t1j's about to write a lot of **** guys. sorry. i'm off today and have nothing to do
i'd like to see a melee+ tbh
the melee hacking community is almost nonexistant. there isn't even a proper texture extractor or injector. there's a partially completed extractor that one guy is holding on to like a frail butthole's first night in prison. the audio hacking can be done but a lot of the required tools are no longer online or easily obtainable (i've searched for weeks) :/
and that's not very likely. sakurai wanted to create a party game in which you could feel like you won even if you lost. we, as a gaming community, turned a "party" game into a semicompetitive fighter. brawl just has the worst translation into one because sakurai deliberately designed it not to be.
too bad he had 3 year olds test the game. 3 year olds on meth.
melee was also deliberately designed to be noncompetitive, and in many ways it is
but I suppose after seeing that his easter eggs like L-cancelling actually led to a huge skill gap, sakura tried harder in brawl by adding bull**** like smashballs and tripping
melee was clearly more like a sequel and brawl is more like a completely different game, its disingenuous and biased to say that there is 'nothing new' in it. the entire game mechanics are different. it's slower, there's no hitstun, it way floatier, the characters are larger in relation to the stages, you auto grab ledges, you can grab backwards, the lag-cancelling system is completely overhauled, and there is move decay.
the heavily reduced hitstun and air dodge system is conducive to you using your brain in the air way more than you had to in melee. and definitely more than in 64, which was almost zero. You just got launched, comboed, and tryed to regroup (if you didn't lose your stock)...you could DI, but DI became more about muscle memory than using your brain. (although I do agree the DI system in melee is much more developed...but it sort of had to be or less the combo system would be utterly broken)..now the reduced hitstun obviously makes the game less interesting to watch (and play, for people [of which there seem to be many] that think a game isn't good if it doesnt have combos...but my personal opinion [with which obviously lots of people disagree] is that,
from a competitive standpoint, a system which forces you to have to out think your opponent pretty much everytime you hit them > one that lets you get an automatic series of hits after landing one...i strongly believe combos are only a standard in fighting games because of their "cool factor" (which is okay, because that makes games more fun)...not because they make games better. I shouldnt have to make a mistake and then get heat extend, RC, slash, heat extend, heavenly potemkin buster. that's not balanced lol at least in other games they have the decency of making moves take less damage the further the combo lasts. melee doesn't grant this balancing tool)...
i dont have a problem with tech skill at all, and probably the number 1 thing that melee has over brawl is the ability to move around the stage as fluidly as you are able to do. the argument people make is melee = tech skill and mindgames...and brawl = mindgames...which makes it seem like melee is the deeper game...but the analogy I use is melee is like basketball (tech skill and mindgames) and brawl is like poker (mindgames)...and no one argues that basketball is deeper than poker or that poker is deeper than basketball.
pivot grabbing, and pivot walking or whatever its called, is amazing...and it just as much a skill gap widening technique as something like wavedashing, when used properly. to some extent it expands your movement, and obviously it gives your another spacing option. It would have been great to have this in melee or even 64.
people complain about auto-latch edges, but really you'd only complain about that if you think being able to stand at the edge and marth f-smash over and over again until your opponent died was a good thing. Like multiple air-dodging, auto-latch edges makes you have to actually out-think your opponent to edgeguard them. my two year old little sister can stand at the edge and f-smash. auto-latch edges force the better player to win the stock. Literally, there's no way for the player who is worse to win the stock. the worse that could happen is the recovering player grabs the edge (which, with the exception of planking...is a disadvantageous position), and maybe he gets up and the positions resets.. But the better player never loses the stock. I've been able to kill better players in melee just by standing at the edge and f-smashing. I'm not outplaying my opponent. I'm taking advantage of a ****ed up game mechanic. that's why auto-latch edges are good. Maybe it could have been done better to make the defending player have to try harder, but its def. better than melee's version. The game favors the person on the defensive, thats no secret...but that's not a bad thing, that's just how the game is. It's just a different game, which different edge mechanics. one would only complain about that if they wanted the game to be melee. which you shouldn't expect from a game that's not melee.
landing lag on aerials has been completely made better in my opinion. L-cancelling was okay in melee in that it made the game playable, for example without L-cancelling, characters like bowser and ganon would be basically unplayable...but that's not a sign of a good game mechanic...'hey guys we secretly added this game mechanic just the make game playable'...brawl's system is better imo. some moves have lag, some don't...and most characters (including bowser and ganon) have a mixture of low-lag aerials, and high lag aerials...makes your move selection even more important...and further increase what I believe is the theme in brawl: making you think to beat your opponent. in melee and 64 you could use basically whatever move you wanted because any aerial could be l-cancelled...personally I like being forced to think carefully about what move I should use and when. Move Decay also forces you to think about this
anyway this post is getting too long. I'm just saying that I think there are lots of new exciting gameplay stuff in brawl. I don't really understand how someone can say that there isn't. and i want to restate that I don't think brawl is better than melee or melee is better than brawl (although I think they're both better than 64...sry moogle :-P)...i think melee has somethings it does better (fun to watch, unlimited movement options, not completely biased towards the defender), and i think brawl does things better (not relying on L-cancelling to make the game playable, characters are more balanced overall imo, generally forcing you to use your brain more in general)...and i think both games fail in lots of ways: Sheik/MK ****** everyone, infinites, dumb stages, etc.
if the smash community as a whole weren't full of biased13 year old kids who don't know ****, i would love to look into a "Balanced" smash game, much like SF HD Remix's balanced mode. it could be done for all the games honestly. fix links recovery in 64, shorten marth's grab range in melee, fix snakes uptilt hitbox in brawl. iono but this community would probably end up making an even worse game.
i think the one thing that makes the least sense to me is how people make it seem like you can't play two or all of the smash games simultaneously. "Why don't you just play melee?" Well as you are aware, I do lol. "They don't want to ruin a good thing". How does making a new game in anyway affect the old game lol. I just play games I like, and I like all three smash games, and I play all three smash games. And if someone wants to hav ea tournament for any of those smash games, I will go because they're all good and the brokeness of them fails to override the skill and fun factor.