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MTZehvor said:
Wyrdness said:

Go and read Sakurai's recent tweet and his last statement about when he was taking a break, back in 2016 he said his next project was already decided as he was returning and his recent tweet he says he's been working on the game everyday, nothing you've said here debunks what I posted as when this game releases later this year it would be near enough 4 years which with an engine already available is more than enough time. As I said XBC2 with the same engine as XBX was made with half the team in 3 years so the same is possible with Smash, DLC doesn't require the whole studio.

Your comment about marketing doesn't make much sense tbh because the whole marketing for the Switch has been different and it's been for the better Smash is a big enough title it doesn't need years to hype up it's the biggest fighting game franchise around.

First, I quite literally addressed what you said the very first point of my post. Developing DLC on the scale that Smash 4 had does take resources, so at best you're getting a year and a half + two sorta kinda years. This would be a dev cycle much shorter than anything seen for the series since Melee, and while I'll freely admit it doesn't rule it out as a possibility, it makes me highly skeptical.

Second, Sakurai jumping back in essentially as soon as Smash 4 DLC was done is something else that points to this either being a port or an expansion of some sort, kind of like UMvC3 or Ultra Street Fighter IV. It would be much easier to get someone to agree to work on bringing over a pre-existing game rather than starting anew because it's far less work. Developing a new engine isn't really much of the challenge behind making Smash games anyway, as they've all used essentially the same engine with minor tweaks.

Finally, the marketing point is just silly. Just because it's on a different console doesn't mean you throw out the rules of successful marketing. Video games of comparable size or bigger than Smash in terms of sales announce themselves at least a year before their release; Zelda, GTA, RDR, Elder Scrolls, etc. In fact, basically the only games with similar or larger sales numbers that don't do that are annual releases, and that's an issue of "can't" rather than "won't." This is all done because it's beneficial for marketing, which in turn improves sales, and that doesn't change whether you're selling a game on the Switch, PS4, or a smoothie maker.

Again DLC does not require the whole studio to top it off S4 is developed and handled by Namco not HAL who are developing here you still haven't even addressed the XBC2 example either, if Monolith can do it with that game why can't it happen with Smash you've offered no concrete counter to this at all.

Sakurai blah blah yeah sure mate the same Sakurai who said DLC would not be in Smash 4 because he was exhausted guess how that turned out and developing an engine is a lot of work its one of the longest parts in game development this why companies like Epic have made a business by licensing out their engines.

Mario Odyssey announced itself in January and launched in October 10 months later and is going to be the top selling 3D Mario even a game like Fallout 4 launched 5-6 months after being announced so what you're saying here is false about needing to be announced a year in advance. Franchises like these don't need a lot of time for announcements because their names hold so much weight they'll generate hype no matter what.