Dark Cloud
Member
It's pretty cool they'll have a way to play with a single joy con even if it's limited. I'm ready for more info! Please a Direct this week. 🙂
They played a lot of Virtual On and Gundam VS and that is good.
And people arent really this stupid. At least 90 procent of those who suggested that are just haters who try to find every possible way to shitpost about Switch and it's games and Nintendo. It's getting really tiring when you try to have a good conversation going and try to look for real info.
I wonder what he means by actions being limited when you're using one Joycon? Also, it's not totally clear whether the traditional button control scheme that's been mentioned before is this single Joycon scheme. Hopefully we get more concrete details on that soon.
But still, really glad that the game supports it. I was worried that multiplayer would *require* a second set of Joycons!
🤔
Upper button = launch both arms
Left button = left arm
Right button = right arm
Lower button = defense
Analog stick = movement and arms targeting
Would that he enough? I wonder.
Really love that one Joy-Con is enough too. Not everyone wants to "get serious". And it saves money.
😅
They played a lot of Virtual On and Gundam VS and that is good.
Charging your gloves' special ability (i.e. electric) then stunning.
Nullifying a throw by punching it (68 sec mark on the counter).
Ninjara dashing out of blocking a super but gets caught at the stage borders.
Getting thrown out of a super. Interestingly, Ninjara's arm health indicator resets after the first hit of the throw.
Double jump mind games on opponent wake up with Ribbon Girl.
Systematically taking out Ninjara's arms with the party favor and slapamander.
Mechanica pressuring while on the hidden trampoline with the revolvers(?).
Charged sparky stopping Master Mummy's super.
L: Left Punch.🤔
Upper button = launch both arms
Left button = left arm
Right button = right arm
Lower button = defense
Analog stick = movement and arms targeting
Would that he enough? I wonder.
Really love that one Joy-Con is enough too. Not everyone wants to "get serious". And it saves money.
😅
Im assuming that these prototypes are created to test very basic gameplay concepts. So, what kind of concept did Arms originate as? I would imagine it started as a boxing game where the characters arms would stretch out
No, it was not originally a concept for a boxing game. There are many fighting games, like Street Fighter or Super Smash Bros., or even 3D fighters like Tekken, where the game is viewed side-on. Since the beginning of fighting games, the side view has been the mainstream, but Ive always thought, why couldnt we do it a little differently? However, it can be difficult to gauge depth in games where the camera is behind you. So I was absolutely convinced that it would not be suited for fighting games, which require precise distance control. But the fact that your arms extend, and that it takes a bit of time for them to impact, makes it quite likely your attacks will succeed. My idea was to have the games tactics revolve less around whether your attack would hit or not, and more around the timing and delay between your attacks connecting. So in pursuing a new kind of fighting game where the camera is behind you and your arms extend, Arms was born.
Why did some people seriously think that the stuff in the demo's were all that there was in the full game?
Why did some people seriously think that the stuff in the demo's were all that there was in the full game?
People do that all the time. Just look at the things GAFers assumed with BotW based on the E3 demo (the game will not have dungeons/cities/etc). Or what GAFers now assume about 1 2 Switch, based on the few demo games we currently know about.
Or look at the pre-release threads on Splatoon, where GAF almost universally doomed it as a game that would fail.
More characters doesn't tell us anything, they should be asking how many characters should we expect. It's probably just a few more.
This is the kind of game you want to delve into and learn deep. It's about strategy, personal style, and developing skill. I can't imagine only playing once or twice and not wanting to go further. I guess if you're not into competitive games, that drive to learn and get better wouldn't be there.It looks nice, but I don't think this could hold my attention for longer than 1 or 2 goes.
I don't see any reason to suspect that. It seems pretty far along to me. Plus Nintendo really needs to get another big first party game out the door.With that said, I have a sinking suspicion that we will see this get pushed to summer.
Hopefully this game won't rely too much on the right stick or analog controls. I'd like to be able to use an arcade stick.
I feel daft for not making the Virtual On connection sooner, you can clearly see the influence of it in ARMS when pointed out. I love VO so that has me excited
How would this game even work with an arcade stick?
If you don't mind me asking, what don't you like about fighting games?I probably will bite - although I'm not a big fighting game fan, this looks unique enough to invest some time.
The moment I saw the control scheme I noticed it was basically lifted from Virtual ON with just a couple of changes here and there. The ability for each arm to have a different weapon just adds to it.
If you don't mind me asking, what don't you like about fighting games?
On game origins said:Im assuming that these prototypes are created to test very basic gameplay concepts. So, what kind of concept did Arms originate as? I would imagine it started as a boxing game where the characters arms would stretch out
No, it was not originally a concept for a boxing game. There are many fighting games, like Street Fighter or Super Smash Bros., or even 3D fighters like Tekken, where the game is viewed side-on. Since the beginning of fighting games, the side view has been the mainstream, but Ive always thought, why couldnt we do it a little differently? However, it can be difficult to gauge depth in games where the camera is behind you. So I was absolutely convinced that it would not be suited for fighting games, which require precise distance control. But the fact that your arms extend, and that it takes a bit of time for them to impact, makes it quite likely your attacks will succeed. My idea was to have the games tactics revolve less around whether your attack would hit or not, and more around the timing and delay between your attacks connecting. So in pursuing a new kind of fighting game where the camera is behind you and your arms extend, Arms was born.
What about the likes of Street Fighter & Tekken?They just bore me, I bought Pokken and spend like 30 minutes playing it and haven't played it since. I bought SSB mainly for the local and have spend maybe a couple of hours tops playing it alone - still haven't got the faintness clue what I'm doing in that game.
And always a good time repost some ARMS gifs!
I have zero interest in most fighting games, with only a slight bit more interest in Smash than its contemporaries. Arms looks fun as hell, though.I probably will bite - although I'm not a big fighting game fan, this looks unique enough to invest some time.
More characters doesn't tell us anything, they should be asking how many characters should we expect. It's probably just a few more.