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Episode 247: E3 Day 1 - Nintendo Booth Impressions

by the NWR Staff - June 12, 2018, 6:26 pm PDT
Total comments: 2

James Jones, Jonathan Metts, and Michael Cole sit down and discuss their impressions of the Nintendo Direct at E3.

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Talkback

ClexYoshiJune 12, 2018

I don't know if you guys will have the time to read this talkback, but I'll leave comments regardless.

A lot of what I'm interested with this game is the granulars. Changes to defensive options are rampant between the dodge frame decay, perfect shielding occuring when you let go of shield rather than on the frame you activate, and that... really weird directual influenced air dodge. if you can do that at the ground, that brings back the specter of the Wave Dash, although I saw no such tech being used at the invitational, even in the AMAZING Sets that ZeRo and MkLeo.

Unfortunately, it does seem that Bayonetta still has her incredible recovery and blast-zone carries that 'kiss of death' sort of style to her as demonstrated.

the biggest change though, is SELECTING STAGE BEFORE CHARACTERS!

it is now possible to factor stage into your matchup pick before anything else. you might pick characters who have easier times KOing off the top in stages with a lower blast zone or one that requires less platform movement for their combos if you ended up getting Final Destination as your stage. it's the little granuals that i think make this game have what i would call "Super Smash Fighter 2 Turbo" feel. To the outsider, it may be "oh, there's a little bit of balance tweaking and like... 4 characters that weren't there but it's largely the same game!" when little things like being able to tech out of a throw for partial damage or "the game runs a little faster and your opponents get punished for too much defensive play!" are HUGE deals!

Also they're adding a shitload of items. I've seen so many new assist trophies and having Bomber (kirby enemy that gives Kirby the Crash Ability) as yet another explosive with an alternative explosion type is ridiculous.




Also, The combat on Pokemon Let's Go! Is NOTHING like the combat in Pokemon Go. Pokemon Go's Combat, for the record, consists of your pokemon knowing one move, and you swiping awkwardly left and right on the screen to make your pokemon awkwardly dodge attacks, and then thrusting forward to make them perform their one attack until one of the pokemon fall dead. you then, if you captured the gym point, get to essentially plop an AI controlled version of your pokemon to hold that point until someone beats it in the shitty pokemon punch-out!! garbage.

The Combat in Pokemon Let's Go! consists of your pokemon having 4 attacks, that all employ the standard weakness and resistance charts. systems are still in place like the way stat buffing and debuffing, as well as status afflictions work.

Now, if you were to say... tell the people that "Capturing Mechanics are lifted straight from Pokemon Go", then you would be factually correct. I get that you are in a highly stressful situation and you got a microphone shoved in your face in a locker room, but... if you want to use a wrestling metaphor, this is about as about as bit of a factual flub that misrepresents the game you are covering as Sid Vicious telling Kevin Nash that he has half the brains that Big Sexy does on Nitro as an insult.



Also, I kinda marked out that they got Ember Moon on stage for the Smash Invitational, speaking of NXT.

Quote from: ClexYoshi

I don't know if you guys will have the time to read this talkback, but I'll leave comments regardless.

A lot of what I'm interested with this game is the granulars. Changes to defensive options are rampant between the dodge frame decay, perfect shielding occuring when you let go of shield rather than on the frame you activate, and that... really weird directual influenced air dodge. if you can do that at the ground, that brings back the specter of the Wave Dash, although I saw no such tech being used at the invitational, even in the AMAZING Sets that ZeRo and MkLeo.

My impression from listening to this podcast is that's way too micro-level analysis, the guys play Smash Bros as a party game, not as a professional fighting game.

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