickly as they could, as it means I see more characters I recognise (and those who play more games than I do will recognise even more) rather than spending time localizing text that a couple of people might read if they're bored of everything else the game has to offer for some reason.

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Herdanos
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Herdanos » Mon Jan 14, 2019 8:49 am

Balladeer wrote:[*]Granted, that's because there's a massive great one-player mode, but it's definitely lacking in the character and variety that the SSE had.


Did people enjoy SSE, then? My recollection is that at the time it got plus points for trying but the platforming was badly received. And that overall the keener Smash fans saw it as part of a wider 'watering down' of the overall package that also encompassed tripping and the slower pace (and the overpowering of MK). Whereas the stage builder (which I poured hours into) was only for filthy casuals.

I enjoyed SSE at the time, but once I was finished with it, I had no great desire to play it again and don't imagine I ever will. I'm certain I recall it being criticised though, so it's interesting to see people complain about WoL and say they miss the platforming!

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Balladeer » Mon Jan 14, 2019 8:51 am

While I see a lot of that (‘that’ being the first of QN’s two posts above), I absolutely disagree with the trophies/Spirits paragraph apart from the translation time, which must surely be a key factor. I may not read every single line of every single trophy, but would I like being able to find out where the Spirit comes from, and in what context, without having to dive into Google every time? Heck yes.

Anyhoo, I’ve unlocked all of the Challenges! And I only used one Golden Hammer on a non-online Challenge! Now I’m worried that they’re going to bring out a new panel full of dangerously tough Challenges and I’ve used up all my hammers. :dread:


EDIT: Re. the last post, I think I enjoyed the platforming more than many. It didn’t blow my socks off but it was okay. The real problem was the enemy design: most of them were just flat-out bobbins, apart from the Mario enemies and the blob in a digger. Why no Zelda, Kirby, Pokémon etc. foes?

The real benefit it had over WoL was, quite simply, the cut-scenes. They were good too! I know Smash is 95% about the gameplay, but when you’ve got the greatest gaming crossover ever and you don’t show the characters crossing over in amusing ways now and then, that feels like a waste of potential to me.

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Herdanos
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Herdanos » Mon Jan 14, 2019 11:27 am

Balladeer wrote:I know Smash is 95% about the gameplay, but when you’ve got the greatest gaming crossover ever and you don’t show the characters crossing over in amusing ways now and then, that feels like a waste of potential to me.


Sure, I get this. Given the GCI nature of the one cut scene we do have, I'm guessing they didn't want to spend the time on more, but it is a missed opportunity. (Though I wonder if any such use of other companies' IP would have to be vetted every single time.)

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Frank » Mon Jan 14, 2019 12:20 pm

Quantum Name wrote:I'm glad Nintendo spent their development time cramming in as many spirits as quickly as they could.


Yeah, I love how I've got a list of 500 spirits when I'm trying to find the sole one that's got a power I need that isn't an easily filterable environment-negating one. Especially when you spend longer searching for the right spirit than you actually do fighting :slol:

Does anyone else prefer spirits? You're definitely in the minority on that. Surely the inflated number of spirits is also part of the reason that world of light is so bloated. It doesn't need to be as long as it is, and the game doesn't need to be full of as many spirits as it is.

Also RE: World of Light I wish they told you where Spirits were that you'd found but hadn't beaten to try and reduce the amount of time you'll have to spend roaming the enormous empty map at the end of it :shifty: I've started taking screenshots when I've found some stupid ones so I can try and find my way back, but I don't get why *I* have to do that.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by imbusydoctorwho » Mon Jan 14, 2019 2:08 pm

Leveling up and evolving spirits is really addictive.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Yubel » Mon Jan 14, 2019 2:28 pm

The main aspect of SSE I think leaves the biggest void is it's overall ambition; through the cut-scenes is where that epic sentiment stems from, but mostly everything else faded from memory rather quickly. It's not a stretch to say the forgettable enemy and level design made things feel tedious. In defence of the former however, I'd like to point out some less inspired Pokémon designs that have cropped up in recent times: Klefki, Garbodor, Vanillish etc.

Nintendo shouldn't be afraid to match their biggest crossover with the scale and ambition it deserves.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Balladeer » Mon Jan 14, 2019 3:18 pm

The SSE enemies were tripe and there have always been uninspired Pokémon. That's my piece on that!

imbusydoctorwho wrote:Leveling up and evolving spirits is really addictive.

I'm not sure I agree with this: it just hasn't scratched the same numerical itch for me as your average JRPG. Possibly because the 'characters' you're levelling up lack... well, character. Meanwhile I've stuck most evolve-y spirits in the Gym until they're bigger. The Spirit Board, however, is really addictive. Definitely one of the better new additions.

Frank wrote:Surely the inflated number of spirits is also part of the reason that world of light is so bloated. It doesn't need to be as long as it is, and the game doesn't need to be full of as many spirits as it is.

Not sure I agree with this either! I mean, I will happily play single-player Smash (any version) for hours and hours and hours, so perhaps I'm in the minority, and have seen other people saying that WoL is bloated... but I just didn't find it that way? Apart from one section in the second half of the game. (Go up first, dear God, go up first.) Otherwise I did mostly enjoy seeing what weird relic of gaming's past was next, and how it'd be represented. The environmental puzzles were cute and simple, the Spirit battles were often pretty clever, the bosses were tremendous... there was nothing else, and the Spirits themselves were bobbins, but there you go.

Quantum Name wrote:(Though I wonder if any such use of other companies' IP would have to be vetted every single time.)

Completely different point leading on from this: Final Fantasy. What the heck is the point of Square allowing Cloud to be in the game if they're not going to allow any remixes of music, or any Spirits based on his franchises? How tight-fisted are they? Who sees the respect with which Nintendo has treated Mega Man (more so than Capcom has at this point) and decides, 'You keep your stinking hands off our character'? :roll:

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Pedz » Mon Jan 14, 2019 3:48 pm

I like spirits, but prefer trophies, tbh trophies could've been used in the same way as spirits. Personally, I read every trophy I unlocked. I also wasn't a big fan of SSE, it was OK, I actually preferred Adventure Mode in Melee.

I think the thing I like about WoL is it's basically the event mode that was in Smash. It's not exactly the same, but it is very similar.

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Jezo » Mon Jan 14, 2019 7:00 pm

Streaming viewer battles. Come play~ https://twitch.tv/Smash_Jezo

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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by PuppetBoy » Mon Jan 14, 2019 7:07 pm

Absolutely prefer trophies to spirits. +1 for reading every trophy I unlocked.

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Frank
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PostRe: Super Smash Bros Ultimate | Nintendo Switch
by Frank » Mon Jan 14, 2019 8:34 pm

Got so close to winning that Geno fight and ended up doing my final smash in the wrong direction :slol: :fp: :fp:

Uncovered the whole of the first map now, too, so now it's time for Gary or w/e the big boss is called. Is there a way of seeing how many spirits you've missed so far? I guess the "Spaces Cleared" gives you an idea, but I'm not sure how many there are meant to be.

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