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New Smash Bros for WiiU

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Isatis

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This will be the up-to-date thread for Smash Bros for Wii U. All topics in GBD pertaining to Smash 4 will be locked. For the Smash Bros for 3DS, see the 3DS topic.

Nintendo has announced that Masahiro Sakurai is working on a new Smash game for both the Nintendo 3DS and the Nintendo WiiU, and that these two will somehow work together. No details other than the announcement itself have been released. Development is likely extremely early or hasn't started yet, as Iwata mentioned this will be the made after Sakurai is done with Kid Icarus for the 3DS. We will have no idea as to how many years it will take before the new Smash is completed, but a logical estimate would be late 2013 to 2014.


Wii U Gamepad (note: console is backwards compatible with Wii controllers but no longer supports Gamecube controllers)


Wii U Controller

It's heavily theorized that because there's a USB port on the controller, there will be a wired solution for Smash Bros and other games

Wii U Console





5/25/2012
"Change Coming to Super Smash Bros. Wii U, 3DS" (http://ds.ign.com/articles/122/1223789p1.html)

Main point: the last three games have followed one formula (adding characters, stages, items), this one will be a little different. There will also be more interconnectivity between the 3DS and Wii U.

6/7/2011
[collapse="Notes from Smash 4 inteview from 6/7/2011 (thanks Ankoku)"]- Sakurai is using his experience working with Kid Icarus 3DS to smooth the development process of 3DS smash. Mentions he would randomly think about Smash during Kid Icarus development

- "While I'm sure some people just want a new DX (Melee) or X (Brawl), that is not the answer I'm looking for"

- There's a lot of implied differences between the 3DS and WiiU versions. The issue of limitations (or lack thereof) come up ("I could make 50 characters, or double the stages, or make everything prettier (graphically), but with the WiiU I don't have to choose just one of those options"), while he runs into that problem with the 3DS, "maybe something fun like the original smash bros." adding something about a handicap.

- 3DS version will be more "personalized" than the WiiU version, as most likely the handheld machine will only be played by one person. This regards "personal data and achievements." He's probably referring to the stat-keeping mode the Smash games have had and how a handheld version would most likely only be tracking a single person's stats.

- Sakurai feels conflicted, saying something to the effect of "On one hand, a player feels a great sense of accomplishment by beating something really difficult. On the other, if it's too hard, they'll feel a sense of frustration by constantly losing to it." (implied differences between versions)

- Iwata goes on to add that a handheld experience is typically a "fun experience in a short amount of time," and that adjustments would have to be made to work around that.

- "So, for the 3DS version, since you must enjoy it alone, it has a system of rewards that you can customize your character with. And then you can bring these characters from the 3DS to the WiiU to fight on. So one "individual" on a handheld will appear in the "stadium" of the home console." Iwata summarizes by saying "The 3DS version is where players will earn individual achievements for themselves, while the WiiU version will be a place to show those achivements off"

- Sometime late in the Melee development cycle, Iwata told Sakurai "you can never have enough Smash Bros!," to which Sakurai replied "YES YOU CAN." Sakurai apparently doesn't remember this.

- Iwata mentions that he likes how in Smash, both high level and beginner level players can feel a sense of accomplishment in comparison to other fighting games. If you don't know what you're doing in other fighting games, you'll typically get destroyed, in Smash you can earn a few more hits. Sakurai adds onto that saying "You'd think it'd be natural to help new players improve, but when the goal of a fighting game is to beat your opponent down, that becomes difficult." Iwata "feels helpless and weak when he loses badly," and lastly Sakurai adds that "the 3DS version will have ways to help beginner players," going on to suggest co-op "There will be a reward system for good players helping bad ones"

- Apparently the balancing and rebalancing of characters was entirely up to Sakurai, but he's going to ask for some help from other members of the team this time around. He still feels the creator of the game will have the clearest vision of how the balance should look like, but definitely welcomes the help. Iwata asks what type of balancing he's referring to, and Sakurai responds talking about balancing animation/frame/hitbox data, while making sure it makes sense in the scope of the game. It has to "look natural and feels good to land the attack"

- There's implied distinction between casual and competitive play made by Sakurai, saying "all these claims of 'this character is too strong' or 'this character is too weak' varies from person to person." When he looked at the sets of data from Wifi games, all characters had relatively the same level of success. "However, according to the competitive scene, that doesn't seem to be the case elsewhere."

- A balance regarding the difficulties of surgical balance changes, and how they don't want characters to "feel the same," adding that specific traits/strengths/weaknesses are intentionally built to differentiate characters. Along with the "oh now that we nerfed this, this other thing is broken," etc. Iwata comments that this type of balancing is ridiculously hard and congratulates Sakurai for pulling it off with every single character by himself.

- Sakurai mentions that while new developers might see this initially as a learning opportunity, it'll eventually turn into a lesson of pain.

- More commentary regarding the extreme level of difficulty regarding balance vs uniqueness in a fighting game cast, with Iwata joking that "I knew I had an eye for talent when I picked you"

- Sakurai comments "the mechanics of a game better fit the system the game is on." The 3DS's small screen, for example, is something they have to work around, making sure the backgrounds and stage structure are clearly visible.

- Iwata comments that some designers enjoy gimmicks like FMVs and cutscenes, because it's where developers get the most free reign to show off their skills.

- Sakurai mentions "I think it'd be best if we can design something that works well and looks good regardless of whether it's on a portable or on an HDTV, but having a different team for each version is also good because we can still make very specialized additions to each." Each individual project will take advantage of each developers "specialty and where they're most likely to apply it."

- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"

- Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl.

- He's slightly concerned by the fact that the various branches of Brawl staff worked on different schedules so the development process has gotten rather long. Iwata asks "but now you get to be a lot more hands-on with Smash 4, right?" to which Sakurai answers "Yes, but I'm coming into development right after Kid Icarus finishes, with no rest inbetween. So any help I can get is much appreciated"

- Sakurai says as a game designer and head developer, he really enjoys making something himself and seeing it turn into something good, but if he takes it in the wrong direction he won't reach the people he intends to. With Smash he wants to reach out to as many as he can. Iwata comments "this leaves a lot up to chance when it comes to the finished game," but Sakurai responds "I prefer it to a "stable" series where every sequel is juts the same game with a little bit added on. While it's painful to make something new, it's fun to figure out how." While with Smash, each iteration has a different fun twist, and even someone who doesn't know much about the series can pick apart the differences fairly easily.

- Iwata anguishes over how expensive the project is and that it requires a lot of people.

- Sakurai "Anyway, I look forward to the people you bring to this project, since the success of it is dependent on who you gather for me! Still, even if you don't gather enough people, I wouldn't want to see the project stretched thin, so we could focus on only one system." Iwata: "What? Even after we announced at e3 that we'll be developing for both systems?!" Sakurai: "Well either that or I take a small team and we take five years"

- in the conclusion, Iwata thanks Sakurai, and Sakurai says "thanks, but my time is currently focused on making sure Kid Icarus is perfect for launch!" [/collapse]
 

Rychu

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D: you locked the old SSB4 thread!?

Whyyyyyyyyy!?

But yeah, super excited for Smash 4.

:phone:
 

AuraStUrm

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Nothing's been said yet about whether or not Gamecube pads can be used, but I don't have a lot of hope. Which means that wireless interference will be that much more of an issue.
 

Mr. Johan

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I guess it's time to move on to Classic Controllers then.

Sakurai said he wants to move away from the Brawl engine and Melee engine enough so that it doesn't look like Smash 4 is basing itself off of either of them, so I'm curious on how the engine will be this time.
 

augustoflores

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The Joker

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I'm excited for playing SSB on the Wii U controller screen. I'll be watching NBA games and playing smash at the same time, just because I can. Not to mention I can bring smash where ever I go with the 3DS.

Really, I don't care too much about about what controllers I can and can't use, I'm just ready for a new SSB. Everything else is just a bonus.
 

#HBC | J

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Super psyched for the next installment of the SSB series. Gonna try keeping up with this thread.

Also it'll be cool learning with a new controller imo.
 

Isatis

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That's for the tablet, not a controller (which will be Wii Remotes/Classic Controller etc)
 

Mario & Sonic Guy

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I've been following the coverage myself. At least I've been using the Classic Controller to play Brawl, so no GCN support isn't a total loss; I still own a GameCube system anyway.
 

Pikaville

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I will be modding a GC controller.

Or buying the inevitable one Nintendo or some 3rd party releases.
 

Mario & Sonic Guy

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Why people are complaining about GCN Controller incompatibility is beyond me. It can't be that hard to adjust to a different controller.

Take it from me. While I do use the Classic Controller to play Brawl, it doesn't affect how I play Melee and its GCN Controller.
 

Zankoku

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Maybe a lot of players prefer the Gamecube controller to any other control scheme.

The bigger issue is that wireless controllers are really not a viable medium for large-scale tournaments.
 

Mario & Sonic Guy

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Maybe a lot of players prefer the Gamecube controller to any other control scheme.

The bigger issue is that wireless controllers are really not a viable medium for large-scale tournaments.
Well if you don't have rechargeable batteries, that can be a problem.
 

augustoflores

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Project Sora will need to take on new staff. Elsewhere in the column, Sakurai and Iwata went into great depth about the type of staff they're seeking for the game: planners, programmers and designers (artists).
If i had had my game art and design degree by now, i would have done everything in my power to join Project Sora's staff... sadly, i am barely beginning as i come to the end of the first term of school. and i doubt an Associates degree in Graphic Design from a private school no one knows would do the trick.
i would leave my home and my family in a heartbeat.
 

Zankoku

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Well if you don't have rechargeable batteries, that can be a problem.
More like if you have a lot of people in a single venue all using wireless controllers running on a limited band of wireless channels, it will always be a problem.
 

ETWIST51294

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LOL good luck with that. We're see though.
Mad Catz isn't the biggest company in the world. They WOULD make it. They're known for making sticks for competitive communities. If MK can get them to make PDP sticks we can make them make GC controller. They make high quality pads already so why not.

Why people are complaining about GCN Controller incompatibility is beyond me. It can't be that hard to adjust to a different controller.

Take it from me. While I do use the Classic Controller to play Brawl, it doesn't affect how I play Melee and its GCN Controller.
Ever switched from pad to stick? It's very hard, esp if you learned everything on the previous controller.

More like if you have a lot of people in a single venue all using wireless controllers running on a limited band of wireless channels, it will always be a problem.
Also this.
 

MikeKirby

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So hyped!
I just hope he REALLY does get help with balancing the cast.
That and simplicity goes a long way! It better not be so gimmicky.
 

XstrawberrygoddessX

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Ugh I need to use my gamecube controller for the new super smash bros.! Why must the fates be so cruel to me?!? T_T
 

Sunnysunny

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I think sakurai will do good this time around. Atleast better then brawl. This time he's actually taking into consideration balance, and making hits "feel good" when they connect. Thats the thing with brawl. I never felt rewarded when I hit anyone...unless it was something outrageously strong like snake F-air, or F-smash.

I think this time around we'll have a more balanced stable feeling game. Not something like melee where the mechanics can make it crazy, but not something as slow paced as brawl.

The system is my biggest concern. I mean those controls don't look to promising for tourney related things.
 

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They stopped production of GC controllers a while back though so that will be hard but if MadCatz convince Nintendo to allow the production of GC controllers again, that will be hype.
 

kackamee

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Sakurai won't be balancing the game by himself this time, which had a lot of you worried for whatever reason. I feel like the Wii U controller would be good for smashing, but I hope there is SOME way you can connect the controller to the console to avoid tournament issues D:
I also like the idea of customizable characters, but I hope they don't mean to give them stats that they can level up like in Subspace, I think that'd cause for imbalance issues in it's own.
IC's for SSB4!
 

Starphoenix

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So it is nice to see that the forum is operational once more. Now my decision is to which thread I want to frequent, this or the 3DS thread? Hmm... Probably go with the one with most of the SSB4 thread people I know.
 

Zankoku

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Well, if you move with the Control Pad, you basically tap it twice to the left or right to dash.
You're either making the misunderstanding of a lifetime or you have no idea what "pad" and "stick" mean in context to fighter games.
 

Big-Cat

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I'm just happy that the WiiU is supporting 4 USB ports. I was concerned with yesterday's news of the only to get a new controller was to buy another console, but this is something that I think everyone can manage with.

And get ready to adjust from the GC controllers. If I can customize controls again, it'll be great if I can use a wired, screenless WiiU controller like an arcade stick, sort of.
 
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