So, PSASBR doesn't have bottomless pits. Fans of the Smash Brothers series are more than familiar with the sense of dramatic urgency that fighting on a hill gives to each match. What do you guys think about this? Sure, each map has some sort of way to take out or damage players, but it's not a constant looming factor. Thoughts?
http://www.psu.com/a016520/Kotaku--P...issing-urgency
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08-11-2012 #1PSU Managing Editor (US), Brosota, Platinumer







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PlayStation All-Stars Battle Royale lacks 'urgency'
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08-12-2012 #2
100% agreed. Each stage should have some hazardous elements that will 1 hit kill you like meteor showers, crumbling buildings and such.
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08-12-2012 #3
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08-12-2012 #4
Meh, they are more interested in using "names" rather than features in this game. Thinking their "fanbase" will cuddle with this game.
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08-12-2012 #8
The whole idea of falling down and being able to climb up is stupid, it should be just like SSB
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08-12-2012 #10Administrator







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Is it not enough to fight your opponent? Why do we need cliffs to fall off of anyways? I think the urgency comes from someone using their level 3 power up.
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08-12-2012 #11Commander







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Haven't got a beta key yet so unfortunately can't comment. If they had gone with the pitfalls though,they would be slammed for not innovating or changing the formula at all. Damned if you do, damned if you don't lol. I plan on getting this day 1 providing it doesn't get a shitstorm of negative reviews.

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08-12-2012 #12Forum Guru







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Yeah it's like. TheY copied teh Smash Brothers!! Fail!
Then it's like. They didn't copy the Smash Brothers!! Fail!
Ummm......also didn't they say that each stage had its own environmental hazards.
The Buzz Guy gives you questions and if you don't answer right you get attacked.
The Hydra on the Kratos stage attack at a certain point, Hades attacks when....yadda, yadda, yadda....., I'm tired and there is no point. There will be something else tommorrow.
SMH..................
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08-12-2012 #13PSU Managing Editor (US), Brosota, Platinumer







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Yeah, you guys are onto something. Perhaps replace the pitfalls with an actual environmental factor that's always present, like electrified floors or flaming jets or streams of water that shoot players off the screen. That'd be a much needed change to the whole SSB schematic.
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08-12-2012 #15
The game is still in Beta so it isn't too late for them to implement stages with pits or falls, but PSASBR feels like its missing something to make it a good game.

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08-12-2012 #16Elite Guru







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That's the exact feeling I'm getting. There is one specific thing that it needs to be a great game but I don't know what it is. I've visualized most of the elements from Smashbro's but those aren't it, or who knows. Will need to play Beta to determine just what this missing link is.
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08-12-2012 #17Elite Member







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Like I said...
Give them health bars...it's that simple...
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08-12-2012 #18
PSASBR is not a King of the Hill game. With that said, I still don't understand how you know when a character is about to die. I don't see a damage status or meter anywhere. All I see is the player number, character mugshot special move meter, and...that's it. Is it the white outline that surrounds them that indicates low health? If so, that seems kind of lame. But I dunno what I'm looking at.
But it's true. Smash Bros. CONSTANTLY has urgency due mainly to the ledge play and the consequence of added "knockback" that a player suffers every time he receives damage. SSB has a very good system that is both simple and deep and makes for a legitimate platformer-fighter (not without it's share of problems, of course).
I don't know what PSASBR is attempting exactly, but if there is a lack of urgency I don't know if it has the stuff to be competitive to the extent of SSB. One of the problems with SSB is that it rewards players who camp...but the urgency within SSB's gameplay discourages camping from going to an extreme on a regular basis (though it does happen at times and when it does...it's very annoying/boring/silly). Now take this notion that PSASBR lacks urgency and combine this with the fact that PSASBR has bigger stages than SSB's legal competitive stages. As a result, I anticipate a serious camping problem for anyone who tries to play PSASBR on a competitive level (in 1v1, at least). And if I recall, you have to attack your opponent for orbs...which are needed to achieve meter-based special attacks; the only things that can reach your opponent in a very large perimeter. So...if you camp, you shut down long-range options if you camp hard enough (while avoiding stage hazards, of course, which are traditionally predictable and easy to avoid when nobody is around you). Laaaame. Hopefully my theorycrafting is wrong.
With that said, I feel like PSASBR is going to function much better as a 2v2 or FFA game. The lack of urgency might allow these formats to be more tactical than SSB's FFA or 2v2 because too much urgency among 4 players can often allow for too much chaos in SSB. However, this doesn't look like it's going to be a good game at all in terms of 1v1 because it doesn't look like it will do anything to discourage ridiculous camping strategies.Last edited by Bio; 08-12-2012 at 19:13.

Originally Posted by Bio
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08-12-2012 #24Administrator







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08-12-2012 #25
I never said that the game isn't fun, and no they did not do it right
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