Haleluiah, salvage is complete! here you go Sal!
This is a good post. Indulge me
So these are the areas you feel are too similar to Smash Bros? I suppose you've got me there as I haven't played SSBBrawl enough to recognize all the intricate similarities, but..I just don't feel that changing the nature of air jumps or trying to come up specifically with animations that look different serves any purpose to the game, other than 'we're not Super Smash Bros'; they should just use what they think works best for a 2d brawler, whether it appears in another company's game or not.
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Get a copy of Brawl for cheap, try it and you'll instantly see what I mean. As for not being Smash bros, obviously I would never advocate for an artist to work with that in mind. No, just develop your own thing without being too similar to your competition.
This is the problem of only Nintendo really making these games; there are genre standards for more traditional fighting games that every developer uses, but because there are so many developers they don't get called out for specifically copying one another, it's just a genre standard. |
I agree. But at the same time, don't you find that within that line of thinking, Street Fighter and Mortal Kombat are vastly different despite their genre similarities?
I'm a SF fan, but I'm not really a MK fan. But I couldn't say the same here since they could essentially be the same game!
There's only so many ways a character can grab or punch another character, and I've already seen unique and interesting moves from paRappa and Fat Princess in those videos, ones specific to their character, that I don't see the problems with the moves either. |
I can tell you that you're right. In the style of smash, there are only so many ways a character can grab. That's why every smash char has a unique way to grab. If these Sony characters were to be added to Brawl, they would fit right in
BUT (the big but), did you notice that there is a big difference between how characters grab in SF, MK, SC, Tekken and Smash? It's because they're all unique grabbing mechanics and choreography styles. You just can't say that about PABR versus Smash. They're too similar in style. Yes, between the characters everyone is unique, but between the two franchises (PABR vs Smash), they are all too similar.
The camera is limited to a 2d plane, there's not much you can do with that.
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If you compare the camera dynamics between the 3 versions of Smash, you'll see a clear difference at least between SSB and Melee. This one's kind of important.
There was a mode in Melee called Giant melee, and the camera dynamics between giant characters and normal characters were different. I was expecting that kind of difference here somewhat.
The characters all have unique attributes in terms of speed and power etc, and we've only seen a few stages so far...and they impressed me? |
I wish you'd played smash, you would know exactly what I'm talking about when referring to speed. In Melee, there are a few extra modes, one of them if I remember is called lightning Melee, where the characters moved super-fast. It was lots of fun, but it affected the playstyle of the game.
I like how dynamic they are, the quizzes and world-building in the LBP/Buzz level, Hades messing things up in the GoW/Patapon level etc. I feel there are, or will be when more footage is shown, enough unique aspects of the game that you cannot find in other Smash games to justify it's existence, nevermind the angle of pure fan-service for Sony characters. |
Yeah, this stuff is all cool. As for Hades though, this is much too reminiscent of the pokemon level in Brawl:
That legendary pokemon in the back there really interferes with the stage alot, much like Hades .
As I mentioned in the previous post, and this is the key point, the things that differentiate fighting games are unique characters, unique movelists, a different physical feel to the characters, unique stages, unique music, unique art etc This game has all that and possibly more. |
Every character in brawl has uniqueness, unique movelists, different physical feel, unique stages, music and art. PABR components could easily fit into brawl as an expansion.
What would really distinguish two fighter games are size ratios, speeds, art direction (brush strokes, pen strokes, dusty, muddy) and those kind of things that would really make you see, oh yeah, that's a different game.
(the best online integration to be in a Smash game most likely, for example. Indulge my inner fanboy for a moment here but the potential for things like constantly updating info on your friend's records/stats/current status/stage ala the new Need for Speed or SSX would be wonderful, but that's just speculation from me ). |
I love your inner fanboy, and I have him too. Even though they are different, they understand each other.