I'm apparently one of the few who actually really enjoyed Wii Sports Boxing.
Using the motion controls to punch and dodge was just good visceral fun!
And that might partially be why ARMS hooked me from the get-go.
Because ARMS is essentially a longer-range and deeper version of Wii Sports Boxing boxing,
by virtue of featuring characters that have super stretchy & equipable ARMS.
Yeah, leave it to Nintendo to take something familiar and make it weird.
Like, really weird.
[Show Helix] I rest my case.
Because of the long-range and relatively slow speed of your punches, ARMS rewards patience
and precision much more than it does randomly flailing about.
Learning how to control both ARMS independently and simultaneously, including curving them
mid-attack with a twist of the Joy-Con, is essential--but it's also a little bit like
rubbing your stomach and patting your head at the same time.
Especially since you can equip different ARMS for each, well arm, making both function very
differently from each other, which can be a little tricky to keep in mind.
Some ARMS are slower, but heavier, and can punch right through an opponent's, well,
punch, others may come in at a steep angle making it harder to dodge, and others yet
fire projectiles for some super long-range combat--which is saying something in a game
like this!
And that's not even to speak of the elemental attributes that each ARM can gain by charging
up, such as ice that slows down your opponent or electricity that disables their ARMS.
Really, choosing your ARMS is just as important as choosing your character--and learning how
they complement each other is pretty important.
Speaking of characters, the eclectic cast immediately stood out to me as being among
Nintendo's best yet, featuring unique designs that are fun and iconic, such as Spring Man's
coiled blue hair, or Min Min's noodle arms and ramen locks.
The attention to detail is truly fantastic, even with the animation, such as how Twintelle
walks with clear purpose, or even how the robotic Byte & Barq move stiffly, like an
ancient Disney animatronic.
These characters really do ooze personality.
And that's not even to mention how different they play, such as how Ribbon GIrl can control
the air with her ability to jump repeatedly, or how Ninjara can briefly vanish from sight
to throw off your opponent.
And then there's the complete freakshow that is Helix who--well, you can see for yourself
Between the 10 characters and 30 equipable ARMS, that's a whole heck of a lot of possible
combinations, which can be a bit intimidating.
Especially since the game doesn't do a particularly great job of explaining the pros and cons
of each ARM, leaving you to learn primarily through repeated exposure.
Which wasn't much of an issue for me since I found fighting 1 on 1 incredibly addictive--at
least when facing human players.
But the game also features a tutorial mode that'll walk you through the basics, and
then lets you choose specific gameplay elements to focus on, such as guarding, or blocking
grabs.
Of course, you may just want to hop into the Grand Prix to try things out, which is essentially
ARMS' Arcade Mode, but is available for both 1 or 2 players.
In it, you'll fight your way through 10 rounds of opponents in mostly 1 on 1 battles,
with the occasional sporting event thrown in the mix too, such as Skillshot, which is
a race to break the targets, B-Ball, which is ARMS version of basketball, except instead
of a ball, your goal is to grab your opponent and dunk them instead, and finally, there's
V-Ball, which is Volleyball ARMS' style, where you want to keep the ball away until
it explodes on the opponent's side of the net.
The sporting events aren't particularly deep, but are a fun diversion and help mix
up the action,
Unfortunately, beyond a couple of final challenges I can't yet talk about, the Grand Prix is
remarkably barebones, consisting almost entirely of content from elsewhere in the game.
The general presentation is pretty lackluster, with no real story at all, and only a brief
character introduction before each battle.
Even Biff, who had a commanding presence in the ARMS Direct, has lost his voice and instead
makes only high-pitched Inkling-like sounds, which kind of sucks the energy out of the
otherwise high-octane experience.
Now to be fair, a barebones arcade mode isn't atypical for fighting games, but I do feel
it's a giant missed opportunity to explore these eccentric characters more in-depth.
What you see is what you get--they don't even get a proper ending.
And it's for that reason that after a couple of playthrough, I was pretty much done with
the Grand Prix.
Instead, I'd much rather spend my time online in order to take on actual human opponents--and
fortunately, ARMS mostly nails it in that sense.
So ARMS essentially offers 3 ways to play online.
Party Match, Ranked Match, and with Friends.
Party Mode will probably be the primary draw for most people, as it's available from
the get-go, and is slightly more casual in that you don't earn any kind of rank here.
Instead, you're thrown into a lobby with a handful of other players , which the game
then subdivides into different groups for every match, before mixing it up for the next
one, and so on and so forth.
And this is simply brilliant, as it not only ensures there's a constant stream of players
to challenge with almost no downtime between matches, but it also gives you the chance
to familiarize yourself with some of those players over the course of several battles,
without having to take them back to back to back.
It almost fosters a tiny little community--albeit one in which you can only communicate via
a shake of the player icon.
Furthermore, pretty much every mode in ARMS is up for grabs here, with the game deciding
randomly for each group, whether it be a one on one battle, any of the sporting events
we mentioned earlier, or some others we haven't mentioned yet, such as the Hedlok battles,
where everyone works together to take down a common foe, or 3 & 4 player free-for-alls,
or the team-based 2 vs 2, which can be both fun, as well as, completely chaotic
The sheer variety here ensures no single activity ever gets tiresome, and also helps prevent
any one player from dominating round after round, since each game demands a slightly
different skillset.
And in a really smart twist, those who do end up dominating for too many rounds in a
row, will find themselves handicapped at the start of the next round, with either 75%,
50%, or 25% health, depending on how many times they've won.
But to make up for the disadvantage, they'll be rewarded more coins than normal if they
win, which can be used to purchase additional ARMS.
While the automatic handicap it sure to annoy some players, it's a great way to keep the
Party Mode dynamic and interesting, without frustrating those who may not quite be on
the same skill level as another.
But for those who take their online matches a little more seriously, Ranked Battle is
where it's at.
This is the no nonsense way to play ARMS--1 vs 1 only, no items, no handicaps, Final Destination--okay,
maybe everything but that last part.
Because it's catering to a more hardcore crowd, it only becomes available after beating
the Grand prix on level 4 or above, which ensures that everyone is at least somewhat
competent at the game as a baseline--and your exact skill level will be reflected in your
rank, which increases or decreases with every battle.
But unlike Party Mode, there are no lobbies to be found here--instead, the game will Search
for a player for you to battle while allowing you to continue to playing the game offline,
such as in Grand Prix or Versus mode.
Unfortunately, it was difficult to fully test this during the Review phase due to the lack
of eligible players, and as a result I experienced some significant delays when waiting for a
match, but that should be less of an issue once more people are playing
Regardless, I'm not quite sure why Nintendo didn't just use a lobby system similar to
Party Mode, because while it's pretty cool that you can continue to play the game while
it looks for an opponent--I think it'd be preferable if it didn't have to search at
all and just threw me in with those looking for a little more hardcore action.
Finally, there's the Friend option, which lets you create a lobby for people on your
friend list only--and you can even choose to lock it behind a passcode if you want to
restrict it even further.
Here you can choose exactly which game types you want to play and set the rules however
you want, including how many points are required to win overall.
Regardless of which mode I played online, the connections were nearly flawless across
the hundreds of matches I played--even when fighting players overseas.
I experienced only a couple of dropped connections and maybe a handful of matches that had any
noticeable lag was at all.
If I didn't know better, I might have almost been fooled into thinking I was playing on
a LAN, which is remarkable not just for a fighting game--but especially a Nintendo game.
And not only is ARMS the most stable online game I've experienced from Nintendo, but
it's by far the slickest too.
I love how the game dynamically groups people together inside bubbles, which makes it easy
to see at a glance who's fighting who, and in what stage, with a visible clock hand that
counts down the time.
You can even track other people's games as their health bars and status are updated
in real-time.
It's one slick package and certainly bodes well for the future of Nintendo online .
But I do have a few complaints.
First, I wish 1 on 1 battles were a little more common in the Party Mode, as I'm also
not a terribly big fan of the 3 or 4 player free-for-all battles.
Because of how the camera is setup, it's pretty much impossible to have a good view
of what everyone is doing at once, making it way too easy for you to be attacked from
off-screen.
The additional players also require the use of an additional button in order to switch
targets, which feels cumbersome--especially since it isn't always easy to tell who you're
locked-on to.
Some kind of on-screen indicator would probably help.
The 3 player battles also feel a little unfair since it encourages players to stay out of
the fray until one of the other is KO'd, which can be frustrating.
Local multiplayer is similarly solid, with the game running at a rock steady 60 frames
per second even with 2 player splitscreen.
Although it does take a hit with 3 or 4 players, dropping down to a steady 30.
But no matter which mode played, I had a blast learning the intricacies of the gameplay as
well as getting a handle on the dual Joy-Con motion controls, which is how I primarily
played the game.
I found them to be reasonably accessible, while also affording an impressive amount
of dexterity.
Movement is handled by tilting both Joy-Con in the desired direction, with your thumbs
resting on the shoulder buttons that handle Dashing and Jumping.
You then punch the air to punch, and twist the Joy-Cons like a dial to curve your punches
in the desired direction.
And I truly loved how the motion controls felt...delivering blows and KO's by punching
the air just feels good, and I never felt at a disadvantage to those using standard
controls.
That is, until I did...
Because once I started facing more challenging opponents, both offline and online, the cracks
in the motion controls began to show, as they didn't quite afford the accuracy or response
time that I ended up needing.
One major problem I repeatedly encountered involved Guarding, which is performed by tilting
both Joy-Cons inward--if done too quickly, it would cause my character to punch instead--which
is a MASSIVE problem when trying to block an incredibly damaging special attack, and
instead end up eating the entire thing instead.
And since the game lacks any way to remap the controls, I was essentially forced to
try to drop my Joy-Cons in favor of a standard controller, where Guarding is performed with
a click of the left stick instead, in order to stay competitive.
But besides allowing me to more easily Guard, I was surprised to find that the Pro Controller
really might be the superior option across the board, allowing me to move around and
steer my punches with even greater precision--even if I did lose the ability to curve both ARMS
independently.
Unfortunately, while the standard controls did make me more competitive, it also took
away some of the game's appeal, as the motion controls were simply a lot more fun to play
with--and worked well enough...until they didn't.
Because of this potential imbalance, I wish the game would show you what controller setup
your opponents are using.
And furthermore, it'd be nice if ARMS took a page from Mario Kart's book, and allowed
you to set up a Friend Room where motion controls are required as an option
Those complaints aside, I truly had a great time playing ARMS--especially online.
The gameplay is unlike anything I've played before, and it hooked right from the get-go.
I simply could not get enough--especially of 1 on 1--and learning the game's unique
intricacies felt rewarding, both locally as well as online with the game's fantastic
Party mode.
Oh, and I haven't even mentioned the game's eye catching art style and overall great presentation,
Grand Prix aside.
Even the music is incredibly catchy.
So in case you couldn't tell, I like ARMS a lot.
But as with all fighting games, the metagame is sure to evolve as time goes on.
And sure enough, even in my pre-release play sessions, I've found that ARMS seems to
reward a more defensive playstyle at higher skill levels--which in my experience, often
led to some boring battles as both players played keep away, waiting for the other to
strike first leaving them exposed.
And that style of play doesn't excite me quite like the more casual, but faster paced
matches I had played before--so it'll be interesting to see how the game evolves over
time--especially since Nintendo's promised that more characters and content will be added
as well.
Thanks for watching and make sure to subscribe to GameXplain for more reviews and everything
else Nintendo Switch as well.








For more infomation >> 8 Ball Pool -TODAY I START COINS GIVEAWAY 300mILLIONS COINS JUST COINS GIVEAWAY 2017 - Duration: 5:15.
For more infomation >> Tụng Kinh ; Kinh A Di Đà - Diễn Kệ .Thầy Thích Huệ Duyên - Duration: 47:22. 
For more infomation >> "РУЧНОЙ БЕГЕМОТ" звезда соц сетей бегемотик ФИОНА - Duration: 3:03.
For more infomation >> how to backup contacts to sd card - Duration: 0:28.
For more infomation >> Über den Wolken | Zur Sache Baden-Württemberg! - Duration: 2:03.
For more infomation >> 💦 Le Sons De La Pluie Le Plus Relaxant Pou Dormir Calmement 💦 4 Heures 💦 - Duration: 4:01:31.
For more infomation >> ✨ Musica Dolce E Rilassante Per Meditare ✨ Bellissima Musica Per Rilassamento E Meditazione ✨ - Duration: 1:08:40.
For more infomation >> Tụng Sám : Hỡi Quê Nhà .Thầy Thích Huệ Duyên - Duration: 2:15:44. 
Không có nhận xét nào:
Đăng nhận xét