Vena said:
That's the limit of coding a game to the metal like this. The game just can't run more than whatever they managed to cram into it and get working. The machine simply cannot do more, it can't do larger maps or more complicated maps, it can't handle bigger "world adventures". I'm amazed it doesn't just catch fire in Smash Run or 4-man fights. I mean, come on, the game can't even run the systems own OS because of how demanding it is...
But its a bit silly to compare a mobile game to a home console game... let's save our comparisons to Brawl with the actual equivalent on console. |
How is that silly? They could reuse assets to make another NSMB stage etc. Or well Gameboy stage (its just jpegs with no polygons other than the floor)
Smash 3DS has some music Brawl had a ton. But you had to unlock alot of that as far as I know. In the 3DS version? nope
The first page of the challenges almost does itself without work. And if you finish that page the second one is already 50% done. Stagas and characters also almost unlock themselves because there is no effort needed to unlock them etc. and everys 10 or so fights a new challenger appears. This has nothing to do with the 3DS hardware but with dont giving a fuck about the game.
TBH to me it seems like this:
Nintendo: Smash will come out
Sakurai: What? Noone told me.
Nintendo: Sakurai please do another smash for us.
Sakurai: Okay How much time do I have?
Nintendo: Mid/End 2014.
Sakurai: What only?
Nintendo: Yes.
End result unpolished game. (Despite the fighting itself which is glorious)
Kid Icarus is a great game made by the same guy. Smash not so much in terms of contect.
The menu is also a mess. The game has no intro etc etc. (Do an ingame intro if the cartridge is to small for a movie one)
The game does not feel epic at all. It feels like a demo to me.