How Smash Bros Took Over A Genre
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- Опубликовано: 29 июн 2024
- Super Smash Bros Currently holds a dominant monopoly over the world of platform fighters competitors like nick all star brawl and multiverses have popped up to no avail along with great indie titles yet nothing has come close to smash. Why is this and will anything change?
Edited by: @mugssbm on twitter
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This video was the first time I've heard the 2020s referred to as "the 20s" and it immediately did 56% psychic damage to me.
I did damage to myself writing that line
@@ChalerYTthat was in order to balance the move's power, so it can't be spammed
We had the roaring twenties, now it's the coughing and sneezing twenties, in way more ways than one
@@ChalerYTYou didn't have to do it
TV Tropes calls it "The New Twenties" (after the 2010s was "The New Tens"... not sure what they plan to do if they survive to see the year 2110). I doubt we'll ever get a fun name like the Roaring Twenties for a decade ever again but the century is young.
On the flip side, as someone who plays traditional fighters and doesn't play Smash too much, Rivals of Aether has become *the* party game that my friends and I throw on because the workshop support is absolutely incredible.
I consistently forget about the workshop! I hope that carries over to 2 cause not sure how it would work with 3d models
@@ChalerYTThe devs confirmed Workshop for Rivals 2 won't be available at launch. It'll come later.
@@GmNdWtchr96 Wait it was confirmed to come later? yoooooo
When I think of platform fighters, I think of "Kung Fu Panda: Showdown of Legendary Legends" but I guess I'm just superior.
When I think of platform fighters I think of my platform fighter that i haven't started development yet because I have no game development knowledge yet but Kung Fu Panda does exist
@@pigeonleader I'm a game developer myself, and I know I'd never work on a platform fighter (for the coding, at least) But I really want a platform fighter that is just aerial combat, ironically would probably not have platforms, think every character in smash if they had infinite Kirby jumps.
I am blessed to have witnessed such a superior gamer in the yt comment section. thank you
YES
Sound design is such a big thing and im glad you brought it up. It largely goes unnoticed to casuals other than the scream of a falcon pawnch, or a "yahoo!"
But the sound of a marth tipper, or ult Ganon nair are subtly satisfying until you notice and get to knoe them when they just get better
Brawl and 64 will never be topped
I feel your Rivals description was fair but I feel like workshop is huge for rivals, and changes Rivals 2 are gonna have will push it hopefully to be more popular. I'd love Rivals to be not a smash killer, but an amazing alternative option
Rivals is the only platform fighter other than smash that doesn’t hit me with the feeling of “I’d rather be playing Smash”
@@stoneraptor6219 Tbh I'm pretty sure I'd feel the same about games like Brawlhalla and Slap City with their quality of gameplay but I don't own Slap and Brawlhalla is too different for my smash bros moveset addled mind.....
@@readyplayerthree3 the only thing I like about brawlhalla is that it’s cross platform 💀
@@stoneraptor6219It definitely has a following similar to rivals, mostly competitive in nature and the movement/combos look clean as hell even though it's not for me.
@@readyplayerthree3 the movement looks clean, but everytime I play it it feels very slippery, and the air movement feels clunky. I’m also pretty sure all of the characters have the same basic physics, just modified by the characters “stats” that is really just a few bars that means a modifier of the base, of which I’m pretty sure you can only change the horizontal movement speed
Great video, but as a smash fan and former Brawlhalla professional, I cant help but feel that you understated Brawlhalla's casual appeal a bit. Totally understand if it doesnt do anything for you and your friends casually, but the bulk majority of Brawlhalla's huge playerbase has no interest in the competitive scene or no idea it exists in the first place.
Love the content Chaler!
Yeah I don't really like Brawlhalla as a fight game, but it's a lot of fun as a party game. Playing on a huge goofy stage with 8 people on Discord is a blast
2 things, firstly, I feel like ignoring workshop is ignoring a MASSIVE amount of RoA’s casual appeal. The other thing is that I feel like NASB and MV’s executives thought the brand could carry the game so NASB had no money and MV had no heart. MV especially feels so formulaic in an age of live service games and doesn’t have fun core gameplay to back it up like NASB, Rivals, or Smash does.
Let's not pretend like NASB being $50 and Multiversus being mainly 2v2 weren't the biggest problems with each
Animation is huge, most games arent as fun to hit your opponent with because of it
I feel like the main issue universus was it felt so bad to control. Less movement control than ultimate, me and friends just went around flailing in neutral with trouble even connecting
The only reason smash is relevant as a competitive fighting game is because of how fun of a casual game it is. Turn on all items and play on temple and anyone is hooked.
I think the answer is more obvious and simpler than we pretend. Look at 2D fighters, Street Fighter, KOF, the Arc games and many more. For 3D it's Tekken, Virtua Fighter, DOA and so on. Meanwhile the only competition for Smash are either low budget indie titles that can't meaningfully challenge a triple A game, or on the other hand Multiversus and Nick All Stars which rely on very specific IPs that are popular with very specific people. I can personally say I don't care how good the gameplay is, I'm not spending time and money on a Nickelodeon game, and I'm sure many other people feel the same way if they don't have nostalgia or like those characters or just find it cringe. Plus, there's no way games like these could go outside of a very targeted demographic that's tied to specific regions. Realistically, nobody in Japan will play these, and how am I supposed to get my friends from China into them?
What platform fighters need is a group of people using the Smash engine (preferable in the way old Street Fighter games did by letting you select play speeds) and selling an idea to a big studio. Hiring people like dedicated character designers and writers to make characters and lore that can stand on their own with room for cross promotion DLC. Just look at Project L, that was designed by some of the founding fathers of the FGC, so it's got a proper engine, and then Riot came along and pumped some money into it and coated it with their IPs, and now it looks to be huge.
Above all a new platform fighter needs to feel different from Smash, otherwise... why not just play Smash? after all Street Fighter and Guilty Gear are both 2D fighters, but man do they feel worlds apart. Even Project L is using Ideas like simple inputs and a new twist on tag teams. Personally, I'd love to see a platform fighter that tried and implements classic motion inputs like in other fighting games. Not only would that be different and allow for different gameplay, but it might get more traditional fighting game fans to play it.
This was a good video topic. More like it examining the space Smash occupies in the fighting game scene would be cool👍
I mean, the big issue is if you're going to make a platform fighter it has to do something better or different than smash and it turns out smash bros is really good and being different doesn't mean its a good idea.
Idk Rivals did it pretty well. RR is close but it's a bit too much to get into for someone who has a lot to do
And the thing is Smash got to where it is now after multiple entries. Most of these want to be at least Brawl right away.
I agree with you on the animation front, but I don’t think sound design is what damaged Multiversus. The voice lines are added personality that I wish smash had. I also think the damage sound effects are perfectly fine. What really turned people off of it was the battle pass, slightly strange controls, slow release schedule and focus on 2v2 combat.
DAMN IT, I WAS PROMISED FRAYMAKERS. WE NEED MORE EXPOSURE, DUDE.
Rivals of Aether will always be my goat ✊😤
rivals is the goat
The game made me realise that smash sucks in every way
good goat. fuck absa tho
The problem with those games is that they are trying to be competitive before fun to play. Other games don't come close in terms of visuals, sfx, roster or content.
love the editing on this!
Slap City deserves a shout out it is pure heart and soul
Lowkey new NASB looks pretty good. Kinds does the whole fusion thing RR tried but less confusing
really surprised you didn't mention rivals workshop characters. most casuals that Ive played rivals with and know it because of that and want to fuck around with Dio Ronald McDonald
Rivals of Aether is what pops into my head, TYVM.
Although only released in japan, Battle Stadium D.O.N. is the oldest smash-like I can think of. I'm pretty sure there was a TMNT platform fighter on the Wii too, can't remember the name
You're thinking of Smash-Up!!
The game based its models off the 2007 movie, but used the 2003 Cartoon's voice cast.
Also, the Rabbids took up 3 character slots because Ubisoft.
cartoon network punch time explosion is literally smash brawl ngl
one things i hear nobody talks about multiversus is how slow/sluggish the games look when people falls. The game imo just doesn't look fun to play ( and is inaccessible rn iirc ?)
The niche, small part of the game is actually the competitive one
Smash is huge because Sakurai always kept the casual player in mind
Good change on the spam tech skill lmao 8:06
Great Video! I'll be honest, this video was a lot better than I expected. I really thought the points made would be vague or disagreeable. I thought that Smash's success had too many factors and too many unique circumstances to really point at something it's competitors have failed at. However, the bit about Nick's animations being too snappy and MV's animations being not snappy enough really stood out to me, both in your clear examples, and also as compelling reasons as to why the games feel worse.
I've always thought that the easy way of beating smash at its own game is to simultaneously succeed in the two categories smash has really only nailed once, each. You ask any normal person their favorite smash and the odds are they'll either say Melee or Brawl.
Melee has the best feeling gameplay, but it doesn't capitalize on the fact that its a crossover fighting game, it doesnt capture your imagination. In 64 and Melee, the characters are just supposed to be toys, play-fighting for some canonical child's amusement. Brawl changed that.
Brawl introduced the concept that, yes, these characters are existing within the same diegetic world and you get to actually see Super Mario shake hands with Kirby while Princess Peach and Princess Zelda watch from the stands. Brawl didn't do a lot, but it did enough to capture the players imagination, and tbh thats all you really need to do to build a casual audience. One of the longest stories ever written was a Smash Bros fan fiction. You think that Melee inspired that? please, it was brawl.
You don't need to outdo melee's mechanics, or brawl's fanservice-focused world-building using the world's most recognizable IP, but if you had half of melee's gameplay and half of brawls character interactions, you'd have a goldmine. There's a reason traditional fighting games have matchup-dependent win-quotes like in streetfighter, or intro quips like MK. Its engaging, even for casuals. A lot of these platform fighters are nailing the "gameplay that's at least half as good as melee's" which i think is the hard part. Easy part is coming up with character relationships/story/world that's engaging and easy to follow and get sucked into. Even FGs struggle with this
Most potential I see is in Rivals. I'm a bit sad to see them abandoning the 2D sprites, as I thought that it really made the game stand out as unique. However I understand how 3d models are more practical. I put Rivals just over Rushdown Revolt in terms of potential because I don't think the Formula really needs to be "shaken up" to the degree RR does. I think you just need to be melee adjacent with a more cohesive and engaging cast of characters and world building. Copy melee and just make sure you don't slip up where melee dropped the ball. Easier said than done. As great as NASB and MV are, I don't really see the devs being free to build a world where SpongeBob has a friendship with Steven Universe, or one where The Iron Giant gets to actually meet his hero, Superman, which is the type of thing Brawl did that allowed it to outshine Melee, in its own way, at least.
Also maybe turn the down the music a smidge relative to your voice. You weren't ever inaudible, but the fluctuating volume of your voice and the fluctuating volume of the music sometime combined to drown you out a bit.
I think I am the only person who listened to the AllStar Brawl description and thought "oh its like Shrek!" Just before you threw that joke in lol
Good video overall, but the MultiVersus comparison isnt exactly the best considing that it's not even accessible right now
10 seconds in and you missed the opportunity of having Heavy do a funny killbind like "HA- *dies*"
thought a lot about the smash bros hold on the platform fighter genre, great vid!
Small correction but Nick all stars actually does have items lol
2:39 I see. 4:26 6:52 7:36 9:39 11:56
smash's gamefeel compared to multiversus and nasb is so much better with all it's small touches and refinements that going to any game that lacks them really makes that game feel lacking. and with smash's large roster with "a playstyle for everyone" it makes it so hard to compete. i thought nsab was really fun when it was active but nothing was really satisfying to do in it, and same goes for multiversus.
another thing to not about other crossover fighters is their lack of "good representation" not only should their playstyle make sense for the character, but the character should also have attacks that feel genuine to the character and not just random animation references like they're mr game and watch who was literally designed to be as stilted and jarring as possible and adapting characters that the director/devs have never worked with can be difficult, definitely when the rights holders/higher ups aren't caring about that level of detail either.
while a game like rivals of aether lacks the brand recognition it still holds on because it has good game feel along with custom character support where there are an insane amount of quality custom characters that you could really get your casual fix out of hundreds of custom characters, but in the end rivals is still a very technical and not casual friendly game and I think that will only be amplified in the sequel when it lacks its custom character support.
smash being a video game crossover rather than a multimedia one really lends it the hand of "people already knowing how each character is supposed to feel" whereas a character like shaggy or garfield is really up to the interpretation of the designers, im not saying it cant be done, because multiversus's tom and jerry i thought was perfectly accurate and i couldn't think of anything to really change/improve about it other than that the game itself needs to feel nicer, but representation like that is a rarity among other crossover fighters like that.
and that really only scratches though, i could get into stuff like smash's soundtrack, stage selection, gamerule customization, sidemodes, and general readability but i'd be here all day
It's worth noting that Smash will mostly pull references in terms of moveset if they make sense in terms of the fighter's playstyle AND if the move functions similarly to how it does in it's source material. This goes for it's cast generally, but I think King K. Rool is the perfect example, since Smash either does the aforementioned (most of K. Rool's specials) or they will make up moves, but have it *feel* like something the character would do while also fitting the playstyle (Pretty much all of K. Rool's normal attacks.)
I didn't play NASB so I don't really hold a horse in this race, but it looks to me like every character's moveset had the same philosophy as like... Wii Fit Trainer and Mr. Game & Watch. Where they're a bunch of isolated references and poses that are kinda just tacked onto each move instead of being an action that would be more natural for the character, despite not really referencing anything in particular. Like... Mario's forward aerial. Or King K. Rool's back aerial. Or Sephiroth's up smash. Or, basically, the vast majority of A button attacks.
Wii Fit and Game & Watch's movesets work for them, because they're supposed to be quirky, weird and stand out. Does it *really* work for someone like SpongeBob? Ehhh...
EDIT: I think the balance of moveset philosophy in terms of references and function in the sequel seems to be better - at least, that I can tell with characters that are more familiar to me, like with SpongeBob and Patrick - and even if there's still some stuff that's off to me, I'll give the developers grace. Plankton for instance I like how they handled him, since they took heavy creative liberties while maintaining the overall essence of who the character is, and that's a great thing.
I also think some simple stuff like how Smash has had a monopoly over plat fighters since day 1 is the reason why a lot of them are considered "Smash Clones" to this day. It's the same thing how in the early years most trad fighters were "Street Fighter clones". The only case here being that the competitors have either not been able to get on the same level of quality (NASB 1 and Multiversus) or haven't gotten the same popularity (Rivals)
I am very pumped for Rivals 2 and NASB2 personally, and I will try to support as many plat fighters as I can, I just hope that we can have one of these games get to the point where they can at least take some of Smash's spark for themselves, It'd be nice to see a consistently big plat fighter along with Smash someday
The whiplash I got from seeing myself at 8:20. Aside from that, dope video!
i really wish Slap City had more recognition and love, for me it outdoes all the other indies to sit right near melee as my favorite plat fighter
It's from the same team that'd later make the NASB games.
Still more charming IMO.
Yeah, ludosity actually picked up one of our top players from slap Repiteo as a developer for nasb. personally nasb fell mostly flat for me despite some cool ideas. here's hoping they reach the quality of slap again with the second nick game
I feel like there's a lot of important/notable things relevant to this topic left out of this video. Some inaccurate information as well.
1 second in and i already see heavy tf2.
I'm in for a treat aren't i?
I really like the addition of that white outline around you. Honestly helps separate you and the background
dudes keep killing it. your videos are awesome!
tf2 heavies in the beginning, time to watch the rest
why do people think wrastor is like falco. they have nothing incoming outside of being birds. wrastor is more like puff x marth, but not really.
he was a tiny bit more falcoish wayy back and also he's a bird in general so prolly that. like his nair used to be the same, ftilt is the same, similarish looking bair... stuff like that. also I like ur lotad pfp
@@chairwood he had a sex kick yea but his ftilt was always a multi hit, unlikefalcos
I thought Clairen was supposed to be the "Marth" of the game. To the point that she practically has Lucina's backstory.
@@GmNdWtchr96 shes more of a marth-like yea but wrastor literally has marth fair and upair
the only reason why i would play rivals of eather is for the workshop characters, not only creating them but playing them, like yes i would like to play a wii remote against ronald mc donald while fighting sans undertale
Rivals as released its workshop a few years ago, and i think it addresses some of your points for not being appealing to casuals. As a rivals fan since 2016, since the workshop came out i feel like almost most of the community is more casual and here for the funny characters and here to play sonic vs goku.
Didn't even talk about slap city.
There are actually a few weird examples that came out before Playstation All-Stars like Jump Ultimate Stars for the DS or Dreammix TV World Fighters. Both of those are Japan only games though and play quite differently from Smash with Dreammix being almost entirely built around coin battles.
J!US. Good time! Good times indeed. That was myf first import
what a fire vid damn can we get some mainstream audience promotion youtube wtf? I dunno chaler take out an ad or something your shit is so good.
only 4 on the patreon!??!! Fine i'll sub to it haha
PlayStation All-Stars wasn't the first platform fighter attempt.
Its actually Cartoon Network Punch Time explosion. Came out a year before
I run the local rivals scene here in the pacific northwest (and regionals/majors every year) Let's be real, an indie game will NEVER be able to compete with smash. We aren't talking about a random indie game blowing up. We're talking about indie games directly copying smash's format and trying to compete by living in their shadow, that's not really the same thing. It's the same reason why no monster taming game will ever be as big as pokemon. Smash has the massive advantage of billions being behind it and a legacy of well known characters.
Casuals don't care about in depth mechanics, they care about choosing peach and ass slamming mario.
I do expect rivals 2 to capture a big audience but still mostly from the competitive side. More familiar mechanics like grabs, shields, and ledges will go a LOONG way.
Rivals 1 did good casual stuff. I doubt Rivals 2 will be as good in that aspect tho 😔
ok mr parry charge down smash at ledge if that is ur real name
@@chairwood It still works amazingly lmao
omg i love this video, you are like a british leon massey!!!! /s
I wish Sony could get their hands on Powerstone 2, i think that game would give smash bros a run for it's money. Unfortunately, it was a Dreamcast game😔
Wrastor looks like falco, but he plays like a cool version of Jigglypuff
Stop lying to yourself, Wrastor will never be cool.
showing the mvs player peak when the games online isnt playable is messed up, the game is shut down unless you playing parsec :(
Cartoon network punch time explosion came out a year before ps all stars
Ugh everyone overlooks rivals and saying it will never compare and wrastor's only similarity to falco is that he is a bird why do good games have to be overlooked so much i honestly just cant stand smash i hate it so much
Cool vid! But honestly, what killed Multiversus was the bad netcode, and NASB was the complete lack of content
all star brawl and multiversus especially just made me want to play smash, fighting with nickelodeon and warners bros characters is cool but I'd much rather fight with FE characters, FGC characters, or the Nintendo IP characters
I've tried many fighting games but Melee is easily in my top 2 favorite all time. The movement in other games just don't feel the same. And Melee is easily my favorite platform fighting game of all time.
What I find strange is for me melee feels so old, it's good but with its poor options I find I don't really want to relearn the controls. It's also just not great casually, I boot up PM for casual fun because it's modding scene is insane, and I do Brawl because it's got a 2 player adventure mode. Melee just doesn't feel as complete ig
@@illford6921it's worth it if you ever fully take the dive
Brawlhalla isn't indie though? That's Ubisoft
Wasn't it indie at the beginning and then got bought out later? Like Minecraft?
Yeah
The whole game was made without ubisoft
losing my goddamn mind laughing at that parappa bit
Dude you kill it with the editing. This feels very well researched as well, keep it up! Kept me watching the entire time even though I already knew about most things described.
Random nitpick that I'm tired of hearing is the similarities between Sheik and Falcon! The reason falcon's combos appeal to me more than sheik's while being very similar isn't necessarily the flashiness. It's the disparity between the ease of execution. Falcon's tech chases are so much harder to execute while also having less room for error. On top of that, falcon gets hit harder so he's in far more danger if he messes up.
I can appreciate a falcon tech chase more than a sheik's simply because I know how much harder it was to pull off.
Not that it's new, but I think Rushdown Revolt has my attention. I think hitching yourself to the title "Smash killer", intentional or not, is a death sentence at this point. Time and time again, the pattern is as follows:
1. The Smash community comes to check the game out, puts a strain on resources but it's ok to have growing pains because having more players is good, right?
2. New influx of players realizes it doesn't have the polish Smash has, and then the servers become barren.
3. Game matchmaking queues become long and frustraing, and new players now are matchmaking into dedicated fans who grind the game, which is intimidating to a new player seeing themselves getting clapped over and over again.
4. Game is pronounced dead, and the reasons cited become "Bad lag/servers when I played (from first wave), clunky, ugly, and bad matchmaking (remaining wave)".
I feel like you need to make a smaller insular community to have longer lasting success as an indie plat fighter. Rivals and Brawlhalla did well in this regard.
PlayStation all stars looks like it has Vaseline smeared on it
Rivals 2 looks fun as hell
It's no way you call brawhall indie games, they have Ubisoft backups
Slap City is probably the best platform foghter after smash. NASB had potential but kinda flopped. NASB is looking very promising. Im also kinda excited for RoE2 eben though i did not like the first one. Not having a ledge to grab when recovering always felt wrong. Brawlhalla just felt wrong because it didn't have a ledge and you are forced to use items. While items aren't bad in a casual sense I want the option to not use them.
Probably the most impressive studio is the Slap City one. While they were working on NASB they also updated Slap City. While updating NASB they were making NASB2. Something about that just felt great. I jad assumed they gave up on Slap Coty when NASB was announced but no they still support it. Hopefully some day it gets a sequel with a larger roster or maybe NASB2 will just be amazing.
Brawlhalla is my favorite smash bros alternative and is very strong in the competitive scene being directly supported by its devs
Kirby uptilt
Kirby uptilt
Kirby uptilt
if you didn't mention shrek super slam while talking about playstation all stars i was ready to immediately mention it in the comments section, thank you
2:42 Name of this music, please
It helps that 95% of other playform fighters are shovelware
I dont see runes and aether stages talked about nearly enough for the rivals casual scene. I actually love rivals as a party game
holy shit the edit with the cringe cringe based parappa video had me laughing for like a minute, i hadnt thought about that vid in years
the only platform fighter that doesn't suck (other than smash) is lethal league.
This is unfair to Brawlhalla and Rivals...
what's the song at 5:18?
criminal he didnt put minecraft survival games in the br graphic smh
Really solid video. In terms of competitive success Smash has already been surpassed by games like Brawlhalla, but in terms of AAA features and quality it's HARD to top Smash. When you're up against a billion dollar franchise the level of expectations people have is massive, and I realistically think the best shot is with a well polished free to play game. Hoping that's Rivals 2 🙏
Yeah the Brawlhalla bit was weird comparing it to Aether. They both have a 2D aesthetic but apart from that the success is crazy different. Brawlhalla got bought by Ubisoft and has wayyyy more players than Aether. Right now on Steam 15k vs 200 and theres way more players on console. And they've earnt way more when checking vginsights. I do agree its aesthetic and no crossover means it's no where near Smash though.
Rivals 2 isn't free to play but considering Rivals 1 it's not gonna be expensive either. Tho imo I actually think P+ and Rivals are peak because they do everything right imo. They have good modding scenes, good casual content and solid competitive with good qol and accessibility features
@@illford6921 we don't know the monetization model yet so I can dream lol.
i feel like you kinda discredited the absolute popularity and success of brawlhalla, pushing it off as some indie game who just tried to get into the market. Brawlhalla has been the number one fighting game based on players AND has the highest tournament prize pools. It has definitely succeeded in the genre
I exclusively miss multiversus because Harley was so fun
You're editing has gotten a lot better
Though you not talking along with "Why smash is king" was a bit awkward
Why didnt you talk about slap city?
Who do you main in tf2
Nick ASB just feels cheap all-around. Not just in the things you discussed concerning the sound design, but just all around. Everything about its gamefeel is very low grade. I don't blame the devs, either. I'm 100% certain it was Paramount being cheap and trying to shove the game out the door.
On a more personal note, I also don't like the roster in Nick. Only two of the four Ninja Turtles? No El Tigre? At least they did get Zim, but that's like literally it IMO.
Conversely, MultiVersus killed itself with the microtransactions, mainly. I'm just not going to be on board with a game that expect you to grind an unreasonable amount or spend real money to have all the characters and options. I also personally don't like its heavy focus on 2v2 gameplay, though I realize that's a lot more subjective and some people really appreciated that as a way to stand out from Smash.
rivals is a lot of fun casually wat do u mean!!! I've been playing it since 2015 and still have fun with it without taking it that serious.
also slap City underrated af
Smash is the goat and so is chaler
I feel like the biggest reason other platform fighters struggle is cause their gameplay is not smooth . It always feels clunky for no reason
Can't talk about Multiversus without mentioning it trying to astroturf a competitive scene by announcing a huge prize pool before the game even came out.
What, no Fraymakers?
As you said PSASBR don't have the same mechanics as Smash, is not even in the same genre(just because is a "crossover") like the other games you compared with.
PSASBR was a hybrid of 2D arena and traditional fighting game, because the devs were hardcore fgs veterans developing it as a fighting game, unlike Smash which was an hybrid Platform fighter/party game more casual friendly;
Games like RoA instead are purely designed to be platform fighters, look at the stages structure and game mechanics
Nah, it's definitely in the same genre. It's a 2D platform fighter just like Smash is.
@@gr8gmr Play enough and you will change your mind
@@cloudnovalab I played it all the time, so I already know. Though it's pretty obvious they are anyway.
@@gr8gmr As you see, they don't play by the same rules, so they're not in the same subgenre, they're both 2D arenas tho
@cloudnovalab They're both 2D platform fighters, so yeah, they're in the same genre. There's no debating that.
slap city is the most funky
fraymakers will rise
How do you make a video like this in a week? What's the trick lol
hire mugssbm
I think you underestimate Brawlhalla's success for casual players. It's among the most popular fighting games (consistently top 3) on Steam and the company claims to have a 50 million player base. The weird thing about Brawlhalla is nobody talks about it. It's player base is much larger than it's impact. I think it's the lack of iconic characters and storylines.
you should really turn down some of the sound effects in the video. they really get in the way of ur self
Ya! Ya! Ya! Ya! Ya! Ya! Ya!
Hey multiverses will come back in 2024 too 😂
Where is the shonen jump smash bros?
Smash Bros didn't "monopolise" the genre; it invented it. Without Smash Bros, those other platform fighters wouldn't exist.
Also, it's fine for a game to have a niche audience. Who cares if NASB only sold one million copies (or whatever it was) as long as those one million players had fun? Clearly these other games don't have the budget of Smash Bros either, I don't think it's fair to judge them on the same criteria.