Is it weird that the character designs remind me of Overwatch for some reason?
I think it's more the artstyle than the character designs themselves but yeah I agree.
Is it weird that the character designs remind me of Overwatch for some reason?
At least players can't blame their teammates when they lose, so the toxic potential is limited.
*I hope they follow the Splatoon rule and keep cross-overs/other Nintendo series away, at least for now. Even Little Mac. Let it be its own thing.
https://youtu.be/ufp4Dr7rNPU?t=1h54m17s
time stamp where the ARMS segment is starting.
God I love how this game looks.
It's been set to private
Any mirrors?
They haven't shown everything.This looks so weak to me. It's basically Wii Sports Boxing made into a full game. Doesn't mean it won't be fun, but fun what they've shown this better not be more than ~$20.
This looks so weak to me. It's basically Wii Sports Boxing made into a full game. Doesn't mean it won't be fun, but from what they've shown this better not be more than ~$20.
More ideas:
Grab-heavy Fighter with duct tape arms
Silent movie-inspired Fighter with film-reel arms
TV-head robot with AV cable arms
Insectoid mutant with flypaper arms
More ideas:
Grab-heavy Fighter with duct tape arms
Silent movie-inspired Fighter with film-reel arms
TV-head robot with AV cable arms
Insectoid mutant with flypaper arms
Honest question. People are comparing this to Overwatch...why?
Honest question. People are comparing this to Overwatch...why?
Colorful, diverse cast in a new IP? Not saying I 100% agree with the statement but I don't see it as a stretch either.
At least players can't blame their teammates when they lose, so the toxic potential is limited.
Looks like another failed attempt to make a fighting game from a company that knows nothing about fighting games. Remember that Kinect thing for Xbone? It reminds me of that. Hitting the opponent looks like a complete guessing game given how the move takes forever to reach them.
At least the characters look kind of cool, but I said the same thing about the Xbone game, who's name I don't even remember. I think this should've been a pack-in if they wanted anyone to play it
Honest question. People are comparing this to Overwatch...why?
Looks like another failed attempt to make a fighting game from a company that knows nothing about fighting games. Remember that Kinect thing for Xbone? It reminds me of that. Hitting the opponent looks like a complete guessing game given how the move takes forever to reach them.
At least the characters look kind of cool, but I said the same thing about the Xbone game, who's name I don't even remember. I think this should've been a pack-in if they wanted anyone to play it
If only Nintendo could hire the guys who makes Smash Bros games which are the best selling fighting games on the market.Looks like another failed attempt to make a fighting game from a company that knows nothing about fighting games.
This looks so weak to me. It's basically Wii Sports Boxing made into a full game. Doesn't mean it won't be fun, but from what they've shown this better not be more than ~$20.
Is it weird that the character designs remind me of Overwatch for some reason?
Looks like another failed attempt to make a fighting game from a company that knows nothing about fighting games.
Hitting the opponent looks like a complete guessing game given how the move takes forever to reach them.
Isn't ARMS the game Nintendo would want to have a 4 player mode? Good brand new IP that can take off and get people to spend money on joy cons
Is it weird that the character designs remind me of Overwatch for some reason?
I feel like I'm on Gamefaqs. 😑
Isn't ARMS the game Nintendo would want to have a 4 player mode? Good brand new IP that can take off and get people to spend money on joy cons
They haven't said. I feel like it'd have to be the analog sticks as your fists to get the same amount of precision with curving punches, right? But then how would moving work? Curious to see what they end up doing.
dhalsim thoThis game is CRYING for a special appearance from Monkey D Luffy. Pls Nintendo, pls Oda.
I haven't seen any precision required when it comes to curving punches (or motion controls in general). Looks like the same animation every time. I think this game is going to play just fine with regular controls.
Absolutely not, you are not the only one
But go take a look to Power Stone
THAT is the real inspiration
It's definitely not. I think it was in the Treehouse video where they said the timing of the twist can determine how much it curves
I know Totakeke mentioned it though, and he went to play ARMS in person.They didn't say anything like that when they were showing off the tutorial. "It's simple." It's really just waggling replacing buttons presses as far as I can see.
I played this just now and it was great fun.
I don't think it's easy to pick up for people not used to dual stick movements though, I definitely was fighting the controls to remind me that I have to tilt both of the joycons in the same direction for movement. It also feels a bit weird that you can't simultaneously attack and move at the same time because punching would negate your movement input. I definitely had to wrap my head around that instead of kept wondering why I wasn't moving fluidly. I'm definitely curious how that works without motion controls because there's nothing stopping me from tilting left on the analog stick while still pressing punch buttons.
The other interesting thing about the controls is that the timing of the twist controls how far your punch twists. If you twist early the punch will twist early as well and if you twist late it would twist later and much less. The rep also mentioned that if you both punch at the same time, the heavier/bigger gloves would knock the smaller ones away, so that's another strategical element to the game. When your punches get parried you get exclamation marks on that side and you can't punch with it nor use your special move for some time.
Another thing I didn't get the hang of is the timing of the punches. It feels like there is a lot to be gained by timing your punches right in a one-two fashion. If you punch at the same time you obviously will trigger a grab but if you're counter punching and you know you will hit, you want to do a one-two punch so that you hit with both hits instead of just the second punch not hitting the enemy in time. There's definitely a lot of timing involved with how the punches travel ahead and then how long it takes to punch again once it comes back so there's good depth there.
I know Totakeke mentioned it though, and he went to play ARMS in person.
It could be thought of like a racing game with digital steering. How much your turning doesn't matter (I think) but you're still steering regardless.I think I misunderstood UnemployedVillain, I thought it had something to do with how you much twist the controller. That doesn't really sound different than timing the press of a button in a fighting game, though. But you're both right that there's a certain nuance to the curving punches.