What happens when you mix supreme turtleyness with the smash bros formula? No it’s not a Bowser vs. Squirtle death match. We’re talking about a new TMNT (Teenage Mutant Ninja Turtles) fighting game made by game arts. Well not exactly, apparently Ubisoft was really digging to bring the Teenage mutant ninja turtles series to life because they combined Game Arts with Team Ninja (of Ninja Gaiden and Dead or Alive fame). Such a combination of talent making a fighting game is usually only made in dreams.
Hey fellow smash fans, what’s happenin’? Johnknight1 here, with a brand new idea of blog series. This series I will be running is called “The Top 25″. In it, I will take anything from smash, and make a top 25 list based on my (and sometimes other’s) opinions. I could do the Top 25 best character moveset ideas, the 25 best attack ideas in smash (whether they are in smash or not), the top 25 most nuetral stages in smash, the 25 most original attacks in any smash game, and the 25 stupidest ideas in smash, for example.
Okay, in case you haven’t, READ THIS THREAD!!! It is a thread on why Heavy Brawl SHOULD BE the new competitve standard mode. In case you haven’t heard, many players feel Brawl is going backwards. Instead of developing combos, and a offensive meta-game, we’re getting more defensive, camping more (you know who you ARE!), not learning many offensive (advanced) techniques, we’re learning more AND TOO MANY defensive (advanced) techniques and so forth. Even some of the most well-respected and appreciated spokespeople for the competiteve/pro smash community like Gimpyfish (read his thoughts here on the matter by the way) and MookieRah have said we’re going backwards, or we’re not going anywhere, or rather, not that fast.
Some agree with this, some do not. So, allow me to show multiple sides of this deep story. There is no denying Brawl is the most defensive smash game. That is basically a undeniable fact. Multiple air dodging, perfect shielding, shield grabbing is improved, and it is a lot harder to combo, due to wierd physics on it (I forget the actual word for it). In other words-combos happen, but not as often. They appear in quick, fast motions ONLY, and not in long chains. It’s a lot smaller, and not as long. And there is a lot more focus on the A-A-A combo as well, which has it’s ups and downs, like overreliance on it, and quick, fast, and easy small combos. While there is enough to last for a good while, I’m putting the smash community to max at 4 years from Brawl’s release on Brawl. That is when I’m putting on the competitive decline.
During a Game Developers Conference session called “Planning the Wii Menu” today, Nintendo’s Takashi Aoyama announced a new Pay to Play program. This will be a new version of the Nintendo Wi-Fi Connection (NWFC). Aoyama explained that NWFC will remain a free service, but forthcoming experiences will require users to pay a fee to enjoy. These services will fall under the new NWFC: Pay to Play program. Games that utilize the new service will feature a logo similar to the one used for NWFC but is orange and reads Pay to Play at the bottom.
Unfortunately, Aoyama did not go into details about what games or services we will be paying to play. He did say Nintendo is taking steps to ensure consumers don’t mistakenly buy a Pay to Play game with the expectation that they will be able to access the entire game for no extra charge.
Famed gaming magazine Famitsu Weekly has recently posted their review of Super Smash Bros. Brawl. The only thing this reporter can say is “land-slide victory.”
this video is basically a player going through basic brawl from the selecting his character to choosing a stage. Some neat info is presented in this video and it seems that we may be getting more past stages as unlockables along with a wealth of new stages.\
Major spoilers! Stop reading now if you don’t want spoilers. There are more veterans then you could imagine, so this is the biggest spoilers we got…so far! o_O