it looks like the wii u version with higher contrast
NND: 0047-7271-7918 | XBL: Nights illusion | PSN: GameNChick
Would you say Smash Ultimate is... | |||
A port | 18 | 14.75% | |
A brand new game | 74 | 60.66% | |
A compilation | 23 | 18.85% | |
Something else | 7 | 5.74% | |
Total: | 122 |
it looks like the wii u version with higher contrast
NND: 0047-7271-7918 | XBL: Nights illusion | PSN: GameNChick
Hiku said:
I was going to mention Guilty Gear Xrd to @TruckOSaurus as well. Revelator got throw teching for example, which changed the dynamics of throw mixups drastically. But Revelator is still seen as an expansion, and not a brand new Guilty Gear. |
The fundamentals of SFIV didn't change with the changes that's the major difference here players were given new options but the fundamentals of how they played didn't change unlike in Ultimate where the game is played differently to S4. In SFIV adding red focus didn't change how a match up or player would fight it merely was an upgraded version of a mechanic already present in the game it's like a normal special move and an EX special move one does a bit more than the other but doesn't really change how the whole dynamic of the game is played out sure they were options to be respected but on a fundamental level players approach to the game wasn't much different.
In comparison the changes made in Ultimate force an all new style and approach of play for all characters and players this was seen in the invitational especially in the semi finals with Leo vs Zero where the game is strategic and aggressive on all fronts not Melee hyper aggressive as your opponent has options for counter aggression, compare this to S4 which was about neutral control tactics the entire landscape is different an example of this is how Sonic is conducted in both games. In S4 he's very zonal and defensive in his hit and run in Ultimate he's all over you like Falco in Melee as was seen when Mango faced Leo today.
Hiku said: Red Focus was one of the new mechanics that were added, but I'll get to delayed wakeup further below. On top of these things, there were also balance changes to the roster, and that changed some matchups as well. |
Your example doesn't really debunk what I said because you've given examples of added options the actual match ups, fundamentals and such themselves never really changed as for one Yun was always an aggressive character in IV he was one of the major problems for players to deal with, my characters were Rose and Makoto the changes never impacted how I played and approached the game with them even though the were more options in games as I still had to approach the game in the same fundamental manner. The changes you're highlighting merely made it so certain moves were encouraged to be used more they or restraint in certain situations was added it didn't change the dna of the game how ever.
The same goes for delayed wake up it was added because SFIV had a flaw in approach that made vortex play strong once it began so it was added as a balance measure because characters with poor wake up/escape options wouldn't auto lose once it started, this how ever was not a fundamental change as people still played and approach the game the same it was a balance fix.
Compare this to what Truck is pointing out in Ultimate, defending diminishes quickly with each use and actions like rolls are now punishable this means fundamentally everyone in Ultimate universally has to come out and attack regardless of the match up, situation and style your example of RF and DW in SFIV doesn't do this for everyone what it does is add options with in the same fundamental ecosystem. The other added changes in Ultimate further change the universal fundamentals in Ultimate like the change to perfect shielding means defence in the game is no longer about avoiding and blocking damage you have to deflect a hit then set yourself up to apply counter aggression to turn the tides otherwise you'll get run over as the match is faster and its easier to die.
Compare this to S4 where someone could roll safely endlessly it meant the attacking player was most at risk which is why Rosalina was so strong in the game as the game was about neutral control and the strong defensive options made it hard to kill a character.
I just watched the Direct. I'm on team enhanced port/compilation. Even the title Ultimate implies the final iteration of something that came before. Lots of fighting games get updated editions like this. Hell SFV Arcade Edition plays a lot different than the base game.
http://www.youtube.com/watch?v=F1gWECYYOSo
Please Watch/Share this video so it gets shown in Hollywood.
If Smash Ultimate is a port, there's a lot of other games we need to start calling ports.
Come on guys. I'm probably the biggest critic of both Smash Bros and Nintendo's porting addiction on this forum, and even I'll admit this is a new game.
Sure, it takes elements from prior games, but so does every iterative sequel ever made. It's no more a port than Splatoon 2, Mario Kart Wii, or for that matter previous Smash entries.
mZuzek said:
This. I'm sorry if I'm being incredibly rude, but whoever says Smash Ultimate is a port is simply stupid. There's just no other way to put it. |
I'd take that to heart, if only it didn't come from the guy who still believes Guardians 2 wasn't a disappointment.