Since I don't talk about Rush a whole lot in the video, I felt that I should mention that I think Rush attacks are a great super meter system for this game. A common sentiment I see when people discuss ARMS is the desire for flashy, cinematic super attacks akin to what you'll see in many other fighters. However, while I understand this desire, I think Rush is a good system as is. It's a system that feels distinctly "Nintendo" simply because it's so active. It's not a cutscene like you'll see in many other games but rather something that requires player input. It's dynamic because you not only have to consider the activation conditions like in most other fighters, but you also have to consider how to hit your rush for the highest amount of damage, what you should do if your opponent slips out of your rush, and how to punish those attempting to evade it and counterattack. As it stands, they suitably change up the mind games of a match and keep players thinking while also being readily avoidable if you're walking around the stage instead of dashing and punching willy nilly. I'd be open for a theoretical sequel adding more ways to spend your Rush meter though. Perhaps adding the ability to spend half your meter to increase your ARM girth or increase some other kind of stat. I do think the system being active instead of a flashy thing that you watch is a strength of the game though.
Thank you. Thank you. I'm so glad someone has taken the time to talk about ARMS. It's design, it's mechanics, it's world-building. It's one of my favorite games of all time.
35:16 - That’s some swanky lookin’ footage. Whoever made that must be really cool. 😎 Really tho, FANTASTIC Video. It’s a full-on ARMS Documentary. Really Nice work! 🥊
Your work has always been an immensely helpful resource for learning the game for not just the community but me as well, so I'm happy you found enjoyment in the video.
So I'm kind of amazed this doesn't have way more views. I'm a game designer making a game with a lot of similarities to arena fighters and I just wanted to let you know this video has been massively helpful and informative. I come back for reference all the time. It also inspired me to pick up arms. Just wanted you to know. I've watched a bunch of your other videos too, and they were also useful. Good work.
@@Goufuem Of course! As a diehard ARMS fan it's always a treat to see someone talk about the game so passionately and seriously, so this was bliss for me. I was amazed to see how many little details I had missed about the game! I'll be sure to check out the rest of your channel; keep up the good work!
Very beautiful video. ARMS has been my most wanted Switch game since launch anf even moreso after finally getting firsthand experience while playing on my cousin's console in the spring. I love learning all about the lore of the universe and characters and this video was very insightful in showing the kinds of design philosophies from 3D fighters in general that help make it such an amazing package. You've got a new sub because of this, and I'm happy to get more ARMS community content
Such phenomenal video! I can’t imagine how much effort you have invested into this. P.S: I have played a match against you on my first day of playing this game and that inspired me a lot! Thanks for the nice match!
I'm here before this blows up and while you're still at 249 subs. I haven't been able to watch it yet, but a friend sent me this video, and something this long clearly had a lot of effort put into it. Great job, and see you again when this reaches the thousands!
6:00 Hold up where is that art from? That looks cool! It looks like something I would see in a hypothetical story mode for an ARMS 2. (oh Nintendo why must you forsake me)
It was from an article on concept artist Yu Yamamoto. It was posted on Nintendo's recruitment website a number of years ago, but I don't think it's still up anymore. It's one of the earliest pieces of concept art for the game, likely before they decided on having ARMS extend from the shoulder.
It's rare to see fighting games make stages a part of the gameplay, and that's one of the things I appreciate about Arms. Off the top of my head, the only others that really do that other than Virtual On are platform fighters like Smash and Rivals and some arena fighters. The only traditional fighters that do it are Fatal Fury and DOA if I remember correctly. (and FF isn't really a thing anymore due to being replaced by KOF, which doesn't do anything with its stages, probably due to the lack of the lane/sidestep system that FF has) I really hope Arms gets the popularity it deserves someday.
A lot of the major traditional 3D fighters play around with the idea of stages that impact gameplay. Tekken and DOA have their wall breaks, wall splats, floor breaks, etc. Virtua Fighter and Soul Calibur have ring outs and wall stuff too which is fun. However, the thing about those games is that while those aspects do affect gameplay, they only really serve to open up opportunities to extend your combos rather than change your approach to movement. It's a pretty different approach from say platform fighters like Smash where a stage greatly influences your movement options moreso than your combo potential. ARMS stages kinda have a sweet mix of stages that have the potential to help increase your damage in certain instances or provide interesting movement related obstacles to work around which is what's so cool about it. And as I say in the video, the more competitive part of the community is able to easily embrace this unique aspect because the game is well balanced around most of the stages. It's pretty interesting in contrast to something like Smash which has trouble incorporating a lot of stages in the competitive scene due to many of them introducing elements (like really small or really large blast zones, weird stage hazards, etc.) that sometimes take away from the core of the combat system. But yeah, I agree. It'd be cool to have ARMS be seen in a more positive light than it is currently. Fingers crossed that in the distant future they give us a sequel that's able to refine and expand on what's already here and get a more positive reception.
Amazing video, never got around to buying Arms, but this video convinced me to give it a shot, also hoping the algorithm helps you soon, this fantastic work cannot pass unnoticed.
It was very interesting seeing you explain the mechanics of the games similar to ARMS and how they tackle similar problems. This is the first time I've heard someone compare ARMS to those games in-depth. Would you consider ARMS to be an arena fighter? I'm not sure I would consider it one due the camera always following the enemy character, like in 3D fighters. It would be interesting to see if later arena fighters (or arena fighter-esque games) incorporate elements of ARMS' gameplay similar to how ARMS did to Virtual-On and Gundam VS.
I would consider it an arena fighter. It has much more in common with those than more traditional 3D fighters. You're right that the camera follows the opponent a lot more than a handful of other arena fighters. You're not likely have to have an instance where your opponent can go completely off-screen for instance like say in Virtual-On. Despite that, I would contest that the majority of arena fighters actually do have the camera follow your opponent rather closely. Anime arena fighters have it. Gundam Vs. has this. For Honor has this. Virtual-On is actually the anomaly when you're looking at the genre as a whole in this regard. It's probably the only major arena fighter that lets the opponent go off-screen from time to time outside of Gundam Vs. which only has it happen due to it being 2 v 2. The important part is that while ARMS's camera system is different from other arena fighters in order to facilitate manual aiming, it ultimately ends up delivering the same or similar functions to how it works in a game like Virtual-On. I think it's easy to get caught up in the weeds of what is and what isn't an arena fighter. Since the genre isn't super popular and there aren't a ton of people out there discussing it, it can often be difficult to define. However, in my own examination of a myriad of games, I think it's important to note that this genre has the potential to be way more flexible in what games it includes than I think people realize. Gundam Vs. has a 2 v 2 system but you'd have a hard time contesting that it's not an arena fighter in spite of this. When looking at that, it's hard not to look at Dissidia NT with its 3 v 3 mode or For Honor with its 4 v 4 modes and say, "What's stopping that game from being an arena fighter even if it does have more players in a match? It has some of the same principals and it merely modified them just like how Gundam Vs. modified its structure from Virtual-On." You could even look at something like Ninjala and, more outrageously, even the multiplayer mode of Kid Icarus Uprising and make a pretty convincing argument for why they might belong in the genre too. I think being open minded about arena fighters is the way to go. It has way more potential to incorporate vastly different types of games than even traditional 2D and 3D fighters. The behind-the-back perspective really muddles the waters in an interesting way. It's probably one of the reasons I enjoy the genre so much. It just has so much untapped potential. Sorry for the long reply haha. I hope it helped you to understand my perspective a bit.
23:36 I didn't know Gundam was that deep! It just seems very... scrubby with the whole emphasis on zoning and gimmicky gameplay. Who knew watching a video on ARMS got me interested in Gundam!
Most definitely next Nintendo console. Its something I only thought of now but its rarely Nintendo's style to put a sequel, at least in the past couple generations
Since I don't talk about Rush a whole lot in the video, I felt that I should mention that I think Rush attacks are a great super meter system for this game.
A common sentiment I see when people discuss ARMS is the desire for flashy, cinematic super attacks akin to what you'll see in many other fighters. However, while I understand this desire, I think Rush is a good system as is. It's a system that feels distinctly "Nintendo" simply because it's so active.
It's not a cutscene like you'll see in many other games but rather something that requires player input. It's dynamic because you not only have to consider the activation conditions like in most other fighters, but you also have to consider how to hit your rush for the highest amount of damage, what you should do if your opponent slips out of your rush, and how to punish those attempting to evade it and counterattack.
As it stands, they suitably change up the mind games of a match and keep players thinking while also being readily avoidable if you're walking around the stage instead of dashing and punching willy nilly.
I'd be open for a theoretical sequel adding more ways to spend your Rush meter though. Perhaps adding the ability to spend half your meter to increase your ARM girth or increase some other kind of stat. I do think the system being active instead of a flashy thing that you watch is a strength of the game though.
Wholeheartedly agree. Regular cinematic supers would take away rather than add
Thank you. Thank you. I'm so glad someone has taken the time to talk about ARMS. It's design, it's mechanics, it's world-building. It's one of my favorite games of all time.
Yep!
An 1 hour long Arms video essay LETS GO!✨
love arms to death. it's so nice to see the little revival it deserved since min min got into smash. great video!
Agreed!
35:16 - That’s some swanky lookin’ footage. Whoever made that must be really cool. 😎
Really tho, FANTASTIC Video. It’s a full-on ARMS Documentary. Really Nice work! 🥊
Your work has always been an immensely helpful resource for learning the game for not just the community but me as well, so I'm happy you found enjoyment in the video.
👍
So I'm kind of amazed this doesn't have way more views.
I'm a game designer making a game with a lot of similarities to arena fighters and I just wanted to let you know this video has been massively helpful and informative. I come back for reference all the time. It also inspired me to pick up arms. Just wanted you to know.
I've watched a bunch of your other videos too, and they were also useful.
Good work.
Absolutely phenomenal. Brilliant in every way. Amazing job.
EDIT: Rewatching this 5 months later and it's still amazing.
Thank you! The support is appreciated.
@@Goufuem Of course! As a diehard ARMS fan it's always a treat to see someone talk about the game so passionately and seriously, so this was bliss for me. I was amazed to see how many little details I had missed about the game! I'll be sure to check out the rest of your channel; keep up the good work!
This is an awesome video that I can't imagine how long it took to make.
It certainly took a while I will admit haha. I'm happy that it's resonating with folks.
Very beautiful video. ARMS has been my most wanted Switch game since launch anf even moreso after finally getting firsthand experience while playing on my cousin's console in the spring. I love learning all about the lore of the universe and characters and this video was very insightful in showing the kinds of design philosophies from 3D fighters in general that help make it such an amazing package. You've got a new sub because of this, and I'm happy to get more ARMS community content
Great! It’s nice to take such a close look at the game!
I'm glad you liked it. Thanks for the support!
Such phenomenal video! I can’t imagine how much effort you have invested into this.
P.S: I have played a match against you on my first day of playing this game and that inspired me a lot! Thanks for the nice match!
Thank you! I'm glad you enjoyed the video, and I'm humbled that I made such an impression with your experience with the game.
I'm here before this blows up and while you're still at 249 subs. I haven't been able to watch it yet, but a friend sent me this video, and something this long clearly had a lot of effort put into it. Great job, and see you again when this reaches the thousands!
I will never stop telling my friends this game IS CRIMINALLY UNDERRATED
Y e s
What an awesome documentary! The lore part at the end was very fascinating. I wish they’d release that manga!
As someone who recently got into this game, this is an excellent video, and I wish more people get to see it, whether they’re Arms fans or not.
A brilliant documentary about a brilliant game. Thank you ever so much!
masterful
It means a lot to me that you enjoyed it, Steel. Thanks, man.
Absolutely legendary documnetary Gouf. You know its good when I get an itch to go play the game halfway through after lying in my cbed for the evening
That was very thorough. Nice work.
This video is amazing. I can tell you put a lot of work into it and the video is just a masterpiece. Well done.
6:00 Hold up where is that art from? That looks cool! It looks like something I would see in a hypothetical story mode for an ARMS 2. (oh Nintendo why must you forsake me)
It was from an article on concept artist Yu Yamamoto. It was posted on Nintendo's recruitment website a number of years ago, but I don't think it's still up anymore. It's one of the earliest pieces of concept art for the game, likely before they decided on having ARMS extend from the shoulder.
Wow what a fantastic video. Thank you so much for putting it together, Gouf!
You did a fantastic job looking at ARMS as a whole. 11/10
It's rare to see fighting games make stages a part of the gameplay, and that's one of the things I appreciate about Arms. Off the top of my head, the only others that really do that other than Virtual On are platform fighters like Smash and Rivals and some arena fighters. The only traditional fighters that do it are Fatal Fury and DOA if I remember correctly. (and FF isn't really a thing anymore due to being replaced by KOF, which doesn't do anything with its stages, probably due to the lack of the lane/sidestep system that FF has)
I really hope Arms gets the popularity it deserves someday.
A lot of the major traditional 3D fighters play around with the idea of stages that impact gameplay. Tekken and DOA have their wall breaks, wall splats, floor breaks, etc. Virtua Fighter and Soul Calibur have ring outs and wall stuff too which is fun. However, the thing about those games is that while those aspects do affect gameplay, they only really serve to open up opportunities to extend your combos rather than change your approach to movement.
It's a pretty different approach from say platform fighters like Smash where a stage greatly influences your movement options moreso than your combo potential.
ARMS stages kinda have a sweet mix of stages that have the potential to help increase your damage in certain instances or provide interesting movement related obstacles to work around which is what's so cool about it. And as I say in the video, the more competitive part of the community is able to easily embrace this unique aspect because the game is well balanced around most of the stages.
It's pretty interesting in contrast to something like Smash which has trouble incorporating a lot of stages in the competitive scene due to many of them introducing elements (like really small or really large blast zones, weird stage hazards, etc.) that sometimes take away from the core of the combat system.
But yeah, I agree. It'd be cool to have ARMS be seen in a more positive light than it is currently. Fingers crossed that in the distant future they give us a sequel that's able to refine and expand on what's already here and get a more positive reception.
Amazing video, never got around to buying Arms, but this video convinced me to give it a shot, also hoping the algorithm helps you soon, this fantastic work cannot pass unnoticed.
Awesome video!
I learned a lot! Thank you for the effort you put in.
It was very interesting seeing you explain the mechanics of the games similar to ARMS and how they tackle similar problems. This is the first time I've heard someone compare ARMS to those games in-depth.
Would you consider ARMS to be an arena fighter? I'm not sure I would consider it one due the camera always following the enemy character, like in 3D fighters.
It would be interesting to see if later arena fighters (or arena fighter-esque games) incorporate elements of ARMS' gameplay similar to how ARMS did to Virtual-On and Gundam VS.
I would consider it an arena fighter. It has much more in common with those than more traditional 3D fighters.
You're right that the camera follows the opponent a lot more than a handful of other arena fighters. You're not likely have to have an instance where your opponent can go completely off-screen for instance like say in Virtual-On.
Despite that, I would contest that the majority of arena fighters actually do have the camera follow your opponent rather closely. Anime arena fighters have it. Gundam Vs. has this. For Honor has this. Virtual-On is actually the anomaly when you're looking at the genre as a whole in this regard. It's probably the only major arena fighter that lets the opponent go off-screen from time to time outside of Gundam Vs. which only has it happen due to it being 2 v 2.
The important part is that while ARMS's camera system is different from other arena fighters in order to facilitate manual aiming, it ultimately ends up delivering the same or similar functions to how it works in a game like Virtual-On.
I think it's easy to get caught up in the weeds of what is and what isn't an arena fighter. Since the genre isn't super popular and there aren't a ton of people out there discussing it, it can often be difficult to define.
However, in my own examination of a myriad of games, I think it's important to note that this genre has the potential to be way more flexible in what games it includes than I think people realize. Gundam Vs. has a 2 v 2 system but you'd have a hard time contesting that it's not an arena fighter in spite of this. When looking at that, it's hard not to look at Dissidia NT with its 3 v 3 mode or For Honor with its 4 v 4 modes and say, "What's stopping that game from being an arena fighter even if it does have more players in a match? It has some of the same principals and it merely modified them just like how Gundam Vs. modified its structure from Virtual-On." You could even look at something like Ninjala and, more outrageously, even the multiplayer mode of Kid Icarus Uprising and make a pretty convincing argument for why they might belong in the genre too.
I think being open minded about arena fighters is the way to go. It has way more potential to incorporate vastly different types of games than even traditional 2D and 3D fighters. The behind-the-back perspective really muddles the waters in an interesting way. It's probably one of the reasons I enjoy the genre so much. It just has so much untapped potential.
Sorry for the long reply haha. I hope it helped you to understand my perspective a bit.
@@Goufuem I watched an hour and 35 minute video on ARMS, my guy. I can handle a few paragraphs lmao.
Great video
I wish the scrapped designs were repurposed as alts.
23:36
I didn't know Gundam was that deep! It just seems very... scrubby with the whole emphasis on zoning and gimmicky gameplay. Who knew watching a video on ARMS got me interested in Gundam!
I hope Nintendo gives us a sequel to this game. We got a character in Smash Bros so why not a sequel?
Most definitely next Nintendo console. Its something I only thought of now but its rarely Nintendo's style to put a sequel, at least in the past couple generations