| Grey Acumen said: And then the whole dichotomy thing, about it supposedly being both Too Easy and Too Hard at the same time. Yes, the concept is easy to pick up. MASTERING it is entirely different, and because of its simplicity, it is an nearly endless road of potential. In order to just play the game, you only need to know, regular attack, special, shield, and then movement. In order to MASTER the game you have to understand timing, be able to predict opponents moves, recognize their attacks and how long those attacks can take to execute, understand your terrain, the speed, power, timing, and recovery of your own attacks, how much damage you can take before being in danger, how much damage other opponents can withstand before you will be able to knock them off the stage, as well as the direction they will travel depending on which attacks you use. Those are just basic elements of strategy, many of which are far more limited, if they even exist at all, in other fighting games. |
"In this model, quick and responsive attacks have simple and direct inputs, while attacks with longer attack animations require longer input sequences. This subconscious symmetry of input with the in-game result is completely lacking in Brawl. The side-effect is a sense of controller lag, in which players are left mashing buttons while nothing happens on screen because they're still stuck in the previous attack's animation"
Hmmm... Which would I like better? Learning long sequences of buttons to smash and in what order, and to mash the buttons as quickly as possible. Doing this all subconsciously without any real thought. Or learning to master the game as Grey Acumen has stated?
It seems weird to say this about SSBB, but both the article writer and Grey A. seem to be implying the same thing. Less conscious thought goes into most fighting games than in SSBB. Apparently SSBB is the the 'thinking man' fighting game.
Yet, the guy goes on to say "Playing Brawl is an uncomfortably empty experience."
So, thinking about strageties like Grey mentions gives him the willies, but 'longer input sequences' of button mashing, ahhh... an experience to savor. Oh really?
Lastly, I suppose he is right about how poorer it would be as a game without the Nintendo characters in it. On the other hand, take out NFL out of Madden Football, using made up players, or take James Bond out of Bond movies. Wouldn't be as good for most buyers of that product.
Torturing the numbers. Hear them scream.







