Tag Archives: sakurai

chrom

Sakurai Explains Why Chrom Isn’t Playable In Smash Bros, Says He Lacks Any Unique Characteristics

Smash Bros creator Masahiro Sakurai says that he cut Chrom from the roster because he lacks any unique characteristics. Sakurai explains that he thought long and hard about adding Chrom, but he decided that Chrom would just end up being too similar to the other sword-wielders like Marth and Ike. Here’s plenty of information about the inclusion and Chrom and other characters in Smash.

“We’ve just announced two new characters who will be joining the fray in the upcoming Super Smash Bros. for 3DS and Wii U. One is Robin, the avatar from Fire Emblem: Awakening, and the other is Lucina, a swordswoman who plays an important role in the same title. I’ll skip over the details.”

“What? Not Chrom!?” I suspect a lot of you will ask. Of course, Chrom is quite popular, being the protagonist of FE:A and all. However, I chose Robin and Lucina, and I will elaborate on my reasoning.”

“Robin appears in the game as a Tactician and functions much like a Mystic Knight (note: FF terminology, but equivalent to magic swordsman). I thought to utilize his all-around nature by assigning swordplay to his Smash attacks and magic tomes to his special attacks–that is, allow him to use magic.”

“His neutral special is thunder magic that grows stronger the larger you charge it. He uses fire magic for his side special, and wind magic for recovery as his up special. Although Robin doesn’t use dark magic in FE:A, I decided to assign it as his down special. It isn’t the first time I’ve given moves to a character that they don’t use in their respective game in order to capture certain aspects of the original title.”

“I also implemented the system used in FE:A, in which tomes break after overuse. Likewise, I included a similar system for the Levin Sword, which breaks after a certain number of uses. However, both the tomes and the Levin Sword will quickly regenerate after a set period of time.”

“Lucina uses the same techniques as Marth, a fighter with whom I’m sure most of you are already familiar. I even went so far as to make their strength, speed, and special attacks almost identical.
However, what sets Lucina apart is the fact that the strength of her attacks is uniform along the blade. Marth’s playstyle emulates the elegant swordplay of a fencer by dealing more damage when he strikes with the tip of his blade, but the damage Lucina deals is evened out. Thus, I think that Lucina will be much easier than Marth for novice players to play with.”

“I played all the way through FE:A and really wanted to include a character from that rich cast in Smash Bros. Naturally, I considered adding Chrom to the roster, but the decision wasn’t easy by any means.”

“At the end of the day, Chrom would just end up being another plain-old sword-wielder like Marth and Ike. Compared with other characters, he lacks any unique characteristics.
Conversely, when the idea of including Robin came to mind, conceiving the character was so easy that I immediately saw how it would work. From standards to specials, grabs to throws, all aspects of his moveset just fell into place. Not only did he possess characteristics unlike other fighters, but he also captured the essence of the Fire Emblem series. It was perfect!”

“In the end, if a game isn’t fun, then there’s no point. Of course, it would be really easy to make a game by churning out a ton of similar characters, but that’s not how I produce games.”

“Initially, I had considered including Lucina as one of Marth’s alternate costumes. After all, she has a close relationship with him in FE:A. In such cases, even if two characters’ names and voices differ, as long as they function the same way, I assign them as alternate costumes. The Wii Fit Trainers, Villagers, and Robin are examples of this setup.”

“However, even though Lucina shares her physical stats and techniques with Marth, the characteristics of their attacks differ. When two such similar characters function in an even slightly different manner, I give them a separate spot on the roster since that will affect battle records and whatnot. In that sense, you could say she was very lucky to join the fray!”

Thanks to those who sent this in.

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Miyamoto Requested Pac-Man In Smash Bros Brawl

Masahiro Sakurai has revealed in his semi-weekly column in Weekly Famitsu that Shigeru Miyamoto originally requested Pac-Man in Super Smash Bros Brawl on the Wii. Sakurai says that he remembers thinking it was a little too far-fetched at the time.

“During development of Smash Bros. Brawl, Mr. Shigeru Miyamoto of Nintendo approached me and asked, ‘Can’t we have Pac-Man as a guest character?’” Sakurai recalled. “At the time, imagining the image of Pac-Man and his incomplete pizza shape, I thought to myself, ‘Hmmm… That’s a little too farfetched.’”

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Female Villager Confirmed For Super Smash Bros Wii U And Nintendo 3DS

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Super Smash Bros creator Masahiro Sakurai has confirmed today that the female villager from Animal Crossing will be a playable character in the forthcoming Smash Bros for Wii U and Nintendo 3DS. She’s not a new character, but simply an alternative costume for the male villager from Animal Crossing.

“Pic of the day. You can choose to play as the girl villager too!! How lovely.”

Thanks to those who sent this in

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Tomodachi Collection Stage Shown For Smash Bros On Nintendo 3DS

Smash Bros director Masahiro Sakurai has shared what seems to be a Tomodachi Collection stage in Super Smash Bros for the Nintendo 3DS. The game was previously leaked to be coming to the west at an undisclosed date and Sakurai’s write up seems to confirm this.

“Looks like someone’s enjoying the bachelor life in this pad,” the picture looks a lot like one of the oddball import’s living spaces – which is nice enough itself, but could it spell more exciting things for the future? A Mii character in the roster, or a Western release of the game, perhaps?

Thanks, David

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Super Smash Bros Director Sakurai Impressed With PlayStation 4

Super Smash Bros director Masahiro Sakurai has shared his impressions of the PlayStation 4 with Famitsu. Sakurai initially stated that he hates console wars and went on to say that he’s very impressed with the hardware that Sony have delivered with the PlayStation 4. Here’s Sakurai’s impressions of the system.

“Let me begin by saying that I don’t care for faction wars like Nintendo versus SCEJA.”

“PlayStation 4 is good-looking, the DualShock 4 is light and using it feels good, Remote Play can reliably handle even action games, and the network functionality is well done. The machine power is another attractive factor, there is no loss of detail in the image, and it looks so natural and spontaneous that you often forget that you’re playing a game.”

“It’s a good thing if creators can make stylish games without putting in a ton of time on that. I hope that a masterpiece will come with bells tolling. This is definitely not a period that will leave us without the possibility of playing rich games.”

Thanks, Simply G and Retrogaminglord

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Smash Bros Creator Explains Why Japanese Games Supposedly Take So Long To Make

Super Smash Bros creator Masahiro Sakurai has addressed a fan’s concerns in his semi-weekly column for Weekly Famitsu. The fan asked why Japanese games supposedly take longer to develop than western games. The fan asked the following question: “It appears that the time it takes to develop a game differs between Japan and other countries, so why do people say that Japan takes a lot of time on development?” Here’s what Sakurai had to say on the matter.

“Whether it’s domestic or international, development speed is a case-by-case scenario, so I feel this may be a biased opinion. I think the Yakuza team is quite fast considering the scale of their games, and some foreign games can take over 5 years from initial proposal to the actual product release.”

“However, the fact that someone asks this does seem to indicate that it’s not completely unfounded. If I were to guess, it seems that foreign studios have the appearance of a stricter product schedule and organization. Then again, in some cases, even if the development period is long, the development staff can be small, so the entire picture is a mystery.”

“Also, the time between announcement and release does not necessarily equal the development period. In most cases, when development actually started is never publicly announced.”

“In any case, whether it’s cost-effective or not is what’s important. Whether the development period is long or short, the real questions is if the man-hours spent can bring about a profit or results. Of course, this is also a case-by-case scenario.”

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Sounds As Though Smash Bros Designer’s Arm Injury Is Getting Worse

Smash Bros designer Masahiro Sakurai has revealed to Famitsu that his right arm injury appears to be getting worse and his condition is now affecting his left arm as well. Sakurai previously told the publication back in February 2013 that, “If this disorder lingers, or if it never gets fixed, there’s no telling what impact that would have on the project.” Here’s what he had to say about the state of his injury.

“The tendon sheath inflammation symptoms in my left forearm are especially hard to deal with. I’ve been moving the controller as gently as possible. And losing at Smash Bros…”

Thanks, David

 

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Lucario Pokemon Confirmed For Super Smash Bros

Sakurai has confirmed today that Lucario will be a playable character in the forthcoming Super Smash Bros game. Sakurai told Miiverse users that they have given the Pokemon an improved array of powers, making him a force to be reckoned with. Super Smash Bros is due for release on Wii U and Nintendo 3DS sometime later this year.

 “Pic of the day. The Heroic Aura Pokemon, Lucario, joins the battle. We’ve increased the influence of Aura this time, so a damaged Lucario is truly a force to be reckoned with.”

Thanks to everyone who sent this in.

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Sakurai Praises Lightning Returns: Final Fantasy XIII

Smash Bros creator Masahiro Sakurai has praised Square Enix’s Lightning Returns in his semi-weekly column in Weekly Famitsu. The Final Fantasy XIII saga has received some flack from traditional Final Fantasy fans, but Sakurai was noticeably impressed by the game and praised the evolution of the ATB system. Sakurai concluded by saying that it’s nice to pick up a game and throughly enjoy it.

I was amazed at how, even under the limitations of there being only one party member [in Lightning Returns], [the ATB system] has evolved.”

“It’s easy to pick up an already released game and simply enjoy it, but in order to generate entertainment, you need to keep your eyes peeled.”I was reminded that if you take what seems natural for granted, nothing will evolve or change for the better.”

Thanks, Quartz