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ARMS - Nintendo Switch (Motion [optional] controlled boxing, Nintendo, Spring 2017)


Nice footage, I thought the guy was gonna suck at first since he was abit slow in the tutorials but he learned quick in just the first match!

Any info on a single player campaign or other non-versus modes (e.g. Horde-like)?

Also, I think a character with more than 2 arms could be useful for 'Younger Sibling Mode'
Nothing as of yet, we'll probably have to wait until their next Nintendo Direct whenever that comes out.
 

Neiteio

Member
I have a burning desire to play this game. Envious of everyone who got to try it. Watching footage of this game, the animation conveys such good control and feeling. The way the arms lash out and arc and rewind just looks so satisfying. And I really want to try the HD Rumble. The Treehouse people said the HD Rumble allows you to feel Ribbon Girl's arms unraveling. :-O
 

Speely

Banned
I have a burning desire to play this game. Envious of everyone who got to try it. Watching footage of this game, the animation conveys such good control and feeling. The way the arms lash out and arc and rewind just looks so satisfying. And I really want to try the HD Rumble. The Treehouse people said the HD Rumble allows you to feel Ribbon Girl's arms unraveling. :-O

Same. It really looks like an interesting take on fighting games, and the HD rumble could make it even more unique in the genre. The opportunity for added content via new characters, weapons, and stages is also huge.
 

Jintor

Member
my anticipated problem is that proper punches in wing-chun naturally automatically twist the hand for correct impact without damaging your knuckles so I'm gonna do a lot of curve shots just naturally...

Anyway just so ya'll armorers know should be two live demos with the production team today on the nintendo japan live stream. check that shit out soon
 
my anticipated problem is that proper punches in wing-chun naturally automatically twist the hand for correct impact without damaging your knuckles so I'm gonna do a lot of curve shots just naturally...

Anyway just so ya'll armorers know should be two live demos with the production team today on the nintendo japan live stream. check that shit out soon

Pretend your arms are springs and they naturally compress to prevent knuckle damage. It's easy
 
I liked it, but I'm struggling to decided whether it will be the next big thing for Nintendo. It's very fun, very energetic and the Joy-Cons are responsive. Will have to wait and see. I think online will be vital for this game as not sure how long I'd play SP for.
 

Speely

Banned
Pretend your arms are springs and they naturally compress to prevent knuckle damage. It's easy

Hah, I am gonna take this advice. My only concern for this game is on my end: when I punch I naturally turn my fist into the impact. Literally imagining my arms are springs with weapons on the end will help.

I am gonna imagine it more as a mech game, control-wise, as opposed to a boxing game.
 

Polygonal_Sprite

Gold Member
Hah, I am gonna take this advice. My only concern for this game is on my end: when I punch I naturally turn my fist into the impact. Literally imagining my arms are springs with weapons on the end will help.

I am gonna imagine it more as a mech game, control-wise, as opposed to a boxing game.

First thing I thought when I seen this games controls was "imagine a good mech game using them". Maybe FromSoftwares Switch game isn't Dark Souls related after all ;)
 

Speely

Banned
First thing I thought when I seen this games controls was "imagine a good mech game using them". Maybe FromSoftwares Switch game isn't Dark Souls related after all ;)

I would do bad things for an Armored Core game using mech controls via joy cons.

Same goes for a Virtual On game.
 

Penguin

Member
Ha was thinking it would be cute if they got Dhalism from Street Fighter as a bonus char.

Also what are the odds of a character who like uses only their feet
 

Totakeke

Member
what i'm saying is videogames are going to mess up my form

Unlike Splatoon I'm not convinced that motion controls add anything aside from immersion just yet. But this is a dual stick game so the non motion controls remain to be seen. Perhaps motion controls would feel more natural than using two sticks.
 

Regiruler

Member
The charge on the lightning fist is absurd if it hits. A practically guaranteed followup.

I guess it does less damage than the red ones to compensate?
 

KrawlMan

Member
I actually dig the style, but I'm not interested in most multiplayer games. I feel like this game would lend itself well to an on-rails style single player.
 

Regiruler

Member
I only just noticed that whenever they dash little flaming jet engines pop out of the gloves

That's to indicate their charged. I'm still not sure how you do it. Someone earlier in the thread you held L or R to charge that fist, but every time I watch footage they both charge at the same time while guarding and a few other scenarios.
 

sprsk

force push the doodoo rock
Eh, pretty terrible footage. People playing are terrible.

The best vídeo I've seem so far from the game (explaining quite a bit of the mechanics):

https://www.youtube.com/watch?v=lU6pMr1BKec

Totally sleeper hit of the show to me. Looks real fun. Hopefully it will come with campaign and more characters than the 5 they showed.

They just confirmed on the stream there will definitely be more than the 5 they showed.
 
SO do these people purposely amputate their arms to become ARMS fighters like Starfox Pilots and their legs.
Let's build this dark lore.
 

Neiteio

Member
They just confirmed on the stream there will definitely be more than the 5 they showed.
Yeah, the Treehouse stream pretty much confirmed more than five as well when they said "these are the five fighters we're showing in the demo today."
 

Totakeke

Member
Another thing I remembered, the reps at the Nintendo event explicitly tell you to punch forward facing the tv, that's not really how the guys on the treehouse live nor the developer on the japanese stream play the game. Quite often they just do a quick downward forward motion to punch. Making you do an actual punching motion probably makes the game less responsive.
 
Why is that? All the impressions/hand's on so far are overwhelmingly positive and it looks really fun to play. Heck, many people who were down of it during the conference changed their minds after seeing more videos of it.
Sounds like the usual new Nintendo IP. Hated on when first seen, then liked when people get their hands on it (for the most part).
 
at least means any people with disability can play, also would be hard to play on a train or on a plane etc.

Oh wow.
Yeah, I didn't even think about the traditional options also being for disabled folks.
That makes a lot of sense.
Thanks for bringing it up.

I also forgot about the portable aspect.
:p

I'd still really appreciate it if they could somehow show us that they were a bit more confident about standardizing and refining these new input methods they've introduced over the years.
 

Mory Dunz

Member
I may have been wrong about the curve being one way or the other.

Based on this bit, you can have your left arm going right but then curve back to the left.

I still say it's primarily a fighting game. The curving is simply a gameplay technique as you're not really "aiming" per se as you are just snaking the fist.

I saw this earlier which makes me wonder how it's mapped for traditional controls. The same input can't control both arms curving. It can't be the Right Analog stick alone.
 

Steiner

Banned
For those asking, your fists charge while in guard mode. When you hold your guard up (top of your fists / JoyCons facing each other), your fists power up, but the charge only lasts about a second or two once your guard is down.
 

Peléo

Member
Many people are curious about the traditional controls. I think something close to this may work:

PRO Contoller:

Left Analog: Move Character
A: Dash
B: Jump
X: Right Punch
Y: Left Punch
R / L: Curve Right Punch
ZR / ZL: Curve Left Punch
Left Analog Button: Super Attack

Another option is using the actual R and L buttons to activate the punches and then pressing them again to curve them (Might end up feeling more natural).

Left Analog: Move Character
A: Dash
B: Jump
X: Super Attack
R: Right Punch / Curve Right Punch In
L: Left Punch / Curve Left Punch In
ZR: Curve Right Punch Out
ZL: Curve Left Punch Out

With this setup, it's even possibe to play it on a single Joy-Con, although it may be hard to curve both punches simultenously (Remeber the ABXY buttons are rotated when holded horizontally):

Left Analog: Move Character
X: Right Punch / Curve Right Punch In
Y: Curve Right Punch Out
A: Left Punch / Curve Left Punch In
B: Curve Left Punch Out
R: Dash
L: Jump
Left Analog Button: Super Attack
 
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