M.U.G.E.N said:
I mean the tags bit...as I explained above...how friggin stupid is that? It's a moronic thing to do from the sony's side as well as it's stupid to accuse develops as that showcases their 'intentions' or something. I already gave a very good example to show why it's not the devs, and most probably a pr team or someone behind such things. The ones who are making the game most probably has nothing to do with any of that. Heck, they didn't even pick the atrocious name for the game either. No, you and others seems to have an issue with accepting his opinion ONLY because he puts the game even at a beta level over smash. Guess what? he is not the only one. But the same crowd does the opposite due to words from a japanese dev who has yet to even touch the game...the same man who asked 'what' a gabe newell is >_> He is a moron if he doesn't even know that much. The dtoid article is NOT a review. It's a hands on impression article. If that was a hint, I'm not pretending to be in the beta. Ask Axum, heavenly king or anyone on my psn. I'm in the beta. Been playing it all morning too. The gameplay in the available mode, the way the stages are set up, the way the music is set up, the strategies involved, offensive vs defensive gameplay etc are all different. Not minor changes, the whole dynamics of smash bros will need to change if it to have a mode like this one. Don't write off so easily. And saying that something that is not in existence, can make the games more alike, makes absolutely no sense whatsoever, I'm sorry. it's like saying adding a vertical element to gears could potentially make it similar to Uncharted MP. yes, I'm sure it will...but doesn't change the fact that they are, in reality, different games, despite being third person shooters. And I might be wrong here, and I hope someone actually does an article comparing this, but the game seems to have a much bigger move set per character as well. Fact of the matter is, other than the points I have made so far, the game do have a very different feel to it. I can play this and go play smash and have a very different experience altogether. This is something devs have also been saying from the start. Go in with an open mind. This game does not play like smash (at least in this mode)..if you do go with that mentality, you run the risk of getting your ass handed to you. The sad situation is , it's not as rosy as you say it is here. That's just the reality of things. anyways again my point remains, The game has been heavily influenced by smash, yet does enough things to differentiate the overall experience from almost anything else in the fighting game market. That's all I have to say on the matter |
Let's take this little gem from our wonderful destructoid writer.
"Perhaps it's a benefit of these characters being born on more advanced hardware or not being limited to 2D platformers, but All-Stars roster feels much more imaginative and fitting than any Smash Bros. game."
Cuz you know, Link, Marth, Ness, Jigglypuff, Falcon, Ganondorf, Olimar, Pikachu, Ike, Pokemon Trainer, Fox, Wolf, Falco, Rob, and Snake were from 2D platformers right?
"Unlike Smash Bros., all players are always in it to win it since there is no life count. There is also no way of knowing what the score is during a match."
Ummm... except that the default mode of Smash Bros has no life count OR score counter?
So that's why we didn't listen to him. Because he doesn't seem to know much about Smash, and his article is poorly written.
As for move sets, it seems PASBR should have more. While Brawl modifies light/heavy attacks by tilts or flicks of the joystick, PASBR has differentiates between tilts and smashes with a button from what I see. Since smashes don't work in the air but heavy attacks do, this should mean four additional moves per character, plus two extra finishers. So, that should mean a couple more moves. However, it seems that some of the situational moves from smash are gone. Do characters have dash attacks, or wake up attacks? Depending on that, we're left with 4-6 extra moves per character. So, there's that. Overall the moveset should be slightly larger.
Saying that the experience is different doesn't really hold up, because it's not that hard to change the experience of a fighting game. A good fighting game is a very tightly crafted machine, and tightening or loosening one bolt can change the experience. Let's say I made a Street Fighter IV hack that made it possible to block in the air. The resulting game would be very different. Air approaches would be far less risky, air throws would suddenly be much more useful tools, and anti-airs like Ryu's light shoryuken would suddenly be unsafe. Is this a new game? If I made a SFIV hack where only Ultras did damage, that would also completely change the game, but the result wouldn't make this a new game.
Or, let's take Brawl and Melee. One of the main changes in physics between Brawl and Melee is its airdodge physics (btw airdodging is an element in PASBR and Smash that I don't recall seeing in any other mainstream fighter). This seemingly minor change (along with a minor change with shields) in physics completely changed Melee from a very aggresive, very tech skill heavy game to a game of spacing, position, and defense.
Even within Brawl itself, you can easily change feel of the game. Change the game between stock, time (the mode that Destructoid doesn't know exists), stamina, and coin, and suddenly you have a different feel to the game. Even changing the stage from Final Destination to New Pork City changes the game quite a bit. There are many fan made brawl hacks (see Project M) that differ greatly from Brawl. So, basically, it doesn't take much to change a fighting game. The fact that the game feels somewhat different isn't a big accomplishment considering the genre, and it doesn't excuse the fact that the project is bereft of originality and steals 90% (actual number may vary) of its mechanics from Smash Brothers.
To sum it up, let's take Uncharted and Gears of War. Let's say I wanted to change Gears of War into "Uncharted: Fenix Edition". We don't have to get to a full Uncharted remake, but we have to get close enough that the game would qualify as a spin off. How much would I have to change? Well, the graphics engine would have to go and be retooled from the ground up. On a technical level or an art style level the games look very different. The physics would have to be altered heavily (Gears enemies tend to be far less rattled by bullets than Uncharted enemies). I'd have to build a platforming engine from the ground up (no pun intended). Level design would have to be changed to accomodate exploration elements, and the placement of enemies would have to be spread out more evenly. Giant monsters would have to go and Fenix's squadmates would have to go bye bye (sorry Baird). The melee combat system would have to be completely redone. Co-op mode would be nixed. Even with all of that, I don't think we're half way to uncharted.
Now, let's say I wanted to make turn PSABR into Smash. Well, I'd have to take down the walls on either edge of the stage. Allow characters to grab ledges (if they can't). Make falling off the stage give points. Change the AP bar to a % meter. Program knock back to scale with damage. And we're done.
You admit that PSABR is heavily influenced by Smash which I don't think anyone would seriously dispute. So, how much do you have to change to create an original game? You think that PSABR changes enough. That's your opinion, and that's fine. I don't think they change nearly enough.







