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Full Version: TSR's Super Smash Bros Thread|SWITCH HYPE TRAIN NOW BOARDING
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(11-15-2016, 03:46 PM)TomGuycott Wrote: [ -> ]In fact, Melee was a WORSE offender of this solely for Mewtwo. Either a MASSIVE number of battles or a massive amount of play hours, no middleground. Kind of sucks if you happen to have to start a new file and want the complete experience faster, as that has nothing to do with skill, it's merely a time lock.

Yeah that was really shitty.

Personally I'm of the mind that for the multiplayer aspect at least, all the characters and stages should be unlocked from the get-go. This wasn't a big problem back in the days of carts and memory cards because you could just bring that with you, but nowadays with everything being tied to a console and an account? It is kind of a pain in the ass to visit a friend's place and find out "oh I don't have all the characters/stages yet."

As for 3DS stages, I hope they do because some of them are pretty neat (Pac-Man's pretty fun), but also I would hope they use the Final Destination visuals from the 3DS version - I like them more.
(11-16-2016, 02:27 AM)Koopaul Wrote: [ -> ]They were able to bring stages from the N64 back for both versions simultaneously. While there will be work involved I don't think it's quite as difficult as some of you are making it out to be.

Besides it makes perfect sense. The Switch is both a console and a portable. Uniting a lot of the content from both versions makes sense.

I don't really understand why you think re-creating the N64 stages for both 3DS and WiiU is the same as porting the 3DS stages to a high definition game. A lot of those 3DS stages use non-High Definition assets from 3DS games.

It's very possible to basically model and create Luminoise City again for a Prism Tower stage in Smash for Switch, but it also seems like it's a lot more effort than its worth. Other stages like Arena Ferox, Reset Bomb Fortress, and Mario 3D Land also have this problem.
They would have to model any new stages they added anyway... so I guess it depends if they want to make this "SMASH 4 ULTRA EDITION" (in which case they should remodel existing elements) or if they want to play this off as just "Smash Bros. for Nintendo Wii U for Nintendo Switch."
The main issue is that we don't know who is working on this port and to what capacity. I mean, it's not officially announced at all, there's no way to know what size the team is and what their experience is. For that reason if the team is bare minimum, making larger quality models and making new textures may not be a task they can handle.

Another thing I just thought of is this because I genuinely don't know: how would the graphics downgrade onto the handheld device, if at all? Do they actually have to make smaller models to allow the game to run better on the screen?

There's so many unknowns at this point. If they are pulling out all the stops to make it the best it can be, I think the Switch may be a huge success for smash alone. If it goes the route of a simple Wii U port, then not so much.
The screen's resolution is 720p (apparently) though this would effect textures, not models. Screen size doesn't effect polygon count.

However, that doesn't mean the textures can't be 'made' in 1080p - they'd just be downscaled (which often makes them look crisper).

Okami HD is 4K on the PS3 - but is downscaled to 1080p.
(11-16-2016, 08:25 PM)Goemar Wrote: [ -> ]The screen's resolution is 720p (apparently) though this would effect textures, not models. Screen size doesn't effect polygon count.
Case in point: the 3DS Pokémon games. They've got some beefy-ass Pokémon models (and a big reason why performance is an issue in these games), apparently for "future-proofing" purposes.

But hasn't there been talk of the Switch being capable of 1080p on Dock, or has it been confirmed to be 720p regardless of mode?
Anyone's guess at the moment. I would be surprised if it wasn't 1080p docked - but this is Nintendo, so...