As far as I can tell, Iwata has been putting a "we must make it accessible to the casuals!" influence on everyone at Nintendo, which makes me sad when it comes to the big franchises (look at how Metroid Prime 3 was simplified...while the game was still good, I preferred Prime 1).Stark wrote:Yeah, I much preferred WW to TP. TP was ugly as shit and actually bored me, and it barely used the Wii-ness. I found it really disappointing.
I liked Melee too, but ... I dunno. I'm still waiting and seeing, because a lot of waited-for Wii games haev turned out to be pretty average. At least the extra time will hopefully remove the 'GC port' aspect.
I had some questions about SSBB, but I'll put them in the proper thread.
The recent interviews with Sakurai and Iwata have given me the impression that Sakurai is saying, "Yeah, I know you've been making a big push for simplification, but this is my project and not yours and I want to make this one for the fans."
I love Sakurai.Sakurai
Well, first of all, when I heard about the Revolution, or Wii concept at the E3 in 2005, I had this feeling that games with features that anyone can master, like Wii Sports, would become the new main attraction. Of course I thought there would be more conventional games too, but I thought that easily enjoyable games would become the next big thing.
Iwata
Making games that broke with convention was the key concept for the Revolution.
Sakurai
Right. I thought this direction was pretty spectacular and heartily applauded the flexible approach you were proposing. At the same time, however, I didn’t think that Smash Bros. had to fully adhere to this approach. Rather, I thought that I should remain cognizant of this new concept Nintendo had developed, but then think about what development path was right for the new Smash Bros.
Iwata
I see.
Sakurai
Of course, I think there was a possibility of taking Smash Bros. in a more casual-gaming direction. For example, we could make the art style simpler or make it possible to use Miis. However, with the various titles that the Wii was to offer, I felt that people were looking for something different. That’s the reason I decided in very early stages of development that the Wii pointer and motion movements would not be a primary feature of the game.
...
Iwata
I think you can see the roots of my ideology flourishing at Nintendo today and I’ll be very happy if this way of thinking continues to expand the range of products that Nintendo offers.
Sakurai
It’s best to have both approaches, right?
Kingdom Hearts managed to come up with a very good story to explain all the different worlds of Disney and Final Fantasy coming together, and Smash Bros Brawl's storyline (from what we can tell) seems to closely parallel that.And while I haven't played the Kingdom Hearts games,
Having a director with a near perfect track record (Kirby and Smash Bros), combined with some of the best-known musicians and scriptwriters in the industry and a proven dev team, while not guaranteeing success, greatly increases the chances that the game will be good.Having the same director as a good game doesn't necessarily mean that the new game will also be good.