Super Smash Bros. Ultimate: Difference between revisions

This link now leads to what appears to be a gambling site, so replacing with an archived link.
Tag: Mobile edit
(This link now leads to what appears to be a gambling site, so replacing with an archived link.)
Line 64: Line 64:
Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned to help game development. Before starting development, the team had a choice between completely overhauling the game's system and feel or working off what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.<ref name="special">{{cite web|url=https://sourcegaming.info/2018/07/02/smash_special_complete/|title="“Smash is Special” COMPLETE Translation" - Source Gaming}}</ref> Despite deciding to base the game on the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.<ref name="special" /> Sakurai notes that he had wanted to make this change in previous titles, but was unable to because it was easy for one to lose track of their character's position on the screen, especially on the [[Nintendo 3DS]].<ref name="special" /> When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.<ref>{{cite web|url=https://www.theverge.com/2018/6/12/17453214/super-smash-bros-ultimate-nintendo-switch-masahiro-sakurai-e3|title="Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge}}</ref> The project plan was later finished by December 16, 2015,<ref>https://twitter.com/AllSourceGaming/status/1062725619270762496</ref><ref>https://twitter.com/PushDustIn/status/1121079749550297088</ref> and development officially began in February 2016, immediately after DLC was finished for ''SSB4''.<ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref> As Sakurai revealed in volume 542 of his Famitsu article, his work schedule had been cut down significantly, citing strict regulations regarding work hours.<ref>{{cite web|url=https://sourcegaming.info/2018/05/02/compliance-and-labor-vol-542/|title="“Compliance and Labor” – Sakurai’s Famitsu Column, Vol. 542" - Source Gaming}}</ref>
Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned to help game development. Before starting development, the team had a choice between completely overhauling the game's system and feel or working off what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.<ref name="special">{{cite web|url=https://sourcegaming.info/2018/07/02/smash_special_complete/|title="“Smash is Special” COMPLETE Translation" - Source Gaming}}</ref> Despite deciding to base the game on the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.<ref name="special" /> Sakurai notes that he had wanted to make this change in previous titles, but was unable to because it was easy for one to lose track of their character's position on the screen, especially on the [[Nintendo 3DS]].<ref name="special" /> When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.<ref>{{cite web|url=https://www.theverge.com/2018/6/12/17453214/super-smash-bros-ultimate-nintendo-switch-masahiro-sakurai-e3|title="Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge}}</ref> The project plan was later finished by December 16, 2015,<ref>https://twitter.com/AllSourceGaming/status/1062725619270762496</ref><ref>https://twitter.com/PushDustIn/status/1121079749550297088</ref> and development officially began in February 2016, immediately after DLC was finished for ''SSB4''.<ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref> As Sakurai revealed in volume 542 of his Famitsu article, his work schedule had been cut down significantly, citing strict regulations regarding work hours.<ref>{{cite web|url=https://sourcegaming.info/2018/05/02/compliance-and-labor-vol-542/|title="“Compliance and Labor” – Sakurai’s Famitsu Column, Vol. 542" - Source Gaming}}</ref>


Various characters had been considered to be added to the roster. [[Alucard]] was originally considered to be a playable character as a representative from {{uv|Castlevania}} due to his recognizability, but Sakurai decided to choose {{SSBU|Simon}} and {{SSBU|Richter}} instead as he felt they would please fans more.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref> {{pkmn|Decidueye}} was also considered to be a playable character from Generation VII of {{uv|Pokémon}}, but Sakurai picked {{SSBU|Incineroar}} instead because it would be the first wrestler character in the game.<ref>https://twitter.com/PushDustIn/status/1087124581867958273/</ref> Due to the timing of the finalized plans for ''Super Smash Bros. Ultimate'', fighters from {{uv|ARMS}} and ''Xenoblade Chronicles 2'' failed to appear in the base game; in compensation, [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] had [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter costumes]] made based on them, with Rex's Mii costume being bundled as part of the first Fighters Pass, while Spring Man also appears as an [[Assist Trophy]] and various ''ARMS'' and ''Xenoblade Chronicles 2'' characters appear as spirits.<ref>http://www.japanesenintendo.com/post/182181277319</ref> ''ARMS'' would eventually get a playable character with {{SSBU|Min Min}} as DLC in the second volume of the Fighters Pass, who was a request from ''ARMS'' director Kosuke Yabuki, after Sakurai had narrowed down potential ''ARMS'' fighters to Min Min and [[Ninjara]] (though the latter ended up being the basis for a DLC Mii Fighter costume). ''Xenoblade Chronicles 2'' would also end up getting its own playable DLC character - [[Pyra]]/[[Mythra]] - as part of the second volume of the Fighters Pass.
Various characters had been considered to be added to the roster. [[Alucard]] was originally considered to be a playable character as a representative from {{uv|Castlevania}} due to his recognizability, but Sakurai decided to choose {{SSBU|Simon}} and {{SSBU|Richter}} instead as he felt they would please fans more.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref> {{pkmn|Decidueye}} was also considered to be a playable character from Generation VII of {{uv|Pokémon}}, but Sakurai picked {{SSBU|Incineroar}} instead because it would be the first wrestler character in the game.<ref>https://twitter.com/PushDustIn/status/1087124581867958273/</ref> Due to the timing of the finalized plans for ''Super Smash Bros. Ultimate'', fighters from {{uv|ARMS}} and ''Xenoblade Chronicles 2'' failed to appear in the base game; in compensation, [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] had [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter costumes]] made based on them, with Rex's Mii costume being bundled as part of the first Fighters Pass, while Spring Man also appears as an [[Assist Trophy]] and various ''ARMS'' and ''Xenoblade Chronicles 2'' characters appear as spirits.<ref>https://web.archive.org/web/20190124011353/http://www.japanesenintendo.com/post/182181277319/</ref> ''ARMS'' would eventually get a playable character with {{SSBU|Min Min}} as DLC in the second volume of the Fighters Pass, who was a request from ''ARMS'' director Kosuke Yabuki, after Sakurai had narrowed down potential ''ARMS'' fighters to Min Min and [[Ninjara]] (though the latter ended up being the basis for a DLC Mii Fighter costume). ''Xenoblade Chronicles 2'' would also end up getting its own playable DLC character - [[Pyra]]/[[Mythra]] - as part of the second volume of the Fighters Pass.


[[File:Smash 5 Silhouettes.png|thumb|300px|The silhouetted veterans from the teaser for the then-unnamed ''Ultimate''.]]
[[File:Smash 5 Silhouettes.png|thumb|300px|The silhouetted veterans from the teaser for the then-unnamed ''Ultimate''.]]