It does look more like Stage 11, but it could possibly be Stage 2, though a lot less likely. If it IS based on Stage 11, I'd be really excited to see one aspect of it:
I'd love to see the battle interrupted by the crash landing of the Reset Bomb and then completely altering the fighting landscape as a result. Plus I REALLY liked the music for that stage's flying segment. I'm pretty sure its more or less Viridi's theme, since almost every time it is used the stage is heavily associated with her.
(07-23-2013, 02:45 PM)TomGuycott Wrote: [ -> ]It does look more like Stage 11, but it could possibly be Stage 2, though a lot less likely.
I'm fairly certain it's Chapter 11. That castle looks too small to be Gaol's. Also, Chapter 2 didn't have the big line of Underworld creatures flying in the background.
todays update is just another screen of villager and why he's the best character ever
http://gonintendo.com/?mode=viewstory&id=208291
Quote:The biggest feature we look at in Smash Bros. is, ‘What does this character bring to Smash Bros. that other characters don’t?’ If you look at… someone from a fighting game already, and people like fighting with this character, from my point of view, it’s like ‘this guy does what this guy already does. He fills the role that this character already has. So while you may like this character and he’s interesting, that doesn’t really merge well, here.
Oh boy I hope this doesn't spell doom for Little Mac.
I wouldn't really consider Punch Out a full fledged fighting game.
It is a fighting game in a sense yes but honestly you're very limited to how you control Little Mac.
EDIT: Also just considering that, I honestly think that Little Mac has more of a chance at being playable than Skapon or Ryu. Honestly I can see where Sakurai doesn't characters from fighting games like Joy Mech Fight or Street Fighter respectively, so in a way he's emphasizing on characters that already have a moveset of their own in their games.
http://gengame.net/2013/07/kotaku-upcomi...cutscenes/
maybe sakurai should start telling people what's going to be in the game without spoiling too much, instead of saying what's not in it.
i'm getting too much negative vibes from him lately, like he's not happy with the project at all, or with the fans.
i hope they are showing something new, fresh soon that will show us that removing old features will make place for new ones.
seriously, i'm feeling like sakurai is feeling the same way about his fans like thom yorke used to do about his.
(07-25-2013, 05:17 PM)Darkys Reincarnation Wrote: [ -> ]maybe sakurai should start telling people what's going to be in the game without spoiling too much, instead of saying what's not in it.
i'm getting too much negative vibes from him lately, like he's not happy with the project at all, or with the fans.
i hope they are showing something new, fresh soon that will show us that removing old features will make place for new ones.
seriously, i'm feeling like sakurai is feeling the same way about his fans like thom yorke used to do about his.
In one perspective I agree with you, but in another I kind of understand why he's saying all this stuff.
I mean, when you think about it there's a ton of games that people make to awe people when they play the game, not on youtube. Sure there are the fans who don't go on youtube to spoil themselves, but then theres a ton of those snooty fans who look them up and then talk about them, even if they haven't played the game. So why on earth even bother playing the game if someone is just going to upload them to youtube?
I don't mind that people do this, but when you imagine how the creators might feel about it then you kind of have to consider how they feel when players are going to get half the experience if they want to spoil themselves, that's another story.
(07-25-2013, 05:32 PM)Diogalesu Wrote: [ -> ]In one perspective I agree with you, but in another I kind of understand why he's saying all this stuff.
I mean, when you think about it there's a ton of games that people make to awe people when they play the game, not on youtube. Sure there are the fans who don't go on youtube to spoil themselves, but then theres a ton of those snooty fans who look them up and then talk about them, even if they haven't played the game. So why on earth even bother playing the game if someone is just going to upload them to youtube?
I don't mind that people do this, but when you imagine how the creators might feel about it then you kind of have to consider how they feel when players are going to get half the experience if they want to spoil themselves, that's another story.
i agree with that too, yet i also think he's putting too much thought to it. i mean you create something (which doesn't even has to be a game right now necessarily) because you want to, at some time because you need to. your fans want you to create it too, they are your target. but at the same time you're trying to collect new fans too.
i don't think smash bros as a series that's out for collecting new fans, it's a stable series that's is there just for the fans. and does collect a lot of new ones along the way with each installment. but i don't see nintendo necessarily targeting new fans with the smash bros games.
the point you made can be compared to the music and film industry; an album or movie leaks online, maybe a month or so before its official release. that's very frustrating for the artist, and not even because of the money they don't get, mostly because like sakurai said; it just isn't the full experience.
and that can be indeed frustrating, but i don't think that's a reason to remove features such as the cutsences - which almost everyone thought were a great addition to the game - just to stop that from happening. it kind of feels like you're disappointing your fans ( maybe even punishing them ) just because some group of people watch the exact cut scenes from the game online, instead of experiencing it while playing.
then again, sakurai said from the beginning that some features will be cut out this time, to focus completely on the game play, and to create a whole new/old experience with the game
But we'll still get some little scenes like the ones from Melee's Adventure Mode, right?
I think he might doing this to keep the 3DS version on level with the Wii U version, knowing that cutscenes would take up too much space on 3DS, and people might like having cutscenes too much to care about the 3DS version being portable.
Only time will tell, but I'd be cool with the game lacking an adventure mode if at least one of three things happen due to lacking it:
1)A LOT more event battles than previous games. They were fun, and were often a new way to play. In other words getting creative with the mechanics.
2)They used the extra space for more everything for the base game. Like roster count. Or even just trophies... LOTS AND LOTS OF TROPHIES.[/align]
3)Adventure/subspace mode is split off into a completely separate game, so they can balance the characters soley for adventure mode fun.
(07-26-2013, 01:17 PM)Diogalesu Wrote: [ -> ]Go play kirby if you want an adventure mode, that's practically what brawl's subspace was.
It really isn't. The series have completely different game mechanics. Control structure, physics, aesthetics... Subspace is similar to Kirby as it is similar to all other left-to-right platformers.
Nope.
Subspace is very much Kirby Super Star.
The level design has similar structure. Enemy encounters are also positioned and set up in similar ways.
Events where enemies continually spawn until the player defeats them all are themselves rather similar to when the player runs into a metaknight gauntlet in KSS. The bosses are also typical Kirby affairs, with the boss having a number of different moves to choose from while the player chips away at him; heck, the Ridley fight even borrows a move or two from Dynablade. While I'm at it, several of the enemy types were also expies of Kirby enemies, such as Wheelie Bike and Flamer.
Subspace's few puzzles are essentially the same as those featured in Super Star, relying heavily on switch-hitting and door-racing. The game also has similar tunnel sets and elevator mechanics.
Meanwhile, the controls have pretty much been an extension of Kirby Super Star's control system since the very first Smash Bros, having the distinctive run controls (on D-pad) and attacks that differ according to the player's currently pressed direction and some other conditions (such as distance to the enemy). Really, one could consider each of the Smash Bros. characters to be new special abilities in a Kirby game, with each character simply locked to that specific ability.
Even the helper/partner system is pretty much the same.
Aesthetically, Subspace levels are also similar to Kirby levels in that they're built out of rather generic tiles that are reused in several different areas and kind of lead to bland, uninteresting areas with relatively few identifiable landmarks (in KSS, this probably hits hardest in GreatCaveOffensive in the crystal cave area).
The main difference (for the Subspace) that I can think of is that enemies are damagesponges, most of them taking at least a full 2-5 seconds to kill.
A potential counter-argument is that many of these features are pretty common elements in any beat-em-up/platformer. While that may be true, all of the stated similarities are implemented nearly identically to their Kirby Super Star cousins.
Though really, these similarities aren't too hard to fathom; after all, not only were the two games made by the same companies, they were even both directed pretty heavily by Sakurai himself.
All that said, Kirby Super Star is one of my favorite games, so... being like it isn't something I dislike.
The whole "enemies have tons of HP" thing and boring level-designs were probably the parts I had the most issue with.
This was probably far longer than it needed to be.
I would have preferred to see more enemies from the different characters' games than the weird made-up subspace enemies. I admit, some of them were interesting though.