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ARMS 2 hopes and ideas

Jubenhimer

Member
Back when Nintendo Switch launched in 2017, a quirky fighting game from Kouske Yabuki and the Mario Kart team hit the console just in time for Summer. That game was ARMS, a third person arena fighter that was one of the first and best demonstrations of Joy-Con Motion Control. The game was well received, but lack of content, and some questionable design choices limited it's shelf life compared to other Switch titles, and reduced its tourney scene to a small niche. Still, it's got a great and well executed concept that's ripe for a sequel to tweak and polish it to a higher level. I have some ideas as to what could be good for an ARMS 2, assuming Nintendo is making one (which I think they are).

* More single player options - One of the biggest problems with the original ARMS was it's lack of single player modes. Outside of Arcade, there just wasn't much to do alone. So this is the first thing that needs to be fixed. Build on the single player, give us a story of some sort to follow, even if simple. Along with more to do.

* Punch up the speed and combo game - Compared to other fighters, Combos in ARMS aside from one two punches and rush attacks aren't really a thing, the focus is more on spacing and mind games rather than flashy aggressive combos. Now you don't need to change the basic concept of the game, it's perfect as is. But it would be good to speed up matches, making them not only more fun to play, but also more exciting to watch. One new addition should be a sprinting mechanic, double tap the dash button and your character will run around the arena. I would also increase the travel speed of each punch and reduce the knock back, allowing for a deeper, and more varied combo system. To compensate, I would also make the arenas bigger and wider to still allow the player room to aim their punches and punish running. Which ties into my next point.

* Special moves for each character and their ARMS - Each character in ARMS has different characteristics and attributes, but not much in the way of attack variation, making their play styles feel relatively samey compared to other fighters. For ARMS 2, let's mix it up by adding different moves for each character and their ARMS. You can punch as you normally would, but you can also do special attacks with different simple motion gestures of the Joy-Con or directional inputs on buttons. For example, on one character, you can slam either Joy-Con down to do a downwards slam punch, or another character can have a move where you quickly swipe a Joy-Con left, then right after punching for a double slap. It adds an extra layer of strategy and offensive tactics to the game,

* Scrap the ARMS load out customization and 3 ARM limit - In the original ARMS, You were given full customization over each character's ARMS load-out, but you could only have 3 ARMS in a load-out at a time. While this allowed for a lot of flexibility in terms of play-styles, it also further made each character feel a bit samey in terms of unique play-styles, and added an extra barrier to entry for newcomers. For the sequel, I'd do away with both the load-out customization, and the 3 ARM limit. Now every character uses their own exclusive set of ARMS, but the full set is now also available to the player at all times. Locking everything down like this shifts the game's focus more towards traditional character mastery, making each character feel more unique and defined in game-play, while also retaining much of the free-form customization the original was known for.

* New generation of fighters - One idea I think would be cool, is focusing on a new generation of ARMS fighters. The starting roster will consist of entirely newcomers, with veterans from the original game like Spring Man being available as both unlockable characters and in post-launch content updates.

That's about it. ARMS is a great game, but a sequel that refines the concept and fixes many of the problems can be even better.
 
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Jubenhimer

Member
IDK. I like your ideas, but I think ARMS is an one and done franchise.

I don't think so. ARMS sold over 2 million copies worldwide, which is impressive for a new Fighting game IP. Besides, Nintendo's pumped out sequels to games far more niche than ARMS before, even the producer said he wants to make a sequel.
 

MagnesG

Banned
IDK. I like your ideas, but I think ARMS is an one and done franchise.
It's still a pretty valuable ip for a new fighting game. Even ingame events are still held, and with Nintendo backing up the project, you bet they already had plan for the sequel when the game had already selling decently.
 
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MagnesG

Banned
Well it's a sh*t game, but it didn't hurt Switch sales.
Glad to hear about it. At least you're kinda participating in the conversation.

Back when Nintendo Switch launched in 2017, a quirky fighting game from Kouske Yabuki and the Mario Kart team hit the console just in time for Summer. That game was ARMS, a third person arena fighter that was one of the first and best demonstrations of Joy-Con Motion Control. The game was well received, but lack of content, and some questionable design choices limited it's shelf life compared to other Switch titles, and reduced its tourney scene to a small niche. Still, it's got a great and well executed concept that's ripe for a sequel to tweak and polish it to a higher level. I have some ideas as to what could be good for an ARMS 2, assuming Nintendo is making one (which I think they are).

* More single player options - One of the biggest problems with the original ARMS was it's lack of single player modes. Outside of Arcade, there just wasn't much to do alone. So this is the first thing that needs to be fixed. Build on the single player, give us a story of some sort to follow, even if simple. Along with more to do.

* Punch up the speed and combo game - Compared to other fighters, Combos in ARMS aside from one two punches and rush attacks aren't really a thing, the focus is more on spacing and mind games rather than flashy aggressive combos. Now you don't need to change the basic concept of the game, it's perfect as is. But it would be good to speed up matches, making them not only more fun to play, but also more exciting to watch. One new addition should be a sprinting mechanic, double tap the dash button and your character will run around the arena. I would also increase the travel speed of each punch and reduce the knock back, allowing for a deeper, and more varied combo system. To compensate, I would also make the arenas bigger and wider to still allow the player room to aim their punches and punish running. Which ties into my next point.

* Special moves for each character and their ARMS - Each character in ARMS has different characteristics and attributes, but not much in the way of attack variation, making their play styles feel relatively samey compared to other fighters. For ARMS 2, let's mix it up by adding different moves for each character and their ARMS. You can punch as you normally would, but you can also do special attacks with different simple motion gestures of the Joy-Con or directional inputs on buttons. For example, on one character, you can slam either Joy-Con down to do a downwards slam punch, or another character can have a move where you quickly swipe a Joy-Con left, then right after punching for a double slap. It adds an extra layer of strategy and offensive tactics to the game,

* Scrap the ARMS load out customization and 3 ARM limit - In the original ARMS, You were given full customization over each character's ARMS load-out, but you could only have 3 ARMS in a load-out at a time. While this allowed for a lot of flexibility in terms of play-styles, it also further made each character feel a bit samey in terms of unique play-styles, and added an extra barrier to entry for newcomers. For the sequel, I'd do away with both the load-out customization, and the 3 ARM limit. Now every character uses their own exclusive set of ARMS, but the full set is now also available to the player at all times. Locking everything down like this shifts the game's focus more towards traditional character mastery, making each character feel more unique and defined in game-play, while also retaining much of the free-form customization the original was known for.

* New generation of fighters - One idea I think would be cool, is focusing on a new generation of ARMS fighters. The starting roster will consist of entirely newcomers, with veterans from the original game like Spring Man being available as both unlockable characters and in post-launch content updates.

That's about it. ARMS is a great game, but a sequel that refines the concept and fixes many of the problems can be even better.

I agree with single player options, though I want for them focusing more on lores rather than characters. IMO story characters are always short and one note flat, it doesn't help much in lore building either. Players also avoid playing certain characters because maybe they hate it or something. Still, I would love seeing new combos and unique execution moves per character, they just have to balance the hell out of it later.

I want to ask though, are you a motion player - as in playing with motion controls? What are your thoughts in having this game button based only? There's a bit of concern of the game not being welcoming to new players, plus tournaments not really being entertaining to watch - audiences most of the time had no idea whats going on etc.

I hope they stick with motion controls as the main options in the next game, IMO motions controls tech. will only gets better, and fans who truly love it (like me) has something to look forward to. I even want them to limit button based controls, adding time sequence if they wanna execute something, and new motion based players having to train those sequences in tutorial, like basic 'hadouken' for example in perfect minute. They can add squeeze, shake and slingshot to the movement catalog.

This game is something I'm really passionate about, still playing it every now and then even if people called it sh*tty, which I really wanna know what their thoughts are, or maybe they're just pure sh*tty trolls. For me, even if the next installments are lower than before (2m above), I'm pretty sure fans who bought it are truly enjoying the game, not being one and done franchise, and wishing it to be something else for whatever that is.
 
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