Super Smash Bros. 4: Difference between revisions

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'''''Super Smash Bros. 4''''' (also referred to by shorthands such as '''''Smash 4''''' or '''''SSB4''''') is an informal term used to refer to two games in the ''{{b|Super Smash Bros.|series}}'' series currently in development by [[Namco Bandai]]<ref name="ign-namco">[http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros IGN: "Namco Bandai Developing Next Smash Bros."]</ref> and [[Sora Ltd.]] The two games, entitled '''''[[Super Smash Bros. for Nintendo 3DS]]''''' and '''''[[Super Smash Bros. for Wii U]]''''' are for the [[Nintendo 3DS]] and [[Wii U]] respectively. The two will feature mostly identical gameplay, with some differences. The 3DS version is the first game of the series to be released on a handheld.
'''''Super Smash Bros. 4''''' (also referred to by shorthands such as '''''Smash 4''''' or '''''SSB4''''') is an informal term used to refer to two games in the ''{{b|Super Smash Bros.|series}}'' series currently in development by [[Namco Bandai]]<ref name="ign-namco">[http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros IGN: "Namco Bandai Developing Next Smash Bros."]</ref> and [[Sora Ltd.]] The two games, entitled '''''[[Super Smash Bros. for Nintendo 3DS]]''''' and '''''[[Super Smash Bros. for Wii U]]''''', are for the [[Nintendo 3DS]] and [[Wii U]] respectively. The two will feature mostly identical gameplay, with some differences. The 3DS version is the first game of the series to be released on a handheld.


When originally announced in passing at E3 2011, the game's development was slated to begin sometime after October 2011, once development on ''Kid Icarus: Uprising'' had completed. <ref>[http://andriasang.com/comw79/ Andriasang.com: "Smash Bros. U & 3DS development appears to be very early"]</ref> In February 2012, it was then confirmed that development on the fourth game had begun.<ref>[http://www.cubed3.com/news/16506 Cubed<sup>3</sup>: "Sakurai Begins Work on New Smash Bros for Wii U and 3DS"]</ref> The game was unmentioned during E3 2012, something which many fans were disappointed about despite the known extremely early state of the game; the "first step of the process" was taken shortly after in mid-June. [[Masahiro Sakurai]] has expressed disappointment that fans will be waiting for longer than expected for the game to be released due to the earliness of the initial announcement.<ref>[http://nintendoeverything.com/91807/next-smash-bros-in-first-step-of-the-process-sakurai-worried-about-long-wait/ Nintendo Everything: "Next Smash Bros. in “first step of the process”, Sakurai worried about long wait"]</ref> Shortly afterward, it was revealed during a Nintendo Direct that [[Namco Bandai]] was the primary developer alongside [[Sora Ltd.]], and had already completed a working prototype.<ref name="ign-namco" />
When originally announced in passing at E3 2011, the game's development was slated to begin sometime after October 2011, once development on ''Kid Icarus: Uprising'' had completed. <ref>[http://andriasang.com/comw79/ Andriasang.com: "Smash Bros. U & 3DS development appears to be very early"]</ref> In February 2012, it was then confirmed that development on the fourth game had begun.<ref>[http://www.cubed3.com/news/16506 Cubed<sup>3</sup>: "Sakurai Begins Work on New Smash Bros for Wii U and 3DS"]</ref> The game was unmentioned during E3 2012, something which many fans were disappointed about despite the known extremely early state of the game; the "first step of the process" was taken shortly after in mid-June. [[Masahiro Sakurai]] has expressed disappointment that fans will be waiting for longer than expected for the game to be released due to the earliness of the initial announcement.<ref>[http://nintendoeverything.com/91807/next-smash-bros-in-first-step-of-the-process-sakurai-worried-about-long-wait/ Nintendo Everything: "Next Smash Bros. in “first step of the process”, Sakurai worried about long wait"]</ref> Shortly afterward, it was revealed during a Nintendo Direct that [[Namco Bandai]] was the primary developer alongside [[Sora Ltd.]], and had already completed a working prototype.<ref name="ign-namco" />
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The paired versions of the game were officially revealed at [[E3]] 2013 in the form of a trailer on June 11, 2013.
The paired versions of the game were officially revealed at [[E3]] 2013 in the form of a trailer on June 11, 2013.


The 3DS version is scheduled to launch in Japan on September 13, 2014 and in most other parts of the world on October 3, 2014. The 3DS version will be released in stores one day earlier in Germany on October 2 in order to avoid [[wikipedia:German Unity Day|coinciding with a national holiday]], and one day later in Australia on October 4. The Wii U version will be released in the holiday/winter season of 2014.
The 3DS version is scheduled to launch in Japan on September 13, 2014 and in most other parts of the world on October 3, 2014. The 3DS version will be released in stores one day earlier in Germany on October 2 in order to avoid coinciding with [[wikipedia:German Unity Day|a national holiday]], and one day later in Australia on October 4. The Wii U version will be released in the holiday/winter season of 2014.


==Pre-trailer information==
==Pre-trailer information==
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**Similarly, it appears potential randomness in moves is being cut down; for example, {{SSB4|Olimar}} now plucks his [[Pikmin]] in a set order instead of the Pikmin plucked being chosen at random, and {{SSB4|King Dedede}}'s [[Waddle Dee Throw]] has been replaced with a new move that involves throwing only [[Gordo]]s instead of throwing one randomly chosen minion.
**Similarly, it appears potential randomness in moves is being cut down; for example, {{SSB4|Olimar}} now plucks his [[Pikmin]] in a set order instead of the Pikmin plucked being chosen at random, and {{SSB4|King Dedede}}'s [[Waddle Dee Throw]] has been replaced with a new move that involves throwing only [[Gordo]]s instead of throwing one randomly chosen minion.
*To appeal to both casual and hardcore gamers, Sakurai said the game's speed will be between that of ''Melee'' and ''Brawl''.<ref>[http://www.polygon.com/2013/6/14/4429220/super-smash-bros-for-wii-u-nintendo-3ds-removes-tripping Polygon: "New Super Smash Bros. removes tripping; game speed between Brawl and Melee"]</ref> In support of this, in the gameplay footage shown so far, characters seem to be falling faster than they do in ''Brawl''.
*To appeal to both casual and hardcore gamers, Sakurai said the game's speed will be between that of ''Melee'' and ''Brawl''.<ref>[http://www.polygon.com/2013/6/14/4429220/super-smash-bros-for-wii-u-nintendo-3ds-removes-tripping Polygon: "New Super Smash Bros. removes tripping; game speed between Brawl and Melee"]</ref> In support of this, in the gameplay footage shown so far, characters seem to be falling faster than they do in ''Brawl''.
**In a similar appeal to both casual and hardcore gamers, there are now two distinct type of [[With Anyone]] [[Wi-Fi]] modes; one called [[For Fun]], which seems similar to the previous game's casual-styled [[Basic Brawl]], and one called [[For Glory]], a mode explicitly catered to competitive-styled play
**In a similar appeal to both casual and hardcore gamers, there are now two distinct type of [[With Anyone]] [[Wi-Fi]] modes; one called [[For Fun]], which seems similar to the previous game's casual-styled [[Basic Brawl]], and one called [[For Glory]], a mode explicitly catered to competitive-styled play.
**Additionally, almost every stage now will have a "Final Destination form", where the stage's design is altered into a single large flat platform with no additional platforms, and these stages cannot be played on in the For Fun mode while being the only stages available in the For Glory mode.
**Additionally, almost every stage now will have a "Final Destination form", where the stage's design is altered into a single large flat platform with no additional platforms, and these stages cannot be played on in the For Fun mode while being the only stages available in the For Glory mode.
*In a demo match between {{SSB4|Mario}} and {{SSB4|Mega Man}}, there appears to be no [[stale-move negation]] <ref>http://www.youtube.com/watch?v=IE5KEG0__dE</ref>. It is unknown whether it has been explicitly removed, yet to be programmed at the time of the demo, or temporarily disabled for the demo.
*In a demo match between {{SSB4|Mario}} and {{SSB4|Mega Man}}, there appears to be no [[stale-move negation]] <ref>http://www.youtube.com/watch?v=IE5KEG0__dE</ref>. It is unknown whether it has been explicitly removed, yet to be programmed at the time of the demo, or temporarily disabled for the demo.
*[[Neutral attack]]s that previously ended in an indefinite number of weak hits (such as Fox's and Kirby's) will now "always transition into a finishing move", making such moves safer to use (as simply ending the move no longer leaves the opponent nearby). It's currently unclear if rapid jabs can still be held infinitely, or if they will automatically transition into the finishing hit after a period of time.<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA</ref>
*[[Neutral attack]]s that previously ended in an indefinite number of weak hits (such as Fox's and Kirby's) will now "always transition into a finishing move", making such moves safer to use (as simply ending the move no longer leaves the opponent nearby). It is currently unclear if rapid jabs can still be held infinitely, or if they will automatically transition into the finishing hit after a period of time.<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA</ref>
*Holding the C-Stick in a direction will now charge smash attacks until the stick is released.
*Holding the C-Stick in a direction will now charge smash attacks until the stick is released.
*The ability to act out of hitstun has been removed.
*The ability to act out of hitstun has been removed.
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**This applies to movement and attack animations as well, often involving them mirroring their stance and attacks. Due to this, there is a possibility that some attacks may behave slightly differently when they interact with each other from different directions. For example, if such an "ambidextrous" character and another character that does not use this feature attack each other, the attacks may clang in a different location or even connect with the opponent differently depending on what direction the two characters are facing.
**This applies to movement and attack animations as well, often involving them mirroring their stance and attacks. Due to this, there is a possibility that some attacks may behave slightly differently when they interact with each other from different directions. For example, if such an "ambidextrous" character and another character that does not use this feature attack each other, the attacks may clang in a different location or even connect with the opponent differently depending on what direction the two characters are facing.
*[[Damage]] percentage is now displayed with a metallic gradient and rises through yellow shades before turning red.
*[[Damage]] percentage is now displayed with a metallic gradient and rises through yellow shades before turning red.
*Several visual effects are significantly bolder and brighter (and so arguably more visually disruptive):
*Several visual effects are significantly bolder and brighter (and so are arguably more visually disruptive):
**Attacks' visual effects (such as motion blurs) are in general more pronounced, with bright saturated blurs replacing the previous game's subtle ones.
**Attacks' visual effects (such as motion blurs) are in general more pronounced, with bright saturated blurs replacing the previous game's subtle ones.
**Smoke trails of hit characters are now thick trails of light, colored according to which player would be credited with a potential [[KO]]. Should the KO occur, the attacker will flash with an aura of their own color.
**Smoke trails of hit characters are now thick trails of light, colored according to which player would be credited with a potential [[KO]]. Should the KO occur, the attacker will flash with an aura of their own color.
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