I'm betting its the ones found in the hacked code...if so, I'm not too sure I really miss seeing "Toon Sheik", whatever that would've looked like.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 03, 2008, 08:37:46 PM
Oh well, it would've been nice to have a few more characters, but the roster is pretty robust as it is.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: DAaaMan64 on July 03, 2008, 10:31:20 PM
Simon Belmont Mega Man Bomberman
plz
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Mario on July 04, 2008, 04:21:56 AM
I doubt it's the ones in the hacked code, they'd just be there to test things judging by the sounds of them. Besides Plusle & Minun, who would have been awesome. I think he's talking about ideas they just didn't end up making real.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Spak-Spang on July 04, 2008, 02:01:16 PM
You know...he makes it sound like he didn't have time to create his game, talking about characters he had planned and such. Or perhaps he knows people wanted more.
Well, you had plenty of time to add more characters and such. But in the end, you decided to take the project elsewhere...you decided to add Stickers, Create a level Mode, That Long Subspace Emissary that was horribly boring, and had some of the most stupid character/enemy design I have ever seen.
If you are telling us the game could have been more...then it is your fault...and if you are telling us, you would have to radically change the game for a sequel and not just add characters, then I hope that someone else directs the next game, because I did not like some of the changes you added to Brawl...and would rather someone else head the team instead of continuing in your direction.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 04, 2008, 02:06:57 PM
You know...he makes it sound like he didn't have time to create his game, talking about characters he had planned and such. Or perhaps he knows people wanted more.
Well, you had plenty of time to add more characters and such. But in the end, you decided to take the project elsewhere...you decided to add Stickers, Create a level Mode, That Long Subspace Emissary that was horribly boring, and had some of the most stupid character/enemy design I have ever seen.
If you are telling us the game could have been more...then it is your fault...and if you are telling us, you would have to radically change the game for a sequel and not just add characters, then I hope that someone else directs the next game, because I did not like some of the changes you added to Brawl...and would rather someone else head the team instead of continuing in your direction.
Well said.
The numerous bugs and glitches prevalent throughout the game says to me that he badly misplaced his priorities.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: DAaaMan64 on July 04, 2008, 02:29:32 PM
What can I say, Sakurai is a musician and a gamer; Guitar Hero: Aerosmith pooped on his chest.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Adrock on July 04, 2008, 03:25:27 PM
The level editor had potential and I hope it makes it into the sequel when its made. It's biggest flaw, similar to the Subspace Emissary, is that the levels aren't based on the actual games.
I suppose in his defense, Sakurai made the game he wanted to make despite what fans may think now. At the same time, Smash Bros. is a game that would never exist without all of the fans of the various popular series the game is based on and pays homage to. How do you separate a game like this from all its fans? The short answer is that you can't and Sakurai, despite what he wants, has an obligation to listen to the fanbase first and foremost because there is no Smash Bros. without the fans.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: DAaaMan64 on July 04, 2008, 03:32:06 PM
Despite it's flaw, I still think it's the best SSB.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 04, 2008, 04:34:46 PM
Out of curiosity, has ANYONE here played SSE more than once or gone back into it to try to beat it all on Intense or something?
I played through it once to finish it and then never even remembered that the mode was in the game ever again. I'll never understand why developers don't grasp the ratio of dev time to play time.
The SSE probably took over 7,000 combined manhours for the staff to create it, and yet it has little to no replay value.
Meanwhile, the multiplayer will be played by pros and casuals alike for the next 6 years, at least until the next SSB game comes out. You'd think that someone would look at this stark contrast and decide that focusing on the multiplayer aspect of the game is the best course of action, but no, Sakurai must have caved in to the whining of the Japanese public or something who cried for a single-player experience.
What they got was a mediocre platforming game with terrible enemy design and an incomprehensible storyline. Sometimes, you have to ignore what the fans say and just focus on your strengths.
Halo's single player campaign was an exercise in boredom and repetition, yet it didn't matter because the real focus of Bungie's games has always been the multiplayer aspect, which has earned them fame, recognition and piles of money. Halo became a multiplayer classic, with people setting up LAN parties in order to get the full 16 players into a game.
SSB is not a single player franchise. It never was and it never will be. Any attempt to turn it into such has thus far been futile and only diverted resources away from the multiplayer which has, in both SSBM and SSBB, been left with many bugs, glitches and infinite chaingrabs as a result.
I want the next SSB director to be someone who UNDERSTANDS the fact that sometimes a multiplayer game is just a multiplayer game and doesn't need a 10 hour single player campaign to appease the people who have no friends. There are plenty of single player games out there. There's no reason to shoehorn a single player experience into a multiplayer game when it clearly doesn't need one.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: DAaaMan64 on July 04, 2008, 04:59:11 PM
Yes I play multiplayer SSE with my friends who aren't very good at the game but still enjoy beat-em ups.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Spak-Spang on July 04, 2008, 05:56:26 PM
The biggest problem with Subspace Emissary is that there are no really cool moments that make you want to replay it again.
Even the lackluster Adventure mode from Melee I desired to play again and again because of the ability to take Link into the Mushroom Kingdom, or do the classic Metroid escape mission with Donkey Kong...that was cool. And fun. Instead we got a horrible Subspace Emissary where we were not playing in the Worlds of our Nintendo Franchises and nothing seemed to fit.
This could have been avoided by just using classic enemies through out instead of those horrible creations of his.
In the end, the Subspace Emissary although cool failed because of those facts. I don't even do boss mode or 100 man Melee because the characters we are fighting now just suck.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Arbok on July 04, 2008, 11:17:11 PM
Out of curiosity, has ANYONE here played SSE more than once or gone back into it to try to beat it all on Intense or something?
Yes. My sister loves co-op things, and so we have actually beaten SSE on every difficult save Intense so far.... might have done Intense as well too if it weren't for Mario Kart coming along.
In the end, the Subspace Emissary although cool failed because of those facts. I don't even do boss mode or 100 man Melee because the characters we are fighting now just suck.
Ridley sucks?
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 05, 2008, 12:46:32 AM
I've replayed the SSE when I was bored and didn't have too many people to play with. I was mostly just doing trophy collecting. Although, my current room mate has been playing it a lot. He's actually gotten pretty good at the game (or maybe my skills have dulled a bit).
However, outside of trophy/sticker collecting, there is really no replay value to it.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Luigi Dude on July 05, 2008, 04:12:26 AM
How many times does it have to be said, this game had over 100 people working on it. The people who made the Subspace Emissary were different from the people who made the characters, who were different then the people who made the stages, who were different from the people who made everything else. That's why this game had so many people working on it, so that they'd have enough people to work on all the different features of the game.
Not to mention Sakuria focused the most on the MULTIPLAYER. Every single f*cking mode in the game except Classic has multiplayer in it. Not to mention they added 17 new and unique characters in the game, which is the greatest increase in unique playable characters ever in a GOOD fighting game sequel. And even if some of you argue about Wolf and Lucas, that still makes it 15 unique characters which is still the greatest increase in unique characters ever in a good fighting game sequel.
Plus with a roaster of 39 characters, Sakurai managed to balance it very well, which is quite an accomplishment considering it's very difficult to balance games that have roasters that large. This is why all other teams behind good fighting series only add a few new characters to each sequel because it's difficult to balance it out when you have to create new movesets for new characters as well as refining the old movesets. So the fact that Sakurai was able to add 15 completely new movesets and refine all the old ones and still retain a decent level of balance with 39 characters is an amazing deal for a series that's only in it's THIRD installment. Because no other high level fighting series has ever done anything like this before without taking at least 6 sequels to do it.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: NinGurl69 *huggles on July 05, 2008, 03:26:33 PM
"refine all the old ones and still retain a decent level of balance"
disagreed. the "medium" level (useless) characters from the last games are weaker than before.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Spak-Spang on July 06, 2008, 04:50:55 PM
How many times does it have to be said, this game had over 100 people working on it. The people who made the Subspace Emissary were different from the people who made the characters, who were different then the people who made the stages, who were different from the people who made everything else. That's why this game had so many people working on it, so that they'd have enough people to work on all the different features of the game.
Not to mention Sakuria focused the most on the MULTIPLAYER. Every single f*cking mode in the game except Classic has multiplayer in it. Not to mention they added 17 new and unique characters in the game, which is the greatest increase in unique playable characters ever in a GOOD fighting game sequel. And even if some of you argue about Wolf and Lucas, that still makes it 15 unique characters which is still the greatest increase in unique characters ever in a good fighting game sequel.
Plus with a roaster of 39 characters, Sakurai managed to balance it very well, which is quite an accomplishment considering it's very difficult to balance games that have roasters that large. This is why all other teams behind good fighting series only add a few new characters to each sequel because it's difficult to balance it out when you have to create new movesets for new characters as well as refining the old movesets. So the fact that Sakurai was able to add 15 completely new movesets and refine all the old ones and still retain a decent level of balance with 39 characters is an amazing deal for a series that's only in it's THIRD installment. Because no other high level fighting series has ever done anything like this before without taking at least 6 sequels to do it.
Well, then Sakurai shouldn't be throwing out comments about not having enough time or that more characters could have been in the game. HE BROUGHT UP THE ISSUE...and he didn't did it in a way that made everyone ask...then why didn't you do it.
"I had more characters planned in the game?" Ok then where are they? What made you drop them? You should have said. "There could always be more characters in the game, but I feel we have a great collection of character represented...and the next Smash Bros would not be just about adding characters, but adding more changes to the game and possibly radical changes."
Same thing but different results.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Mikintosh on July 07, 2008, 01:54:08 PM
How many times does it have to be said, this game had over 100 people working on it. The people who made the Subspace Emissary were different from the people who made the characters, who were different then the people who made the stages, who were different from the people who made everything else. That's why this game had so many people working on it, so that they'd have enough people to work on all the different features of the game.
Not to mention Sakuria focused the most on the MULTIPLAYER. Every single f*cking mode in the game except Classic has multiplayer in it. Not to mention they added 17 new and unique characters in the game, which is the greatest increase in unique playable characters ever in a GOOD fighting game sequel. And even if some of you argue about Wolf and Lucas, that still makes it 15 unique characters which is still the greatest increase in unique characters ever in a good fighting game sequel.
Plus with a roaster of 39 characters, Sakurai managed to balance it very well, which is quite an accomplishment considering it's very difficult to balance games that have roasters that large. This is why all other teams behind good fighting series only add a few new characters to each sequel because it's difficult to balance it out when you have to create new movesets for new characters as well as refining the old movesets. So the fact that Sakurai was able to add 15 completely new movesets and refine all the old ones and still retain a decent level of balance with 39 characters is an amazing deal for a series that's only in it's THIRD installment. Because no other high level fighting series has ever done anything like this before without taking at least 6 sequels to do it.
Here here. Other than Street Fighter (and the insane Capcom vs. games), every other fighting games' roster sucks compared to Smash Bros., so I don't see why people get so vitrolic that characters didn't make the cut. It's interesting sure, but appreciate the damn product the way it is rather than the way you would have made it.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 07, 2008, 10:59:07 PM
How many times does it have to be said, this game had over 100 people working on it. The people who made the Subspace Emissary were different from the people who made the characters, who were different then the people who made the stages, who were different from the people who made everything else. That's why this game had so many people working on it, so that they'd have enough people to work on all the different features of the game.
Then his skills need to be called into question because Brawl has more glitches and exploits than Melee and 64 combined.
And I mean show-stoppers, like hitting someone out of Bowser's grab mid toward+B when he goes off the edge. Bowser goes off the edge and stays there forever. You literally have to end the game.
I thought the roster was alright, but the real let-down is how many characters are worthless in competition because of severe glitches and exploits which cripple them.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 07, 2008, 11:28:55 PM
Competition is what breaks Smash Bros in the first place.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Luigi Dude on July 08, 2008, 02:41:19 AM
I thought the roster was alright, but the real let-down is how many characters are worthless in competition because of severe glitches and exploits which cripple them.
Here's a thought, just ban people from using exploit glitches. The Smash Bros tournaments have no problem banning stages and items because they can make things unbalanced, and yet they allow people to use cheap glitches which are more unbalanced then any item is to win?
If they're going to outlaw stages and items in the name of fairness, then outlaw the glitches as well. Is it really that hard to have a modderator watching the matches at these tournaments and if someone starts using a glitch to win, disqualify them for cheating. Because when Brawl is played without people exploiting certain glitches, it ends up being a pretty well balanced fighter.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: LuigiHann on July 08, 2008, 11:54:15 AM
You guys might enjoy this quote from a Nintendo Power interview with Sakurai:
NP: What aspect of creating a video game do you enjoy the most?
Sakurai: I enjoy freely manipulating objects that are displayed on a TV screen.
Really, Sakurai haters will find a lot to ridicule in this interview. All the guy cares about is making the game fun, in the old-fashioned sense.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Caterkiller on July 08, 2008, 02:21:29 PM
Brawl is a million times more balanced than Melle ever was. And there are alot less glitchy techniques to use like wave dashing and such that require a tremendous amount of skill to learn.
Some characters are allot easier to use than others, but if I can use Donkey Kong effectively any of you should be able to use anyone. I went to Anime Expo this past weekend, and watched the smash bros tournament with over 400 participants. There was soooo much more veriety in character choice compared to what Melle offered.
Luigi Dude is right on the money with everything. Video gamers are never ever happy.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: vudu on July 08, 2008, 02:39:53 PM
I'll never understand why developers don't grasp the ratio of dev time to play time.
The SSE probably took over 7,000 combined manhours for the staff to create it, and yet it has little to no replay value.
Meanwhile, the multiplayer will be played by pros and casuals alike for the next 6 years, at least until the next SSB game comes out. You'd think that someone would look at this stark contrast and decide that focusing on the multiplayer aspect of the game is the best course of action, but no, Sakurai must have caved in to the whining of the Japanese public or something who cried for a single-player experience.
100 team members x (at least) 2 years development time x 250 work days per year x 8 hours per day = 400,000 man hours
7,000 / 400,000 = 1.75%
Yup, seems about right to me.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 08, 2008, 07:09:42 PM
Math diss.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Adrock on July 08, 2008, 11:30:35 PM
In his defense, Smash_Brother did say specifically reference the SSE so divide 400,000 by 2. Also, there were a lot of temps who worked on the game part-time which decreases that number further. On top of that, he also said "probably took over 7000 manhours" so his estimation is still correct anyway. See, nitpicking goes both ways.
Luigi Dude is right on the money with everything. Video gamers are never ever happy.
I don't mean this as an insult (just a counterpoint), but Luigi Dude also acts like almost everything 3rd parties do on other platforms is a slight against Nintendo (i.e. Castlevania on PSP). My point is that everyone is hard to please and never happy.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: EasyCure on July 09, 2008, 11:32:58 AM
I thought the roster was alright, but the real let-down is how many characters are worthless in competition because of severe glitches and exploits which cripple them.
Here's a thought, just ban people from using exploit glitches. The Smash Bros tournaments have no problem banning stages and items because they can make things unbalanced, and yet they allow people to use cheap glitches which are more unbalanced then any item is to win?
If they're going to outlaw stages and items in the name of fairness, then outlaw the glitches as well. Is it really that hard to have a modderator watching the matches at these tournaments and if someone starts using a glitch to win, disqualify them for cheating. Because when Brawl is played without people exploiting certain glitches, it ends up being a pretty well balanced fighter.
both QFMFT.
i haven't gotten as much play time with this SSB game as i have with melee, and i probably have the least play time amongst all of us here, but when i do get some time with the game i give it a good amount of time and i've never once had anything happen to me that seamed glitchy or have i even noticed any game mechanic that could be exploited. It's because i'm not looking for them, and because i'm not obsessed with competing. Sure it feels awesome pwning my friends if we're playing, but thats not the same as being in a tourney with strangers who want nothing but to win and will devote hours of testing out these glitches.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Nick DiMola on July 09, 2008, 12:50:26 PM
Competition is what breaks Smash Bros in the first place.
For many competition is what MAKES Smash Bros. I'm not saying either is better.
However, from the perspective of somewhat who doesn't compete but likes to play competitively, Brawl has some glitches (like Dedede's infinite grab for instance) that make the game unplayable with certain characters. Sure Melee had wavedashing and such, but nothing like that guaranteed a win. Brawl has a number of glitches that create situations where you are left powerless.
I do agree with LuigiDude though, just don't allow it. Keep a moderator around who watches the matches and disqualifies anyone who games the system like that. It seems that they could've used some better focus groups though because someone would have (and did) figure this stuff out within days. With that information, Sakurai and co could've completely eliminated these game breaking glitches.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Peachylala on July 09, 2008, 02:15:29 PM
Quote
My point is that everyone is hard to please and never happy.
Exactly what Nintendo was dealing with since Ocarina of Time.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 09, 2008, 03:13:40 PM
I do agree with LuigiDude though, just don't allow it. Keep a moderator around who watches the matches and disqualifies anyone who games the system like that. It seems that they could've used some better focus groups though because someone would have (and did) figure this stuff out within days. With that information, Sakurai and co could've completely eliminated these game breaking glitches.
I've argued at length with tournament organizers on competitive sites: no one is willing to ban infinite grabs because they think it's too ambiguous when it comes to determining what qualifies "releasing" the player from the infinite. Not that this is a strike against the game, it just sucks that it makes 7 characters unplayable in tournaments right off the bat.
I think Brawl was more balanced than Melee but it's also more buggy than Melee.
As for the SSE, it was a colossal waste of time and resources. I don't care if it was being handled by a completely separate development team, the budget that went toward keeping that team working badly needed to be spent on extra testing.
A bug I encountered all the time while playing Brawl was Bowser's player number suicide bug. It works like this: if Bowser grabs someone and takes them over the edge with him on the last stock, the game result is dependent upon controller number.
If Bowser does this and he's player 1, he wins the match. If he does this when he's player 2, and his victim is player 1, it goes to sudden death.
I can understand some bugs and glitches not being caught in beta testing, but this is a situation which happens incredibly regularly, forcing Bowser players to change their tactics based upon which player number they are.
When a match starts, I need to pay attention to which location Bowser starts from because that determines which player # the game sees me as.
This bug is unacceptable, and it's unacceptable because I cannot fathom how it managed to slip through the cracks in beta testing. I don't know how many hours were spent by how many testers, but to suggest that no Bowser player used the Bowsercide maneuver and thought it odd that the game went to sudden death instead of giving him a win like last time is hard to imagine.
I've read about Bungie's testing "facility", and I mean that they have an entire building that was dedicated to testing Halo 3 in everything from single player to multiplayer under any and all conceivable circumstances, and this is for a console which can actually release patches and updates for its games to fix bugs post-release.
Nintendo doesn't have that kind of leeway, so why was the beta testing for what is undoubtedly one of their most popular multiplayer franchises so utterly inept?
If Sakurai had infinite time and resources with this game, the only logical conclusion was that he just didn't give a ****. I realize that he wanted to "balance the playing field" for all kinds of gamers, but that doesn't excuse overlooking game-breaking bugs, especially ones which even casual players will probably come across.
I hope the next SSB is done by someone with a little more attention to detail when it comes to testing. Sakurai was more interested in creating meaningless single player modes and minigames and other crap than he was ensuring the core gameplay was intact and bug-free.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: NWR_pap64 on July 09, 2008, 03:45:45 PM
The online mode should have also received more attention, and I ain't talking about the lag.
The online system is terrible. If an error occurs it automatically disconnects you and sends you back to the main menu. You can't tell when a friend is online or not. The system takes a while before it registers you and your friends. You can't tell how good a player's connection is, and if what I read is true, it appears whenever it feels like it.
What bugs me is that Brawl has been in the works since before the Wii was officially unveiled. They had the time and resources to create a more organized, cleaner and more user friendly online system.
Meanwhile, Mario Kart Wii, which likely had much less development time and came out of nowhere (and was released just as fast), had an online system which look like it was carefully planned and had far more options and was easier to use. It even offers a leaderboard and tournaments, something Sakurai refused to do in Brawl.
I think what sucks even more is that we are stuck with Brawl till the next game is released. And you know Nintendo's policy of one game per console...
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 09, 2008, 04:39:27 PM
MK had a superior online system: it's literally rev 2 of Nintendo's interconnect system whereas SSBB is rev 1, hence why it sucks so badly.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Luigi Dude on July 09, 2008, 09:46:26 PM
MK had a superior online system: it's literally rev 2 of Nintendo's interconnect system whereas SSBB is rev 1, hence why it sucks so badly.
Well this is because the guy in charge of Mario Kart, Hideki Konno, is also one of the guys in charge of Nintendo's Wifi service. So of course Mario Kart has the much superior online when the guy behind it, is one of the guys who created Nintendo's entire Wifi service and knows the best way to make the online work.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Adrock on July 09, 2008, 11:42:13 PM
I think what sucks even more is that we are stuck with Brawl till the next game is released. And you know Nintendo's policy of one game per console...
Stuck? Aren't we being a little harsh? Brawl is still a great game. It, just like every other game (except Super Metroid), is flawed.
Also, I wouldn't call it a policy... I mean, looks at Mario Party... Still, despite Brawl's flaws, I wouldn't want another Smash Bros. game for another couple years. I can wait until Nintendo's next console for a sequel. My hope, like always, is that the next game will be leaps and bounds better than its predecessor and I think we can all agree that there's always room for improvement.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 10, 2008, 07:23:22 PM
Well, there's different policies for different games.
Smash Bros/Mario Kart: One per system Mario Party: As many as we can churn out Pokemon: 3 per generation (MAIN SERIES RULE ONLY)
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 10, 2008, 09:49:50 PM
I've honestly put Brawl back on the shelf as of a month ago and haven't played it in around 2 months now.
The craptacular online system combined with a lack of characters I'm interested in mastering just kinda killed it for me.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: LuigiHann on July 10, 2008, 09:52:49 PM
I've honestly put Brawl back on the shelf as of a month ago and haven't played it in around 2 months now.
ERR0R
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Mario on July 10, 2008, 11:35:57 PM
I just took part in three 192 man Brawl tournaments and it made me appreciate the game a lot more. Heaps of variety and hilarity. I think some of you are going to look really stupid as time passes and this is seen as a great classic.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Spak-Spang on July 11, 2008, 01:16:38 AM
I think what depressed me the most was how many characters could have been better, or who were crippled from Melee.
1)Luigi just seems not to be as good in Brawl. 2)Mario's Fludd attack is horrible and very annoying in game. 3)Pit with the ability to fly for up special is annoying and I really hate that power. 4)Bowser and King Dededede, Gannondorf, are still impossibly hard to play.
Then you throw in other annoying aspects like characters they could have added to round out the character list and they didn't go for the game is disappointing.
It is still a GREAT game, but just disappointing. I would have loved actually more female characters to choose from...but is that an option, no. Did Sakurai have many, many choices for other Female characters? Yes. Could they have added real gameplay variety...yes!!!
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Mario on July 11, 2008, 02:23:13 AM
Well, a lot of people play just fine with those characters.
I think it would have been awesome if Birdo was playable, it would shoot eggs and you could jump on them and pick them up like in SMB2.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Luigi Dude on July 11, 2008, 06:01:09 AM
What? As a lifelong Luigi player I can easily say Luigi is better in Brawl then he was in Melee. He plays very similar to his Melee counterpart except with some moves that are stronger now. The only move of his that got truly weakened was his Forward Air, but not by that much and is still a very effective attack. Not to mention Luigi's Up B in Brawl allows him to actually go forward farther which is a huge improvement for the character.
In other words, Luigi in Brawl is pretty much Melee's Luigi with some stronger moves and better recovery. He's one of the last characters that can be called crippled.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: UltimatePartyBear on July 11, 2008, 12:58:00 PM
'Tis true. Three of Luigi's B moves are useful recovery moves while most characters only have one. He's the only character I've managed to kill myself off the top of the screen with.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: Smash_Brother on July 11, 2008, 01:41:24 PM
I vastly prefer Brawl Bowser to Melee Bowser, though I don't like the fact that he's still basically combo fodder against a skilled enough opponent.
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: NinGurl69 *huggles on July 11, 2008, 02:04:45 PM
The very last match I played with Smash_Bro, I won! Who'da thunk!? No lag too!
Title: Re: Sakurai: "I had a lot more characters" in Brawl
Post by: nickmitch on July 11, 2008, 07:53:06 PM
Samus has been increasingly nerfed since the 64 game. I can't even use her now.