*T O P H* Thanks for watching! Heads up that if you're finding this video later, it was made right _before_ Nickelodeon All-Star Brawl came out. I'll likely have post-launch content for the game either here or over on my main channel MockRock. Let me know what you think of Nickelodeon All-Star Brawl so far! -Main channel: ua-cam.com/users/mockrocktv -Twitter: twitter.com/MrMockRock -Twitch: www.twitch.tv/mockrocktwitch -Patreon: www.patreon.com/mockrock -Teespring: teespring.com/stores/mockrock
Honestly while still expensive and you'd have to pay for anyone still alive, voice clips from the shows themselves are always an option, presumably most shows have a vault that had the raw voices before being added to the show with music and sound effects
@@dmcatakedownstrikeonsmilingdog Yeah, it's funny when children that don't understand the legal side of IP game development give their two cents. Nick no way knew how big this was gonna be and in this day and age it's very easy to add audio files and fix animations in patches/dlc.
@@zigfaust Nickelodeon should've known this would blow up. They some of the most popular and iconic shows and characters in the past decade. And they have more than enough money to make it better. I know they probably didn't have the budget for it, but voice lines bring these characters to life. There's no items, not many characters, and only a couple modes...voice acting is the least they could do
@@dmcatakedownstrikeonsmilingdog see, I'm hearing this a lot, but has it actually been confirmed or just rumoured? Because the way the game is, it feels soulless.
I wonder why they didn't put a "cel-shading" effect on the characters like Nintendo did on Smash 3DS, I feel like they don't stand out enough from the stages and it'd have been quite nice since they're all cartoon characters.
That actually would've been the smartest idea they've ever made. Cartoon Network did that with a couple Ed, Edd, and Eddy games and while the characters still looked bad, the cell shading helped.
What I imagine is nickelodeon gave them like two dollars to pump out a garbage game for babies because money, but the devs actually cared so they put as much work in as money and time would allow. That’s what it seems like anyways
Yup, a dev legit threw a tongue in cheek that they're being held back the license. Hell they're gonna implement barely character skins in the next update despite not palettes swap to distinguish the same characters being played
I agree. Korra looks phenomenal (she’s one of my favourite avatarverse characters so I’m happy lol) but others just look so stiff and their moves don’t have big distinguishing qualities
I feel the same way about Aang, after conceptualizing a move set for him for years its a little disappointing to see what he ended up being. Still super excited to play him but now I’m more excited for Toph!
@@alpha_nexus7784 thats actually the one thing that made sense. I think its to help differentiate between him and korra. What I don’t like is that he is a rush down character. I feel like he should of been a zoner like character. It doesn’t really feel like how Aang would fight.
I'm not too bothered by it; Aang in the show mostly uses Air Bending during combat even when he has advanced knowledge in other elements, so to me it doesn't sit too badly. If Korra had just used Water Bending, for comparison, it would have felt really off, but I don't think its a huge deal with Aang specifically.
the problems I personally see: > no visual clues for many moves. some attacks come out instantly without any kind of anticipation. > from what we can see in the showcases, even some hitboxes appear instantly and do not correspond to the animation. > just as there are no visual clues, there is not much to say about the sound either. > heavily wasted movesets, no one has any complex mechanics and all characters are very simple and similar to each other. > animation looks pretty clunky and weird. There is no move so far that I have seen and say "that looked pretty good", its always "that looked pretty weird" > 3D models don't look very good overall either good things I see: > I'm excited that this game gets so much attention, I like the platform fighting game genre, but this genre has a problem: Smash. smash is so big that it always "beats" games of the same category and does not let it expand as a proper subgenre of fighting games. > the game has very complex universal mechanics, which will make any character fun to use. > many of the developer's decisions are aimed at a more competitive audience. which is going to ensure that the game feels much more aggressive and deep. > developers didn't have to target a more competitive audience and they still did. > smash probably has twenty times the budget of this game, it is obvious that this game will look much more sloppy. and still people are excited to play it. > if this game does well, they will likely release an All-star Brawler 2, with much more budget and a lot of things will be corrected.
To be fair, this is just the release, like just the beta of the game. As they add more bug fixes and adjustments they may clean up models and animations, such as Smash Flash with Sora when they changed his entire look
@@maxbearington7565 from a marketing and sales perspective they should have kept the competitive mechanics but cater and advertise to a casual audience. They'd have gained way more sales that way
For the production I personally believe they just need more money and the only way that could happen is if the game is a success and Nickelodeon will be more willing to increase the budget. The combo move set yeah I totally agree with u each character basically are gonna have the same combo layout but hopefully the devs can fix that issue later down the line. Oh god Aang yeah a bit underwhelmed they should’ve had his avatar state expand to his other movesets. Either way this is a promising platform fighter that I hope will carry on to sequels that might venture out to Cartoon Network and Disney characters and one day can stand along Smash Bros as an established fighting game.
but for $40 though that is too much of a step price for me, now that its out I have been able to play a tiny bit of it, it seems great for competitive online, but beyond that it is mainly a game that is solely focused on the Multiplayer experience Arcade mode, brawl mode, sports mode, and online seem to be the only few things you can actually do in the game, and there doesn't seem to be anything beyond that. again from what I have played, it is indeed a great game, but for $40 I am kinda hesitant to recommend anyone to buy the game in it's current form. I know he and you said the budget wasn't that huge, and by no means I am saying it is a bad game, all I am saying with very little content that's actually in the game, it is very hard for me to justify the $40. Idk my only criticism is that even $40 seems too pricey for what you get in this game, it either should have been sold at a lower price, or they should of waited to release the game to add more features.
@@redakdal It seems like one of those games that’ll be on sale often. The eshop is filled with those. This isn’t a knock on the quality of the game as plenty of games on sale are great. It’s just that when it’s 20% off even before its release, it says how willing they are to slash the price to get people to buy it.
@@redakdal Understandable that’s another criticism I forgot to point out. This game needs a casual fan base and as much as I hate to say it they are catering a bit too much on the competitive side. They need side modes like in Smash but with their own Nick twist other than sports mode.
@@Nomad-vc6hx yea, again thats all I am saying, if you getting this at $40 or $50 dollars then at the very least it just have a bit more content to it, or be lowered down in price, again its a good game but for $40 it seems pretty overpriced
My major issue with the game is the visual clarity of the moves. A lot of the moves, when linked together, are not significantly distinguishable; also the animations are really rough. I would love to see more transition frames because the keyframes are pretty solid. Another issue is the lack of casual content with the game. Now I know this game is designed around competitive first. Still, I would not have been a competitive player if I didn't find myself playing for multiple hours in a row of classic mode, break the targets, and collecting trophies in melee. You cannot have a successful competitive lifecycle without casual player interest. Sure they have very unique characters that are iconic, but what can you do with them outside of just playing against other people. Is there a classic mode with bosses or are there some collectibles? Rosters of fighting games get people into the building, but content keeps them in. I am excited for the game and want it to succeed, but if they cant address these issues I cant see this having a long shelf life.
The problem with the character animations is actually a lack of focus on keyframes, not the opposite. The keyframes that are there aren't terrible, but in many cases there is a lack of windup or follow-through keyframes and we don't linger on the ones that are there long enough for them to be noticeable and distinctive. It doesn't help that there seems to be little to no hit-stop either.
The attacks are all so fast and snappy. Slower characters like Toph, Reptar, and Nigel are easier to "see". It's refreshing to be able to digest that visual info. Characters like Aang (who I love using), Michelangelo, and Danny Phantom all are so whippy and fast that you don't know what hitting you. Just that they're in your face and you're getting juggled for a while.
The casual content is such a huge point that I’m not seeing brought up enough. I hardly even play Ultimate online anymore, I just play classic mode, spirits, World of Light, and train amiibos mostly. I know there’s some manner of single player in Nick that I haven’t had a chance to mess around with, but it seems like it’s taking a huge backseat to competitive play, which is a bit disappointing. I see myself only booting the game up in the future if I wanna try out a new DLC character, unlike Smash, which I come back to pretty regularly.
i don’t think this game is really trying to BE smash, and i don’t think it really needs to be either. i believe that the gameplay, animations and sound design may not be the same but have a lot of their own charm.
It's low budget but having a low budget shouldn't necessarily mean it should look like it was animated by the melee community.... where I'd my negativity coming from? The game looks fun, that's all that really matters... still, quality does show care.
I agree abd disagree. Yes, the game doesn’t NEED to be smash, not should it TRY to be it. That’s a losing battle, Smash will win every time. But that doesn’t mean criticisms against it are invalid. Many of these criticisms are being framed as Smash comparisons just bc Smash is the most popular example, but they’re valid criticisms on their own merit. The roster being overly homogenized and overall having uninspired move sets isn’t good. The animations lacking weight and being unpolished doesn’t look good and can lead to certain characters feeling weird to play/fight (just look at Olimar in smash). Voices being completely missing from an ensemble crossover fighter full of iconic characters feels wrong. These are obviously all just opinions and you’re free to disagree, but none of those criticisms need Smash to be valid. They’re flaws, not simple differences from another game
@@karabirb i understand and respect your point, but i still think calling the unpolished animations a flaw to the gameplay would be unfair to the developers. It would be better if we were able to see what each fighter was doing a bit more clearly, but i think the lack of fluidity of the animations is something that couldn’t really be avoided, considering their budget and previous experience with Slap City, another game with stiffer animations.
@@CAOcreations yeah but keep in mind, these developers also made Slap City. that game had much more effort put into it and still looks very similar to all-star brawl animation wise. that game proves that stiffness isn’t really the problem, as all of those attacks are very distinguishable and powerful-feeling. I think it’s moreso their speed and power aspect that’s the issue.
I'm picking the game up launch day, but to be honest, half of that is to show support for a potential sequel. Right now from what we've heard from people getting to play early, it's looking a lot like how I feel about Marvel vs Capcom Infinite: Phenomenal gameplay and very lackluster in pretty much every other regard. I think a sequel with a real budget behind it could make it a true competitor with Smash, it just needs better presentation and some casual goodies.
To me, All Star Brawl feels like a really, solid alpha build of a game… but it just doesn’t feel finished. Like you said the animations, movesets and voice acting (or lack there of) could have used another year in development to be super solid
For Aang they should have fully committed to his comeback mechanic and make it so when he hits 100% that he goes into the Avatar State and his whole move set involves all 4 elements instead of just 1 move.
Fuck Timmy if you're gonna put a FOP character in we gotta get the Crimson Chin. He's like Captain Falcon except the knee of justice is the chin of righteousness.
Imo it's the animations, sound design and lack of hitstun that hurts the game most. Hitstun's easy enough to fix but the animations just feel choppy... characters seem to change positions very quickly and personally I think it's kind of ugly to watch. If they made the movement more smooth looking though I would buy the game in an instant.
@@muninntog142 here’s an interesting thing. If you look at frame data between melee and ultimate, (I just did it for fox), it is very similar. Some moves are even faster in ultimate (like utilt and dash grab). But you can see a difference in animation quality (honestly melee’s animation quality is pretty damn good, there are some standout bad ones like Samus dsmash but those are the minority). It seems animation is just hard and nick definitely suffers for it. There’s like no visual cue for what’s about to come out for most moves. It just goes from neutral to a random pose almost instantly.
I'm on the fence with this game tbh. The no voice acting really hurts for me because a lot/most of these characters are extremely verbal in their source material. I dunno I just want to hear Danny taunting Patrick like he's one of DP's villains of the day, complete with "Nobody calls me tubby!".
Aang mostly using air bending totally makes sense for me. Thats what he's mostly known for. They could give someone else all four bendings, which they did with Korra. It makes the two feel unique from each other
I just wish we got Aang, Toph, Katara and Zuko, having one character for each element makes way more sense that an Earthbender, an Avatar who only uses Airbending, and an Avatar that uses all the elements.
@@AshenDust_ Well they can't just throw every Avatar character in at launch. I get your complaint, but no matter what they did they would have to exclude at least 2 of the 5 options. We got 3. Other 2 might come in dlc
For me, there are two main issues: the first is the characters movesets, one thing I noticed while they were talking about the games mechanics is that it is very anti-zoner. Due to the emphasis on combos and the deemphasis on projectiles, the zoner archetype wouldn't work very well in this kind of game (a shame, as I usually play zoners). However, for some people, an anti-zoner platform fighter is a dream come true, but even then, there is still the problem that the characters all seem to be designed in the same way. Every character seems to be some variation of a rushdown character, even the grapplers are only half grapplers, which makes characters blend together, with few unique features between them. The second problem is the single player content, or possible lack thereof. They haven't mentioned any single player content at all (at least to my knowledge) which isn't going to sit well with this games main demographic, a casual audience. Not everyone is going to want to play online, and even the people who do want to play online will have limited options to do outside of that. Overall, I'm still interested in this game and think that while it won't be a smash killer, it will be an enjoyable time.
@@slitchey from the looks of things, the arcade mode is bare bones and there’s only the sports mode which is neat but doesn’t fix the issue of lackluster single player.
Honestly, Nick isn't gonna give them a high budget for their first outing, so worried or not, I think it's better to give this game a chance regardless, so Nick can have enough faith in it to eventually hire Ludosity again for a sequel with a better budget. What I see here isn't a subpar Smash clone, but a game with a ton of potential for rivalling Smash in the future. It's first outing may not be as polished as many could have hoped for, but that doesn't mean this isn't a good start. Plus, I'd rather see this game become successful as it is now than see Smash have a monopoly on platform fighters for more years to come. If Spongebob Squarepants: The Cosmic Shake, with it's visually stunning trailer and all, can come out of BFBB Rehydrated, then I think some great stuff can come out of this too.
@@theblackshyguy64 I just got back from playing it, it's fun as hell. Especially the Sports Ball mode, which is chaotic and hilarious. You and many other Smash fans just don't want Smash to have a competitor, even though competition in business is actually a good thing because it compels the corporations to do their absolute best, and compels them away from being anti-consumer, as they compete to look better than the rival. Listen, I love Smash (even if I'm far more critical of it than most), but Smash should not have a monopoly on platform fighters. Nick is not the type to give second chances to things that fail the first time, and I believe that this has a ton of untapped potential that would be here if Nick had enough faith to give them more than an indie budget, so I really want more people to give Nick All-Stars a chance. If we don't want Nintendo shutting tournaments, then they need a competitor that actually incentivizes them to avoid that kind of controversy.
@@ivoryvt Honestly I see where you're coming from, but this whole "This game and future sequels can be a rival for smash" is something I just don't see. Also I don't think people "don't want smash to have competition" it's more like Smash put the bar so high that anything else made just doesn't compete as much. Obviously competition is healthy but if your competitor is constantly invading and setting trends, the challenge of "rivaling" is damn near impossible.
Imagine being someone that watched Korra fight Zaheer at the end of season 3. Seeing her shoot fire out of her feet and rocket into the sky in a beautiful contrast to how simply Aang flies around in his glider and then you go to work and design that up special. I refuse to belive that the person that designed Korra actually watched her show, she looks like an attempt at making a captain falcon more so than herself.
I've been very cautiously excited about this game im still like that. I do feel like they had quite a few restrictions, but I do hope this game gets better after it comes out.
I just hope Ludosity actually fixes the animations, and maybe the samey movesets (I have less hope for that though) since they have said they want to make fixes. It’s really quite a shame to say something like “i’ll wait till its finished” for a game like this but… the game does really need it in the state it’s in.
Honestly what did people expect? It’s a fucking licensed game. This is on par with those shitty kart racers from a couple years ago. People, stop trying to act like this is a good game
Im gonna have to disagree with the Aang bit. Korra is known to be very versatile with all elements except for Air, that makes sense for her character and show. While Aang always leaned to use Air as his primary element. Like 70% of the time he’d airbend in the show give or take. So it lines up well with his character.
@@dustymcwari4468 Yeah. Plus if Zuko joins in as DLC. We would have all the elemental representation across the Avatar characters. Even if Korra uses waterbending sparingly in her moveset.
I hope this video is about how Aang as a character should have been an airbending projectile/zoner instead of the rush down character we got. He was my intended main and now i don’t even want the game
@@Ethan-nl2wg ua-cam.com/video/qWP36gceChs/v-deo.html ua-cam.com/video/7DyIsZFBL6Q/v-deo.html ua-cam.com/video/PBNdwJnaDz4/v-deo.html This was literally Aangs fighting style the entire show. Grabbed clips from all 3 seasons. Aang is not a rush down character. He’s a zoner. If the clip on the drill doesn’t prove it to you, nothing will.
Something I’ve noticed is how few moves are multi hits. This isn’t inherently a bad thing and multi hits can create some problems, but IMO it makes some of the moves feel a bit samey and there are a bunch of moves like some of the dash attacks or spinning aerials that look off because they only hit once
@@cusrsedstuff8043 Lots of multi hits in Ultimate are inconsistent. Many have been patched since but boost kick, ken shoryu, Zelda nair, Link up b, etc
While i agree that the animations in this game are pretty cheap (namely the attack animations, the idle animations look fine), i don't think the character models look bad. The game could work this out later in a future patch. What generally bothers me is how uninspired some of the movesets are. Toph hitting people with her champion's belt, while a reference to Avatar, isn't very in-character for her either. THAT BEING SAID, they might've gone with this route because they intentionally wanted the game to look goofy. It is Nickelodeon after all.
I think the lack of moveset potential is because many of the characters don’t have projectiles. Everyone is combo-oriented, and what projectiles we have all feel samey. You would expect Aang, Korra, and Zim to have more in terms of projectile spam, but they do not. Perhaps more zoner or area denial type characters would skew the competitive nature of this game, but it does make some character feel samey as a result. The main part I’m worried about for this game are the bells and whistles. Will there be items in free-for-alls? What about an arcade or story mode? Any other side modes besides that Sports Ball game mode? Not everyone is gonna play for the competitive side, which, combined with the lack of VA and stiff movements, may turn off some casual players too.
well no they're not wrong in terms of wanting to avoid zoners, in my opinion they don't necessarily need projectiles to diversify the cast. In my opinion they just need better normals. I hate to use smash as an example since the difference in profile makes them a harsh standard to be held to but this should've still been easy: to take the possible least diverse movesets in smash, sword characters still have visually different moves. Their up-tilts can be slashes upward, backward, forward, or stabs. Characters have multihit moves that look and feel different even if the end result of the final hit is the same. They have a few gems, like Aang's upward strong. It's a strong move, that puts you airborne, and sets up combos. How cool! It doesn't look or function like any other move and more importantly, it doesn't look like a move anyone else could or would do.
I haven't paid attention to balance patches recently if they've happened but last I checked the end result here is an unbalanced mess where Patrick is the worst character because he's the only one who can't 0-death lol
All Star Brawl certainly lived up to the hype, but there are flaws. Luckily the devs are definitely trying their best and I'm sure they'll continue to improve on the flaws that exist.
I can't wait for everyone to be start being honest and admit they're playing the game for the memes. If Smash Ultimate wasn't 2 years old at this point, this game wouldn't be on anyone's radar.
Your concerns for this game are pretty much aligned with mine, it looks a little visually cheap, no VA, and a little too many recycled character moves. (Although I’m actually satisfied with a good chunk of their movesets though despite this, Patrick, Zim, Catdog, Ren and Stimpy, P.T.M, Nigel, Lucy, etc. I really do think their super creative, silly, reference heavy and varied minus some recycled moves.) The positives you listed are what I’m giving it a chance with, the roster, rollback net code, the universal mechanics, wavedashing, etc. Also the devs seem like cool people and are willing to update/improve as much as they can after release, like possible VA update and being Mod friendly. Even with its flaws, I know I’m going to have a lot of fun with NASB.
I 100% think my biggest issue with the game is no voice acting; like in smash almost every character is voice acted, even characters who were practically silent in their games like marth were voice acted in smash. But every character in Nickelodeon were from a show, where talking was pretty much the entire thing they had and it’s just so unfortunate And not related to the gameplay, but someone mentioned something I really felt was true. In smash when you don’t really know a character, something you kinda want to do is play their game to see what they’re like or to get interested in their character. With a tv show, there’s just… less reason to do that without so much time
Glad to see this video, as I feel the same way. To me, the animations and move sets seem like they’re from a cookie cutter which is not a good thing. The animations especially don’t seem to give visual cues for reactions to an opponent’s attack which is something that I value in a platform fighter. So far I’m not impressed with how the gameplay looks but it might be more interesting when I start playing.
You know what could have been cool have one of the avatars (I’d say aang) be a stands switch give him sulks wheel and have his moveset change based on the element Air would be default and be very combo centric, water should be more keep away and conditioning based, fire should be rushdown with a projectile neutral special and earth should be a heavy weight bruiser that would work well for straight up killing It could be really interesting especially if it changes your stats like weight and kill power whilst really giving players a versatile and expressive character to add their own flair to
Devs said they are hoping to polish the game more in future updates. Also keep in mind they could've recorded these at earlier times and that they'll possibly look just as good as Reptar or the Louds when the game is out, they've talked enough about a day 1 patch. Also have to note that again, this isn't at all the devs fault but Nickelodeon not giving them the budget. It's for that I kinda wish people were less nitpicky on that stuff, it doesn't affect gameplay. Like yes do point out those issues but don't have it overshadow everything in what's otherwise a life dream game finally come true, an actually really good and passionate Nick/CN fighter. If you want those fixed on top of more content the best you can do is buy the game so Nickelodeon gives the devs more freedom and money for the future. I fully agree with the normal moves though. Up tilt: Blah! Up air: Aerial Blah!!!
So, all of those may be true (and I think I was pretty fair about acknowledging the budget and circumstance restrictions), but you have to understand that it’s not my role to apologize on behalf of the developers. I’m a consumer advocating for consumers, and All-Star Brawl is a product. This obviously isn’t a full review, but I think it’s negligent (and arguably irresponsible) to overlook what I see as problems with the game for the sake of maintaining hype, I don’t believe that bringing up significant criticisms of its production values and design is nitpicking.
@@MockRockTalk Yeah I meant like in a more general sense, not that you specifically are nitpicking sorry it sounded that way. And for his down air, AERIAL NITPICK.
To me, the lack of creativity and depth in the characters' toolkits is what killed the game for me, especially for the characters from more action-oriented shows, like the Avatars and Danny. A lot of their moves just have superficial references without much substance to them and others don't even make sense. Why would the Fenton Thermus be a projectile instead of being a command grab, for example? I'm also disappointed that characters with gimmicks have very small changes to their gameplay due to them. CatDog has very little changes between stances, April has only one attack to spend her ratings on and as you said, Aang only goes into the Avatar state for the duration of one move
Thank you! I honestly never see honest criticism of this game, it’s praised way too much for me. IMHO the game looks way too stiff and boring and I really didn’t understand the hype: you made some good points tho
@@CrystalMang0 yeah, that’s why I said “For me” and “IMHO”. If you wanna buy it, go for it, I just think it isn’t worth the money. Never said anyone shouldn’t enjoy it, and I even said that Mockrock had some good arguments
@@emanueleragazzi341 because of the obvious big daddy juggernaut game franchise everyone is familiar with that this game is competing with. Not saying there aren't issues with the game, but the lack of critique is mostly out of people having good faith that the developers of this game would actually listen to them vs ... The you-know-who that is releasing their last dlc character the same day as this game's release. This is the AEW vs WWE thing (when AEW started) thing all over again
So some problems I had with the game include: - Animations being incredibly fast and choppy. Some of this could also be fixed with more visual effects - An odd lack of options: No ability have nametags or assign controls to specific nametags, no ability to turn on strong/weak C-Stick, so you're left with it using Strong moves on the ground and Light moves in the air - Overall lack of content: Some additional modes, challenges, items, boss battles, and maybe even collectables would do wonders to improve the game's shelf life - Movesets are sorta boring. A lot of characters have ground moves just repeated again in the air, throws are basically the same across everyone, gimmicks are nonexistant, save for very niche cases like Aang's Avatar state and April's ratings The good thing about all of this is that we basically know for sure that a lot of these things will get fixed in the future, since the devs have been super transparent about a lot of things.
thank you for making this. i think this game looks pretty bad personally. and no one ever seems to accept criticism and excuses everything because of budget restraints. it gets really frustrating. and also, love the shantae music
It's a matter of expectations people have with this game. We'll see when this comes out how it does, market wise and through how people play the game, but this isn't being developed by Nintendo is the biggest point that kinda, justifies jank issues with the game. That doesn't excuse it from it having issues, but if the devs have a better communication chain that criticisms of the game are being heard by the devs, I don't know what else you want. So, you want to kick the puppy where it's obviously down in? Now if the devs didn't have meaningful changes that, meaningfully addressed issues people have with the game (and not the ones where the devs have to bend over backwards to listen to entitled people make senseless demands out of their control) then, yeah, that's another story, but when there's already a big juggernaut in a Super Smash Bros and when we can see the obvious community issues that series has had over the years Yeah, no duh people will latch onto the indie projects that have some amount of "backing" (this is Viacom we're talking about here) to stand up against the big dogs
@@The2mightybeanfans look, that's what i mean. i respect the developers so much for doing what they did. the amount of passion put into the game is obvious. but at the end of the day, i still don't like the finished product. and that's just my opinion.
@@Bken96 you are allowed to think the end product looks bad but you also have to be willing to accept that a low budget is a valid reason to why this is. The studio crafting the game only has so much money to work on an entire game so it's unfair to compare or critique the game heavily on this factor solely because there is nothing more they could of done given the production value they had. If anything the licensing studios and marketing directors are the ones to blame for that not the game itself
I hadn't really thought about it until this video but, absolutely what's put me off getting it is the animation jank. I had the same problem with Mortal Kombat X. It's a personal issue, and ultimately it's always the gameplay that makes me stick around, but I love great animation too and seeing this result from a game representing a legendary animation studio feels even more jarring than MK. Not that it's all bad. But that Leo divekick. Even if you didn't allow for anticipation or other animation processes to give it more impact because of expense... a lack of budget doesn't explain why they chose that keyframe. Why's his right leg just... hanging out there, instead of aligning with his other leg to at least give the impression of precision? Or why have they used automated animation to slowly slide his legs in like someone half-assedly flicking a fly away? Why not just snap to it? I think this is the problem with the Reptar and Nigel stolen moves too and why you like one and not the other. Nigel's one is actually well animated and sells what its doing effectively- possibly even more effectively than Rest, as precision sleeping being a powerful hit is just funny nonsense we've come to accept. But Reptar's problem isn't copying Yoshi. It's doing it badly. That pose does not look like he's coming down on you hard. It looks like he's doing his best attempt at a JoJo pose while he happens to be falling. And his best is not very good. If they'd just straight up given him the butt slam animation it might have been fine! Or just lift his legs and tail up a little bit so it looks like his trying to prioritise hitting you with his ass!
thank you for making this video. The discourse around this game is overwhelmingly positive which makes sense since this clearly isn't a AAA project and we shouldn't hold it to such standards, but I feel like we're preventing actual useful feedback from being made.
I’m really looking forward to the universal cargo throws, it opens up a lot of opportunities for cool stuff. And everyone having options to deal with projectile spam is AMAZING. No more bowser vs samus/link style matchups.
To be fair, I think the fact that Danny Phantom looks worse then Korra, Patrick or SpongeBob is due to the fact that those characters have fully fleshed out designs, while Butch Hartman's art style is extremely poor and lacks any concrete character models that can exist outside of 2D, so anytime characters of his show up in 3D it highlights just how bad the character designs are at best and at worst, is a complete horror show. Lest we forget Jimmy Timmy Power Hour or the FairlyOdd Movie...
I'm gonna be completely honest, I hate how this game looks, mostly the animation, now snappy animations aren't always bad but the way these animations look is just very unapealing to look at, even the fastest attacks in smash or rivals still look natural but these attack animations remind me of the sword strikes in furi, now in furi it actually made sense to have them be snappy because it's a very hard game and you're not supposed to be constantly looking at your character anyways unless it's a bullet hell segment, another example is little mac in punch out where once again you should be looking at the boss, but here seeing a character like spongebob snap into position and snap back to idle looks really weird, I know why this was done as they clearly wanted the game to be competitive but it still looks really bad
It really is refreshing to see someone saying something other than "It has rollback and wavedashing, therefore it's better than Smash". Good netcode and advanced movement tech does not a platform fighter make. There's plenty of time to make fixes. For better or for worse, the days of the game as launched being THE GAME are long gone. Let's hope they use that time.
My biggest worry os that the game doesnt seem to know who they want to appeal to. On one hand they’re advertising that theychave all of these nick characters coming together to beat each other up which is very appealing for the casual side but then they advertise that there is wave dashing and show advanced combos in the showcase videos, which appeal more to competitive gamers, but may alienate casual players. It feels like theyre trying to appeal to both sides but not committing enough to either side Regardless, im still a day 1 zim main
@@CrystalMang0 I haven't bought the game yet but you should watch this to understand the reason why he is worried: ua-cam.com/video/OqWm9sMgkj8/v-deo.html but in summary, the problem is trying to appeal to melee players but melee players already have a game that suits them and it's...SSBM. Most of the content shown on youtube has been technical stuff yet that won't really appeal to a kid who doesn't know much about fighting games.
@@CrystalMang0 that’s not a bad thing…bro you are mostly gonna be playing against 9-12 year olds online. Same with smash, it simply wasn’t designed for you it was for kids lol
Honestly, I was fine with Aang only using wind moves while Korra used an array. We meet Korra as a kid with mastery of three of the four elements. Meanwhile, Aang was only proficient with air and had to learn the rest. So Aang's moveset could honestly have been an "early series" take of the character... But then they gave him Avatar State for SOME reason which rules out that kind of thinking.
I agree, a lot of movesets look pretty samey, and I wish that the movesets were a little more creative. The visual and audio presentation in Nick All Star Brawl is straight up bad IMO, ngl. If this game is a success then maybe we can see improvements with patching or a sequel tho.
The thing I hate most about the limited moveset creativity you talked about is the fact that they wasted both Spongebob's down special and taunt just by referencing some dumbass meme frames. There's so much more they could've done with him that represents the character better. Who thinks of Spongebob in a platform fighter and thinks "yeah he should have a special move where he bites the opponent."
Aang and Korra moves were wasted potential. Korra barley bends at all instead manifest elemental partials. I regret buying the game on steam because meh.
9:50 A lot of people say it's because they used S1 Aang, and idc if it's true or not since I was still bummed by Aang not having elements beside air. Aang could've been more zony like while Korra could've been more melee rushdown like with their elements. But Toph took Aangs job
I’m already looking more forward to the 2nd installment of this, assuming they do make a 2nd game. I think it’s a great start and they could easily improve everything with a bigger budget. This game will most likely sell so much better than expected compared to the budget they had
I gotta say, of all the places to put Korra's stage, why harmonic convergence. It was literally the most hated part of that show and it could easily have put some beautiful views of republic city in the bg, or put it into the pro-bending ring, or referenced the final fights of season 3 or 4.
I have the same thoughts about a lot of the production value aspects, although I’m happy that they focused their budget on gameplay and mechanics. If the game launched with great production value and visuals but had lacklustre gameplay, it would die a lot sooner like so many fighting games. My hope is that now that the game is generating positive buzz at launch (and presumably selling well in preorders by the sounds of it), they can improve the animation and sound design issues. The devs stated today that they think the game will look completely different in a year’s time and were heavily implying that their publisher/Nick are investing more money into it now.
I think the game looks decent as is. I feel that a lot of us are just so graphically spoiled by such an insanely high budget game like Smash and Nintendo artists and animators with tons and tons of experience that it's more jarring for a similar type game to not be as polished visually. Personally, I couldn't care less for for the graphics and VA, I just want the game to feel good and not be too mashy. I'm a bit worried after seeing Armada's video that the game is just eventually gonna end up being who gets a 0 to death combo first to win the stock with what seems like a lack of advanced defensive options like SDI.
I would complain about the graphics if this was being developed by a major company like Nintendo themselves with the best budget in the world, which is not the case at all, gameplay-wise, it looks especially fun now that more clips of people actually playing the game are coming out
I have hope that if the game is shown to have support and a base, then they will be willing to listen to the scene and change what they can to continuously improve gameplay and competitive execution.
Watching people streaming this game really showed emphasized the "lifelessness" of it for me. The way all of them move just feels pretty rigid (except Catdog) to me. Meanwhile, Sora along just explodes with a lot of personality to me. The global mechanics are pretty interesting and that type of stuff does invest me, but the looks, the feel, and the liveliness of a game like this are the most important things to me, and I'm just not into this I guess.
Honestly? I understand the whole thing about the voices, but imagining spongebob making constant grunt noises in that god-AWFUL nasal, high-pitched squeal of his makes me somewhat glad voices aren't there.
Thanks for giving your honest opinions! I've been watching a lot of Hungrybox recently and while I overall think the game looks cool I felt the same way about the animations and lack of creative moves. I understand their budget was no where near that of smash so I can give the lack of voice and high quality animations a pass, but I really think there needs to be more variety in attacks. I wonder if in a future patch they would change some moves. But overall I think they did a good job considering the small team.
Great video but that response to Danny's big surrounding hit is an ability he gained in the Ultimate Enemy Special called "Ghostly Wail" it's basically his most powerful attack.
Aang was primarily an airbender, even deep into his series. He busted out other elements when he had a specific use for them or when he went into Avatar state. But most of the time when he was fighting it was with air bending even when he could use water bending or earth bending. Korra was using three elements from her childhood, always relied on all three from season one onwards (and all four when she learned air bending, though air was her least used) and was always quicker to bust out fire bending or earth bending before water bending despite being water tribe. It makes sense that, if they were going to differentiate their movesets, Aang is mostly an air bender, Toph is entirely an earth bender, and Korra switches it up.
Iv been playing melee for years. The graphics have never bothered me and I couldn’t tell you the last time I played with volume on. As person interested in the competitive fighting I think your criticism are unfair. Plus’s similar move sets is good for balancing. I’m just happy a company listened to desires of the competitive melee community. You said it urself how can you compare the graphics in ultimate to this?
he is not a competitive player and his criticisms arent unfair at all. im glad you’re happy from a competitive stand point but honestly. even melee looks way better than this game and that game is ancient. people talk about budget being the issue for the animations but i disagree. throwing money at someone who isn’t good at animation is going to make him magically better. You need a talented person to do the work. there are plenty of low budget indie games with stellar animation. It’s not rlly the money that’s the issue when you’re at this scale. It’s just individual skill and art direction. there are thousands of games with great budget and dogshit animations
I do still wonder if MockRock will do a Best/Worst animations for this game because while the animations feel a little lower-budget, it still feels like the devs tried to do a lot of clever throwbacks to every character's source cartoon. One in particular I'm a fan of is CatDog's upward strong aerial, specifically Cat's take. Dog buffing up is funny, yes, but I just love how smooth and snappy Cat's Feline Fist feels.
I think it makes sense for Aang to have a primarily Air moveset and Korra to have moves from Earth, Water, and Fire. It’s consistent with their shows. Aang learned the other elements in a drawn out fashion over the show, whereas Korra was a master of all elements (other than Air) as a toddler.
It looks like one of my biggest problems with the game is gonna be the fact that tap jump isn’t in the game. (Yes I am one of those people). It’s probably going to be so irritating to get used to jumping with a button I seriously hate it.
Just recently got a confirmation from Thaddeus himself on stream that they have found a way to implement it specifically because Hungrybox pushed for it so much. So that will potentially be coming soon.
Yeah, really---people are talking about it as an indie game, which it is in terms of development size, but it certainly isn't priced like an indie game.
I feel like this game is a “Plant gang” situation. Everyone is saying they’ll buy it, I doubt not everyone who said they will will. Even if they do, I’m pretty sure they’ll only play for a week or two before dropping it.
The problem with reflectors (or reflector, in this case) is that there are very few projectiles. That I’ve noticed, only about half the cast has any projectiles, and weak ones at that, but one character (zig? I forget his name) has multiple. So a reflector is basically useless in almost all matchups. The devs knew exactly what they were doing with the mechanics of toast man’s reflector also
I feel like the strafe system is kinda there for characters like catdog & ren & stimpy that attack from both sides and doesn’t seem to have a lot of use for a large portion of the cast. Initially I was really excited for it as someone who struggles with approaching back airs but since this game doesn’t have back airs its utility outside of those specific characters is kind of up for debate.
Plus the lack of unlockeables and players playing the game. They could of at least gave us more variety in the characters moves. To make me value it's gameplay. The game is fun but with no motivation of the characters feeling like characters. Just feels like a person in a suit. In my head that these characters are not them. Spongebob isn't being Spongebob but a silent protagonist and Link makes more noises than him.
I prefer roll back because it helps my camping ability a lot, but is that the reason why sometimes I'll hit someone and they'll start to launch for like a frame or two then teleport back in their shield animation? It's easy to react to and it's honestly kinda funny, but is that why?
10:30 good point, using avatar characters with 4 elements warrant at least 4 directional moves. I feel they should've just used f-air and b-airs because honestly...who cares (no rhyme intended) Strafing would suit it perfectly tbh. But the RPS varient is good, wish throws were more dynamic
I hate that most of what came out from this video is true to the point that the game practically died out faster than anyone could imagine. If they had a bigger budget and included voice acting, I’m sure the game would’ve lived a little longer. But it feels irrelevant. Kind of sad tbh
Been playing and it has been a ton of fun but it feels... Lifeless... Meanwhile sora who only has been announced springs with personality. And that's just one character
While I would have liked Aang to use all 4 elements like Korra, it's not really him. Unlike Korra he identifies as an Airbender first and Avatar second. Korra however literally introduces herself by shouting that she is the avatar at like 5 years old. So while they both can use all 4 elements, Aang definitely defaults to air ending most of the time, only using the others if he has to. So all in all, while I would have liked his "comeback" Avatar state expanded to the other strong hits, I'm actually ok with him being just an Airbender
Also something to note that you didn't mention in the mechanics section is Ledgehogging. From the Ren & Stimpy video in the part where they show their Up B, the duo grabbed the ledge with Spongebob falling despite being near the ledge. I'm one who is against ledgehogging, but just thought I briefed on this.
*T O P H*
Thanks for watching! Heads up that if you're finding this video later, it was made right _before_ Nickelodeon All-Star Brawl came out. I'll likely have post-launch content for the game either here or over on my main channel MockRock. Let me know what you think of Nickelodeon All-Star Brawl so far!
-Main channel: ua-cam.com/users/mockrocktv
-Twitter: twitter.com/MrMockRock
-Twitch: www.twitch.tv/mockrocktwitch
-Patreon: www.patreon.com/mockrock
-Teespring: teespring.com/stores/mockrock
I think the devs plan on updating the animations post launch
They even say "Tawf" in the show man, you have no excuse.
@@cpmc1164 really? Where did you hear that?
Toph is awesome, I like camping, imo it's easier in rollback.
Honestly while still expensive and you'd have to pay for anyone still alive, voice clips from the shows themselves are always an option, presumably most shows have a vault that had the raw voices before being added to the show with music and sound effects
Not having Thornbury say "Smashing" when he scores a big hit is absolutely criminal.
lol. Ik this is a bit jokey but just thought I’d say that voice acting is planned as dlc :)
@@dmcatakedownstrikeonsmilingdog Yeah, it's funny when children that don't understand the legal side of IP game development give their two cents. Nick no way knew how big this was gonna be and in this day and age it's very easy to add audio files and fix animations in patches/dlc.
@@zigfaust Nickelodeon should've known this would blow up. They some of the most popular and iconic shows and characters in the past decade. And they have more than enough money to make it better. I know they probably didn't have the budget for it, but voice lines bring these characters to life. There's no items, not many characters, and only a couple modes...voice acting is the least they could do
@@zigfaust Imagine insultingly calling someone a child because they criticize your *nickelodeon game.*
@@dmcatakedownstrikeonsmilingdog see, I'm hearing this a lot, but has it actually been confirmed or just rumoured? Because the way the game is, it feels soulless.
I wonder why they didn't put a "cel-shading" effect on the characters like Nintendo did on Smash 3DS, I feel like they don't stand out enough from the stages and it'd have been quite nice since they're all cartoon characters.
That actually would've been the smartest idea they've ever made. Cartoon Network did that with a couple Ed, Edd, and Eddy games and while the characters still looked bad, the cell shading helped.
What I imagine is nickelodeon gave them like two dollars to pump out a garbage game for babies because money, but the devs actually cared so they put as much work in as money and time would allow. That’s what it seems like anyways
Yup, a dev legit threw a tongue in cheek that they're being held back the license. Hell they're gonna implement barely character skins in the next update despite not palettes swap to distinguish the same characters being played
I just can't stand how stiff the game looks. It's so awkward to look at. And few characters really look like they have unique gameplans.
I agree. Korra looks phenomenal (she’s one of my favourite avatarverse characters so I’m happy lol) but others just look so stiff and their moves don’t have big distinguishing qualities
Danny looks strikingly bad
Aang and Toph look so bad to me, I can barely make out their faces cause there’s no detail
It's much smoother on releasing than in the showcases
My thoughts exactly
I feel the same way about Aang, after conceptualizing a move set for him for years its a little disappointing to see what he ended up being. Still super excited to play him but now I’m more excited for Toph!
I was frustrated as well with the fact they don’t take advantage of his use of the 4 elements
@@alpha_nexus7784 thats actually the one thing that made sense. I think its to help differentiate between him and korra. What I don’t like is that he is a rush down character. I feel like he should of been a zoner like character. It doesn’t really feel like how Aang would fight.
@@pocketmonster6437 I disagree. Aang in avatar emphasizes movement just like in all star brawl.
I'm not too bothered by it; Aang in the show mostly uses Air Bending during combat even when he has advanced knowledge in other elements, so to me it doesn't sit too badly.
If Korra had just used Water Bending, for comparison, it would have felt really off, but I don't think its a huge deal with Aang specifically.
@@sputnikgt710 facts
the problems I personally see:
> no visual clues for many moves. some attacks come out instantly without any kind of anticipation.
> from what we can see in the showcases, even some hitboxes appear instantly and do not correspond to the animation.
> just as there are no visual clues, there is not much to say about the sound either.
> heavily wasted movesets, no one has any complex mechanics and all characters are very simple and similar to each other.
> animation looks pretty clunky and weird. There is no move so far that I have seen and say "that looked pretty good", its always "that looked pretty weird"
> 3D models don't look very good overall either
good things I see:
> I'm excited that this game gets so much attention, I like the platform fighting game genre, but this genre has a problem: Smash. smash is so big that it always "beats" games of the same category and does not let it expand as a proper subgenre of fighting games.
> the game has very complex universal mechanics, which will make any character fun to use.
> many of the developer's decisions are aimed at a more competitive audience. which is going to ensure that the game feels much more aggressive and deep.
> developers didn't have to target a more competitive audience and they still did.
> smash probably has twenty times the budget of this game, it is obvious that this game will look much more sloppy. and still people are excited to play it.
> if this game does well, they will likely release an All-star Brawler 2, with much more budget and a lot of things will be corrected.
I wouldn't say it being more competitive as a good thing, as I personally don't like that fast of a pace.
Theres no odd mechanics cause the game is trying to be like Melee not Ult
To be fair, this is just the release, like just the beta of the game. As they add more bug fixes and adjustments they may clean up models and animations, such as Smash Flash with Sora when they changed his entire look
@@maxbearington7565 Only really an issue if you're fighting a high level player, you're not gonna get overwhelmed by someone of a similar skill level
@@maxbearington7565 from a marketing and sales perspective they should have kept the competitive mechanics but cater and advertise to a casual audience. They'd have gained way more sales that way
For the production I personally believe they just need more money and the only way that could happen is if the game is a success and Nickelodeon will be more willing to increase the budget. The combo move set yeah I totally agree with u each character basically are gonna have the same combo layout but hopefully the devs can fix that issue later down the line. Oh god Aang yeah a bit underwhelmed they should’ve had his avatar state expand to his other movesets. Either way this is a promising platform fighter that I hope will carry on to sequels that might venture out to Cartoon Network and Disney characters and one day can stand along Smash Bros as an established fighting game.
Yeah
but for $40 though that is too much of a step price for me, now that its out I have been able to play a tiny bit of it, it seems great for competitive online, but beyond that it is mainly a game that is solely focused on the Multiplayer experience Arcade mode, brawl mode, sports mode, and online seem to be the only few things you can actually do in the game, and there doesn't seem to be anything beyond that.
again from what I have played, it is indeed a great game, but for $40 I am kinda hesitant to recommend anyone to buy the game in it's current form. I know he and you said the budget wasn't that huge, and by no means I am saying it is a bad game, all I am saying with very little content that's actually in the game, it is very hard for me to justify the $40.
Idk my only criticism is that even $40 seems too pricey for what you get in this game, it either should have been sold at a lower price, or they should of waited to release the game to add more features.
@@redakdal It seems like one of those games that’ll be on sale often. The eshop is filled with those. This isn’t a knock on the quality of the game as plenty of games on sale are great. It’s just that when it’s 20% off even before its release, it says how willing they are to slash the price to get people to buy it.
@@redakdal Understandable that’s another criticism I forgot to point out. This game needs a casual fan base and as much as I hate to say it they are catering a bit too much on the competitive side. They need side modes like in Smash but with their own Nick twist other than sports mode.
@@Nomad-vc6hx yea, again thats all I am saying, if you getting this at $40 or
$50 dollars then at the very least it just have a bit more content to it, or be lowered down in price, again its a good game but for $40 it seems pretty overpriced
My major issue with the game is the visual clarity of the moves. A lot of the moves, when linked together, are not significantly distinguishable; also the animations are really rough. I would love to see more transition frames because the keyframes are pretty solid. Another issue is the lack of casual content with the game. Now I know this game is designed around competitive first. Still, I would not have been a competitive player if I didn't find myself playing for multiple hours in a row of classic mode, break the targets, and collecting trophies in melee. You cannot have a successful competitive lifecycle without casual player interest. Sure they have very unique characters that are iconic, but what can you do with them outside of just playing against other people. Is there a classic mode with bosses or are there some collectibles? Rosters of fighting games get people into the building, but content keeps them in. I am excited for the game and want it to succeed, but if they cant address these issues I cant see this having a long shelf life.
The problem with the character animations is actually a lack of focus on keyframes, not the opposite. The keyframes that are there aren't terrible, but in many cases there is a lack of windup or follow-through keyframes and we don't linger on the ones that are there long enough for them to be noticeable and distinctive. It doesn't help that there seems to be little to no hit-stop either.
Couldn’t have said it better myself
The attacks are all so fast and snappy. Slower characters like Toph, Reptar, and Nigel are easier to "see". It's refreshing to be able to digest that visual info. Characters like Aang (who I love using), Michelangelo, and Danny Phantom all are so whippy and fast that you don't know what hitting you. Just that they're in your face and you're getting juggled for a while.
The casual content is such a huge point that I’m not seeing brought up enough. I hardly even play Ultimate online anymore, I just play classic mode, spirits, World of Light, and train amiibos mostly. I know there’s some manner of single player in Nick that I haven’t had a chance to mess around with, but it seems like it’s taking a huge backseat to competitive play, which is a bit disappointing. I see myself only booting the game up in the future if I wanna try out a new DLC character, unlike Smash, which I come back to pretty regularly.
I think what would help is to add some more hitlag frames to give you more time to see and feel the key frames on a successful connect
Aaaaaand now the game is slowly dying out and we have a WB game to look forward to.
It’s sooooo dead
i don’t think this game is really trying to BE smash, and i don’t think it really needs to be either. i believe that the gameplay, animations and sound design may not be the same but have a lot of their own charm.
Exactly it’s just kinda in that genre
It's low budget but having a low budget shouldn't necessarily mean it should look like it was animated by the melee community.... where I'd my negativity coming from? The game looks fun, that's all that really matters... still, quality does show care.
I agree abd disagree. Yes, the game doesn’t NEED to be smash, not should it TRY to be it. That’s a losing battle, Smash will win every time.
But that doesn’t mean criticisms against it are invalid. Many of these criticisms are being framed as Smash comparisons just bc Smash is the most popular example, but they’re valid criticisms on their own merit. The roster being overly homogenized and overall having uninspired move sets isn’t good. The animations lacking weight and being unpolished doesn’t look good and can lead to certain characters feeling weird to play/fight (just look at Olimar in smash). Voices being completely missing from an ensemble crossover fighter full of iconic characters feels wrong. These are obviously all just opinions and you’re free to disagree, but none of those criticisms need Smash to be valid. They’re flaws, not simple differences from another game
@@karabirb i understand and respect your point, but i still think calling the unpolished animations a flaw to the gameplay would be unfair to the developers. It would be better if we were able to see what each fighter was doing a bit more clearly, but i think the lack of fluidity of the animations is something that couldn’t really be avoided, considering their budget and previous experience with Slap City, another game with stiffer animations.
@@CAOcreations yeah but keep in mind, these developers also made Slap City. that game had much more effort put into it and still looks very similar to all-star brawl animation wise. that game proves that stiffness isn’t really the problem, as all of those attacks are very distinguishable and powerful-feeling. I think it’s moreso their speed and power aspect that’s the issue.
I'm picking the game up launch day, but to be honest, half of that is to show support for a potential sequel. Right now from what we've heard from people getting to play early, it's looking a lot like how I feel about Marvel vs Capcom Infinite: Phenomenal gameplay and very lackluster in pretty much every other regard. I think a sequel with a real budget behind it could make it a true competitor with Smash, it just needs better presentation and some casual goodies.
Who care
More like power rangers:battle for the grid
@@CrazyBoy-gd4wz i do
@@alittledeath2817 lies.. no u don’t if u do then u have low standards xD
To me, All Star Brawl feels like a really, solid alpha build of a game… but it just doesn’t feel finished. Like you said the animations, movesets and voice acting (or lack there of) could have used another year in development to be super solid
Nah man don't tell me you really say "Toe-ff" even in the show they say "Tawf"
For Aang they should have fully committed to his comeback mechanic and make it so when he hits 100% that he goes into the Avatar State and his whole move set involves all 4 elements instead of just 1 move.
I was hoping for your thoughts on this game, I'm glad you put this video out with them
Fuck Timmy if you're gonna put a FOP character in we gotta get the Crimson Chin. He's like Captain Falcon except the knee of justice is the chin of righteousness.
Imo it's the animations, sound design and lack of hitstun that hurts the game most. Hitstun's easy enough to fix but the animations just feel choppy... characters seem to change positions very quickly and personally I think it's kind of ugly to watch. If they made the movement more smooth looking though I would buy the game in an instant.
My guess is that they made the animations and then “chopped” them up when looking at frame data because they wanted to be melee and have it fast.
@@muninntog142 here’s an interesting thing. If you look at frame data between melee and ultimate, (I just did it for fox), it is very similar. Some moves are even faster in ultimate (like utilt and dash grab). But you can see a difference in animation quality (honestly melee’s animation quality is pretty damn good, there are some standout bad ones like Samus dsmash but those are the minority). It seems animation is just hard and nick definitely suffers for it. There’s like no visual cue for what’s about to come out for most moves. It just goes from neutral to a random pose almost instantly.
Aang should be more of a zoner, mostly utilizing literal windboxes to put his opponents where he wants them.
I'm on the fence with this game tbh. The no voice acting really hurts for me because a lot/most of these characters are extremely verbal in their source material. I dunno I just want to hear Danny taunting Patrick like he's one of DP's villains of the day, complete with "Nobody calls me tubby!".
Aang mostly using air bending totally makes sense for me. Thats what he's mostly known for. They could give someone else all four bendings, which they did with Korra. It makes the two feel unique from each other
I just wish we got Aang, Toph, Katara and Zuko, having one character for each element makes way more sense that an Earthbender, an Avatar who only uses Airbending, and an Avatar that uses all the elements.
@@AshenDust_ Well they can't just throw every Avatar character in at launch. I get your complaint, but no matter what they did they would have to exclude at least 2 of the 5 options. We got 3. Other 2 might come in dlc
@@AshenDust_ yall complaining about zuko but im like how is sandy in the game before SQUIDWARD. IM TRYNA BEAT MFS UP WITH A CLARINET AND NOSE
There's a difference between mostly and entirely, and Aang is basically entirely air bending.
@@athing8523 I hope this game gets more sequels and that Avatar becomes this games Fire Emblem lmao
man it got so much hype and ended up being pretty much nothing
For me, there are two main issues: the first is the characters movesets, one thing I noticed while they were talking about the games mechanics is that it is very anti-zoner. Due to the emphasis on combos and the deemphasis on projectiles, the zoner archetype wouldn't work very well in this kind of game (a shame, as I usually play zoners). However, for some people, an anti-zoner platform fighter is a dream come true, but even then, there is still the problem that the characters all seem to be designed in the same way. Every character seems to be some variation of a rushdown character, even the grapplers are only half grapplers, which makes characters blend together, with few unique features between them.
The second problem is the single player content, or possible lack thereof. They haven't mentioned any single player content at all (at least to my knowledge) which isn't going to sit well with this games main demographic, a casual audience. Not everyone is going to want to play online, and even the people who do want to play online will have limited options to do outside of that.
Overall, I'm still interested in this game and think that while it won't be a smash killer, it will be an enjoyable time.
There's an arcade mode and extra modes for single player.
Zoner is just another word for Fireball Spammer anyways.
@@ShiniRyuga that's what someone who loses to Fireball Spam would say.
@@slitchey from the looks of things, the arcade mode is bare bones and there’s only the sports mode which is neat but doesn’t fix the issue of lackluster single player.
@@dey6942 I haven't seen the single player so I didn't know it was barebones. Maybe the devs will improve it.
Honestly, Nick isn't gonna give them a high budget for their first outing, so worried or not, I think it's better to give this game a chance regardless, so Nick can have enough faith in it to eventually hire Ludosity again for a sequel with a better budget. What I see here isn't a subpar Smash clone, but a game with a ton of potential for rivalling Smash in the future. It's first outing may not be as polished as many could have hoped for, but that doesn't mean this isn't a good start. Plus, I'd rather see this game become successful as it is now than see Smash have a monopoly on platform fighters for more years to come. If Spongebob Squarepants: The Cosmic Shake, with it's visually stunning trailer and all, can come out of BFBB Rehydrated, then I think some great stuff can come out of this too.
Dude it's a watered down smash bros clone literally
@@theblackshyguy64 your username is ultimate gamer
@@theblackshyguy64 smash has watered down netcode
@@theblackshyguy64 I just got back from playing it, it's fun as hell. Especially the Sports Ball mode, which is chaotic and hilarious. You and many other Smash fans just don't want Smash to have a competitor, even though competition in business is actually a good thing because it compels the corporations to do their absolute best, and compels them away from being anti-consumer, as they compete to look better than the rival. Listen, I love Smash (even if I'm far more critical of it than most), but Smash should not have a monopoly on platform fighters. Nick is not the type to give second chances to things that fail the first time, and I believe that this has a ton of untapped potential that would be here if Nick had enough faith to give them more than an indie budget, so I really want more people to give Nick All-Stars a chance. If we don't want Nintendo shutting tournaments, then they need a competitor that actually incentivizes them to avoid that kind of controversy.
@@ivoryvt Honestly I see where you're coming from, but this whole "This game and future sequels can be a rival for smash" is something I just don't see. Also I don't think people "don't want smash to have competition" it's more like Smash put the bar so high that anything else made just doesn't compete as much. Obviously competition is healthy but if your competitor is constantly invading and setting trends, the challenge of "rivaling" is damn near impossible.
Imagine being someone that watched Korra fight Zaheer at the end of season 3. Seeing her shoot fire out of her feet and rocket into the sky in a beautiful contrast to how simply Aang flies around in his glider and then you go to work and design that up special. I refuse to belive that the person that designed Korra actually watched her show, she looks like an attempt at making a captain falcon more so than herself.
Also, the fact that Korra doesn't have a projectile to my knowledge is just... wrong.
Watch the legend of whorra
This game still looks awesome and very fun to play. Improvements will happen and is very fast paced with cool combos and mechanics.
I've been very cautiously excited about this game im still like that. I do feel like they had quite a few restrictions, but I do hope this game gets better after it comes out.
What's your pfp and where can I find it?
@@danielsurvivor1372 its my pokemon shield character.
I just hope Ludosity actually fixes the animations, and maybe the samey movesets (I have less hope for that though) since they have said they want to make fixes.
It’s really quite a shame to say something like “i’ll wait till its finished” for a game like this but… the game does really need it in the state it’s in.
Honestly what did people expect? It’s a fucking licensed game. This is on par with those shitty kart racers from a couple years ago. People, stop trying to act like this is a good game
Im gonna have to disagree with the Aang bit. Korra is known to be very versatile with all elements except for Air, that makes sense for her character and show.
While Aang always leaned to use Air as his primary element. Like 70% of the time he’d airbend in the show give or take.
So it lines up well with his character.
And having both using all elements in their moveset may make them look sameish, even if their movesets are nothing alike
@@dustymcwari4468 Yeah. Plus if Zuko joins in as DLC. We would have all the elemental representation across the Avatar characters. Even if Korra uses waterbending sparingly in her moveset.
I hope this video is about how Aang as a character should have been an airbending projectile/zoner instead of the rush down character we got. He was my intended main and now i don’t even want the game
Aang never fought like a zoner tho, his fighting style was pretty much always based on his speed and movement
@@Ethan-nl2wg ua-cam.com/video/qWP36gceChs/v-deo.html
ua-cam.com/video/7DyIsZFBL6Q/v-deo.html
ua-cam.com/video/PBNdwJnaDz4/v-deo.html
This was literally Aangs fighting style the entire show. Grabbed clips from all 3 seasons. Aang is not a rush down character. He’s a zoner. If the clip on the drill doesn’t prove it to you, nothing will.
@@fulltimeslackerii8229 aang doesnt zone lol
@@fulltimeslackerii8229 Pulled out a whole ass bibliography with citations in APA 7th format lmao
Something I’ve noticed is how few moves are multi hits. This isn’t inherently a bad thing and multi hits can create some problems, but IMO it makes some of the moves feel a bit samey and there are a bunch of moves like some of the dash attacks or spinning aerials that look off because they only hit once
Multi hits are a nightmare to program and many ones in smash don't even work so I'm not too surprised tbh
Yes! I’m glad I wasn’t the only one who thought this. Multi-hit jank is some of the most fun to play with
@@ellie8272 don’t get me wrong there definitely a nightmare to program but what multi hits in smash “didn’t work.”
@@cusrsedstuff8043 Lots of multi hits in Ultimate are inconsistent. Many have been patched since but boost kick, ken shoryu, Zelda nair, Link up b, etc
@@ellie8272 link up B is fine all the others you just named are a bit inconsistent but I still find multi hit moves the most fun(and byleth up b)
While i agree that the animations in this game are pretty cheap (namely the attack animations, the idle animations look fine), i don't think the character models look bad. The game could work this out later in a future patch.
What generally bothers me is how uninspired some of the movesets are. Toph hitting people with her champion's belt, while a reference to Avatar, isn't very in-character for her either. THAT BEING SAID, they might've gone with this route because they intentionally wanted the game to look goofy. It is Nickelodeon after all.
I think the lack of moveset potential is because many of the characters don’t have projectiles. Everyone is combo-oriented, and what projectiles we have all feel samey. You would expect Aang, Korra, and Zim to have more in terms of projectile spam, but they do not. Perhaps more zoner or area denial type characters would skew the competitive nature of this game, but it does make some character feel samey as a result.
The main part I’m worried about for this game are the bells and whistles. Will there be items in free-for-alls? What about an arcade or story mode? Any other side modes besides that Sports Ball game mode? Not everyone is gonna play for the competitive side, which, combined with the lack of VA and stiff movements, may turn off some casual players too.
There is an arcade mode
well no they're not wrong in terms of wanting to avoid zoners, in my opinion they don't necessarily need projectiles to diversify the cast. In my opinion they just need better normals. I hate to use smash as an example since the difference in profile makes them a harsh standard to be held to but this should've still been easy:
to take the possible least diverse movesets in smash, sword characters still have visually different moves. Their up-tilts can be slashes upward, backward, forward, or stabs. Characters have multihit moves that look and feel different even if the end result of the final hit is the same.
They have a few gems, like Aang's upward strong. It's a strong move, that puts you airborne, and sets up combos. How cool! It doesn't look or function like any other move and more importantly, it doesn't look like a move anyone else could or would do.
I haven't paid attention to balance patches recently if they've happened but last I checked the end result here is an unbalanced mess where Patrick is the worst character because he's the only one who can't 0-death lol
All Star Brawl certainly lived up to the hype, but there are flaws. Luckily the devs are definitely trying their best and I'm sure they'll continue to improve on the flaws that exist.
I can't wait for everyone to be start being honest and admit they're playing the game for the memes. If Smash Ultimate wasn't 2 years old at this point, this game wouldn't be on anyone's radar.
The game is fucking fun and playing smash ultimate has gotten difficult to go back to with its native input delay, not to mention the online.
The game hardly looks better than Smash but I'm still supporting it cause it might get better
It looks a lot worse than ultimate visually
It looks like brawl but is on ps5.......
>Ultimate has over 7 frames of input lag with a wired controller while offline
YEAH BUT THE GRAPHICS THOUGH
@@moviesrobert But the graphics are what op was implying
@@marwin436 Brawl looked better...
Your concerns for this game are pretty much aligned with mine, it looks a little visually cheap, no VA, and a little too many recycled character moves. (Although I’m actually satisfied with a good chunk of their movesets though despite this, Patrick, Zim, Catdog, Ren and Stimpy, P.T.M, Nigel, Lucy, etc. I really do think their super creative, silly, reference heavy and varied minus some recycled moves.)
The positives you listed are what I’m giving it a chance with, the roster, rollback net code, the universal mechanics, wavedashing, etc. Also the devs seem like cool people and are willing to update/improve as much as they can after release, like possible VA update and being Mod friendly. Even with its flaws, I know I’m going to have a lot of fun with NASB.
I 100% think my biggest issue with the game is no voice acting; like in smash almost every character is voice acted, even characters who were practically silent in their games like marth were voice acted in smash. But every character in Nickelodeon were from a show, where talking was pretty much the entire thing they had and it’s just so unfortunate
And not related to the gameplay, but someone mentioned something I really felt was true. In smash when you don’t really know a character, something you kinda want to do is play their game to see what they’re like or to get interested in their character. With a tv show, there’s just… less reason to do that without so much time
Glad to see this video, as I feel the same way. To me, the animations and move sets seem like they’re from a cookie cutter which is not a good thing. The animations especially don’t seem to give visual cues for reactions to an opponent’s attack which is something that I value in a platform fighter. So far I’m not impressed with how the gameplay looks but it might be more interesting when I start playing.
Smash though has top tier animation even from the very beginning.
You know what could have been cool have one of the avatars (I’d say aang) be a stands switch give him sulks wheel and have his moveset change based on the element
Air would be default and be very combo centric, water should be more keep away and conditioning based, fire should be rushdown with a projectile neutral special and earth should be a heavy weight bruiser that would work well for straight up killing
It could be really interesting especially if it changes your stats like weight and kill power whilst really giving players a versatile and expressive character to add their own flair to
Devs said they are hoping to polish the game more in future updates. Also keep in mind they could've recorded these at earlier times and that they'll possibly look just as good as Reptar or the Louds when the game is out, they've talked enough about a day 1 patch.
Also have to note that again, this isn't at all the devs fault but Nickelodeon not giving them the budget. It's for that I kinda wish people were less nitpicky on that stuff, it doesn't affect gameplay. Like yes do point out those issues but don't have it overshadow everything in what's otherwise a life dream game finally come true, an actually really good and passionate Nick/CN fighter. If you want those fixed on top of more content the best you can do is buy the game so Nickelodeon gives the devs more freedom and money for the future.
I fully agree with the normal moves though.
Up tilt: Blah!
Up air: Aerial Blah!!!
So, all of those may be true (and I think I was pretty fair about acknowledging the budget and circumstance restrictions), but you have to understand that it’s not my role to apologize on behalf of the developers. I’m a consumer advocating for consumers, and All-Star Brawl is a product. This obviously isn’t a full review, but I think it’s negligent (and arguably irresponsible) to overlook what I see as problems with the game for the sake of maintaining hype, I don’t believe that bringing up significant criticisms of its production values and design is nitpicking.
@@MockRockTalk Yeah I meant like in a more general sense, not that you specifically are nitpicking sorry it sounded that way.
And for his down air, AERIAL NITPICK.
To me, the lack of creativity and depth in the characters' toolkits is what killed the game for me, especially for the characters from more action-oriented shows, like the Avatars and Danny. A lot of their moves just have superficial references without much substance to them and others don't even make sense. Why would the Fenton Thermus be a projectile instead of being a command grab, for example?
I'm also disappointed that characters with gimmicks have very small changes to their gameplay due to them. CatDog has very little changes between stances, April has only one attack to spend her ratings on and as you said, Aang only goes into the Avatar state for the duration of one move
Thank you! I honestly never see honest criticism of this game, it’s praised way too much for me. IMHO the game looks way too stiff and boring and I really didn’t understand the hype: you made some good points tho
Cause everyone is not you dude. Just cause YOU dont like it doesn't mean everyone else shouldn't
@@CrystalMang0 yeah, that’s why I said “For me” and “IMHO”. If you wanna buy it, go for it, I just think it isn’t worth the money. Never said anyone shouldn’t enjoy it, and I even said that Mockrock had some good arguments
@@emanueleragazzi341 because of the obvious big daddy juggernaut game franchise everyone is familiar with that this game is competing with.
Not saying there aren't issues with the game, but the lack of critique is mostly out of people having good faith that the developers of this game would actually listen to them vs ... The you-know-who that is releasing their last dlc character the same day as this game's release.
This is the AEW vs WWE thing (when AEW started) thing all over again
@@ottosantiagolassus omg competitive smashers are a super minority. Who cares if they like the game.
@@waleuska I mean...it is kinda geared towards them.
The visuals were made by Fair Play Labs, not Ludosity
So some problems I had with the game include:
- Animations being incredibly fast and choppy. Some of this could also be fixed with more visual effects
- An odd lack of options: No ability have nametags or assign controls to specific nametags, no ability to turn on strong/weak C-Stick, so you're left with it using Strong moves on the ground and Light moves in the air
- Overall lack of content: Some additional modes, challenges, items, boss battles, and maybe even collectables would do wonders to improve the game's shelf life
- Movesets are sorta boring. A lot of characters have ground moves just repeated again in the air, throws are basically the same across everyone, gimmicks are nonexistant, save for very niche cases like Aang's Avatar state and April's ratings
The good thing about all of this is that we basically know for sure that a lot of these things will get fixed in the future, since the devs have been super transparent about a lot of things.
thank you for making this. i think this game looks pretty bad personally. and no one ever seems to accept criticism and excuses everything because of budget restraints. it gets really frustrating.
and also, love the shantae music
Because it is on a budget obviously
It's a matter of expectations people have with this game.
We'll see when this comes out how it does, market wise and through how people play the game, but this isn't being developed by Nintendo is the biggest point that kinda, justifies jank issues with the game.
That doesn't excuse it from it having issues, but if the devs have a better communication chain that criticisms of the game are being heard by the devs, I don't know what else you want.
So, you want to kick the puppy where it's obviously down in?
Now if the devs didn't have meaningful changes that, meaningfully addressed issues people have with the game (and not the ones where the devs have to bend over backwards to listen to entitled people make senseless demands out of their control) then, yeah, that's another story, but when there's already a big juggernaut in a Super Smash Bros and when we can see the obvious community issues that series has had over the years
Yeah, no duh people will latch onto the indie projects that have some amount of "backing" (this is Viacom we're talking about here) to stand up against the big dogs
Try to make a game with no budget
@@The2mightybeanfans look, that's what i mean. i respect the developers so much for doing what they did. the amount of passion put into the game is obvious. but at the end of the day, i still don't like the finished product. and that's just my opinion.
@@Bken96 you are allowed to think the end product looks bad but you also have to be willing to accept that a low budget is a valid reason to why this is. The studio crafting the game only has so much money to work on an entire game so it's unfair to compare or critique the game heavily on this factor solely because there is nothing more they could of done given the production value they had. If anything the licensing studios and marketing directors are the ones to blame for that not the game itself
I hadn't really thought about it until this video but, absolutely what's put me off getting it is the animation jank. I had the same problem with Mortal Kombat X. It's a personal issue, and ultimately it's always the gameplay that makes me stick around, but I love great animation too and seeing this result from a game representing a legendary animation studio feels even more jarring than MK. Not that it's all bad. But that Leo divekick. Even if you didn't allow for anticipation or other animation processes to give it more impact because of expense... a lack of budget doesn't explain why they chose that keyframe. Why's his right leg just... hanging out there, instead of aligning with his other leg to at least give the impression of precision? Or why have they used automated animation to slowly slide his legs in like someone half-assedly flicking a fly away? Why not just snap to it?
I think this is the problem with the Reptar and Nigel stolen moves too and why you like one and not the other. Nigel's one is actually well animated and sells what its doing effectively- possibly even more effectively than Rest, as precision sleeping being a powerful hit is just funny nonsense we've come to accept. But Reptar's problem isn't copying Yoshi. It's doing it badly. That pose does not look like he's coming down on you hard. It looks like he's doing his best attempt at a JoJo pose while he happens to be falling. And his best is not very good. If they'd just straight up given him the butt slam animation it might have been fine! Or just lift his legs and tail up a little bit so it looks like his trying to prioritise hitting you with his ass!
thank you for making this video. The discourse around this game is overwhelmingly positive which makes sense since this clearly isn't a AAA project and we shouldn't hold it to such standards, but I feel like we're preventing actual useful feedback from being made.
I’m really looking forward to the universal cargo throws, it opens up a lot of opportunities for cool stuff. And everyone having options to deal with projectile spam is AMAZING. No more bowser vs samus/link style matchups.
One thing I always wanted for Ultimate is that parrying a projectile reflected it, so this game kind of does well in that department
To be fair, I think the fact that Danny Phantom looks worse then Korra, Patrick or SpongeBob is due to the fact that those characters have fully fleshed out designs, while Butch Hartman's art style is extremely poor and lacks any concrete character models that can exist outside of 2D, so anytime characters of his show up in 3D it highlights just how bad the character designs are at best and at worst, is a complete horror show. Lest we forget Jimmy Timmy Power Hour or the FairlyOdd Movie...
I'm gonna be completely honest, I hate how this game looks, mostly the animation, now snappy animations aren't always bad but the way these animations look is just very unapealing to look at, even the fastest attacks in smash or rivals still look natural but these attack animations remind me of the sword strikes in furi, now in furi it actually made sense to have them be snappy because it's a very hard game and you're not supposed to be constantly looking at your character anyways unless it's a bullet hell segment, another example is little mac in punch out where once again you should be looking at the boss, but here seeing a character like spongebob snap into position and snap back to idle looks really weird, I know why this was done as they clearly wanted the game to be competitive but it still looks really bad
Yooooo it's so bizarre hearing someone mention YTV in a video, easily the best Canadian channel ever made.
It really is refreshing to see someone saying something other than "It has rollback and wavedashing, therefore it's better than Smash". Good netcode and advanced movement tech does not a platform fighter make.
There's plenty of time to make fixes. For better or for worse, the days of the game as launched being THE GAME are long gone. Let's hope they use that time.
you literally dont know what youre talking about. smash online is umplayable. plus look at melee wavedashing. this game is gonna be sick
Lol you found one of em
My biggest worry os that the game doesnt seem to know who they want to appeal to. On one hand they’re advertising that theychave all of these nick characters coming together to beat each other up which is very appealing for the casual side but then they advertise that there is wave dashing and show advanced combos in the showcase videos, which appeal more to competitive gamers, but may alienate casual players. It feels like theyre trying to appeal to both sides but not committing enough to either side
Regardless, im still a day 1 zim main
What? Clearly you can play casually
@@CrystalMang0 I haven't bought the game yet but you should watch this to understand the reason why he is worried: ua-cam.com/video/OqWm9sMgkj8/v-deo.html but in summary, the problem is trying to appeal to melee players but melee players already have a game that suits them and it's...SSBM. Most of the content shown on youtube has been technical stuff yet that won't really appeal to a kid who doesn't know much about fighting games.
@@CrystalMang0 that’s not a bad thing…bro you are mostly gonna be playing against 9-12 year olds online. Same with smash, it simply wasn’t designed for you it was for kids lol
This game is definitely more focused on the competitive side.
Honestly, I was fine with Aang only using wind moves while Korra used an array. We meet Korra as a kid with mastery of three of the four elements. Meanwhile, Aang was only proficient with air and had to learn the rest.
So Aang's moveset could honestly have been an "early series" take of the character... But then they gave him Avatar State for SOME reason which rules out that kind of thinking.
Aang always had access to the avatar state as that is what aloud him to freeze himself in the iceberg
@@nightkinght5253 True and the fact that he only has in in moments of trauma (I.E. past 100%) only makes more sense
I agree, a lot of movesets look pretty samey, and I wish that the movesets were a little more creative. The visual and audio presentation in Nick All Star Brawl is straight up bad IMO, ngl. If this game is a success then maybe we can see improvements with patching or a sequel tho.
The thing I hate most about the limited moveset creativity you talked about is the fact that they wasted both Spongebob's down special and taunt just by referencing some dumbass meme frames. There's so much more they could've done with him that represents the character better. Who thinks of Spongebob in a platform fighter and thinks "yeah he should have a special move where he bites the opponent."
Eh I think referencing the show is pretty cool, the bite thing is pretty odd
@@RockyRockthrow I know. I just wish they would actually reference memorable parts of the show instead of frames that get posted on iFunny.
Aang and Korra moves were wasted potential. Korra barley bends at all instead manifest elemental partials. I regret buying the game on steam because meh.
9:50 A lot of people say it's because they used S1 Aang, and idc if it's true or not since I was still bummed by Aang not having elements beside air.
Aang could've been more zony like while Korra could've been more melee rushdown like with their elements. But Toph took Aangs job
The gameplay looks solid but the visuals of the game do look cheap and im gonna keep wishing there was voice acting.
I don’t think enough people are talking about the graphics and animations and sound design. They suck. I am sorry.
I’m already looking more forward to the 2nd installment of this, assuming they do make a 2nd game. I think it’s a great start and they could easily improve everything with a bigger budget. This game will most likely sell so much better than expected compared to the budget they had
I gotta say, of all the places to put Korra's stage, why harmonic convergence. It was literally the most hated part of that show and it could easily have put some beautiful views of republic city in the bg, or put it into the pro-bending ring, or referenced the final fights of season 3 or 4.
5 months later and it’s totally dead
I have the same thoughts about a lot of the production value aspects, although I’m happy that they focused their budget on gameplay and mechanics. If the game launched with great production value and visuals but had lacklustre gameplay, it would die a lot sooner like so many fighting games. My hope is that now that the game is generating positive buzz at launch (and presumably selling well in preorders by the sounds of it), they can improve the animation and sound design issues. The devs stated today that they think the game will look completely different in a year’s time and were heavily implying that their publisher/Nick are investing more money into it now.
I think the game looks decent as is. I feel that a lot of us are just so graphically spoiled by such an insanely high budget game like Smash and Nintendo artists and animators with tons and tons of experience that it's more jarring for a similar type game to not be as polished visually.
Personally, I couldn't care less for for the graphics and VA, I just want the game to feel good and not be too mashy. I'm a bit worried after seeing Armada's video that the game is just eventually gonna end up being who gets a 0 to death combo first to win the stock with what seems like a lack of advanced defensive options like SDI.
I would complain about the graphics if this was being developed by a major company like Nintendo themselves with the best budget in the world, which is not the case at all, gameplay-wise, it looks especially fun now that more clips of people actually playing the game are coming out
thank you for putting the background music in the description! : D
I have hope that if the game is shown to have support and a base, then they will be willing to listen to the scene and change what they can to continuously improve gameplay and competitive execution.
Watching people streaming this game really showed emphasized the "lifelessness" of it for me. The way all of them move just feels pretty rigid (except Catdog) to me. Meanwhile, Sora along just explodes with a lot of personality to me.
The global mechanics are pretty interesting and that type of stuff does invest me, but the looks, the feel, and the liveliness of a game like this are the most important things to me, and I'm just not into this I guess.
Honestly? I understand the whole thing about the voices, but imagining spongebob making constant grunt noises in that god-AWFUL nasal, high-pitched squeal of his makes me somewhat glad voices aren't there.
Yeah, everybody's movesets mesh together and it's pretty disappointing.
Thanks for giving your honest opinions! I've been watching a lot of Hungrybox recently and while I overall think the game looks cool I felt the same way about the animations and lack of creative moves. I understand their budget was no where near that of smash so I can give the lack of voice and high quality animations a pass, but I really think there needs to be more variety in attacks.
I wonder if in a future patch they would change some moves. But overall I think they did a good job considering the small team.
Great video but that response to Danny's big surrounding hit is an ability he gained in the Ultimate Enemy Special called "Ghostly Wail" it's basically his most powerful attack.
Aang was primarily an airbender, even deep into his series. He busted out other elements when he had a specific use for them or when he went into Avatar state. But most of the time when he was fighting it was with air bending even when he could use water bending or earth bending. Korra was using three elements from her childhood, always relied on all three from season one onwards (and all four when she learned air bending, though air was her least used) and was always quicker to bust out fire bending or earth bending before water bending despite being water tribe. It makes sense that, if they were going to differentiate their movesets, Aang is mostly an air bender, Toph is entirely an earth bender, and Korra switches it up.
The gameplay still looks sick tho
Iv been playing melee for years. The graphics have never bothered me and I couldn’t tell you the last time I played with volume on. As person interested in the competitive fighting I think your criticism are unfair. Plus’s similar move sets is good for balancing. I’m just happy a company listened to desires of the competitive melee community. You said it urself how can you compare the graphics in ultimate to this?
he is not a competitive player and his criticisms arent unfair at all. im glad you’re happy from a competitive stand point but honestly. even melee looks way better than this game and that game is ancient.
people talk about budget being the issue for the animations but i disagree. throwing money at someone who isn’t good at animation is going to make him magically better. You need a talented person to do the work. there are plenty of low budget indie games with stellar animation. It’s not rlly the money that’s the issue when you’re at this scale. It’s just individual skill and art direction. there are thousands of games with great budget and dogshit animations
Every online match is so laggy it makes it unplayable
Hey man, i just wanted to say you are my fav smashtuber, and a huge inspiration for me
Thanks for these amazing video's
Hey thanks, appreciate it!
I do still wonder if MockRock will do a Best/Worst animations for this game because while the animations feel a little lower-budget, it still feels like the devs tried to do a lot of clever throwbacks to every character's source cartoon.
One in particular I'm a fan of is CatDog's upward strong aerial, specifically Cat's take. Dog buffing up is funny, yes, but I just love how smooth and snappy Cat's Feline Fist feels.
I think it makes sense for Aang to have a primarily Air moveset and Korra to have moves from Earth, Water, and Fire. It’s consistent with their shows. Aang learned the other elements in a drawn out fashion over the show, whereas Korra was a master of all elements (other than Air) as a toddler.
Korra could only use 3 elements when she was a toddler. She mastered them right before going to republic city to learn airbending
@@pocketmonster6437 you’re right. The point still stands though.
@@idatemorino i just wanted to correct you on that one point.
This should have been a Kickstarter campaign, reaching goals in order to obtain more characters and voice acting. This game is a huge FLOP
Nope
It looks like one of my biggest problems with the game is gonna be the fact that tap jump isn’t in the game. (Yes I am one of those people). It’s probably going to be so irritating to get used to jumping with a button I seriously hate it.
Just recently got a confirmation from Thaddeus himself on stream that they have found a way to implement it specifically because Hungrybox pushed for it so much. So that will potentially be coming soon.
production value is an important metric when you're paying 50USD for a game
Yeah, really---people are talking about it as an indie game, which it is in terms of development size, but it certainly isn't priced like an indie game.
the lack of voice acting is literally my biggest gripe tbh
Thank you! I have been noticing how bad it looks for a while now and no one seems to be saying anything! Thanks for the analysis!
The devs definitely gave more love to some characters over others.
I remember at one point hearing that they're going to be updating the game and adding voice lines at a later date
I feel like this game is a “Plant gang” situation. Everyone is saying they’ll buy it, I doubt not everyone who said they will will. Even if they do, I’m pretty sure they’ll only play for a week or two before dropping it.
What is the first game shown at 0:05-0:06?
That was a teaser for Rivals of Aether 2, it's unreleased
The problem with reflectors (or reflector, in this case) is that there are very few projectiles. That I’ve noticed, only about half the cast has any projectiles, and weak ones at that, but one character (zig? I forget his name) has multiple. So a reflector is basically useless in almost all matchups. The devs knew exactly what they were doing with the mechanics of toast man’s reflector also
I feel like the strafe system is kinda there for characters like catdog & ren & stimpy that attack from both sides and doesn’t seem to have a lot of use for a large portion of the cast. Initially I was really excited for it as someone who struggles with approaching back airs but since this game doesn’t have back airs its utility outside of those specific characters is kind of up for debate.
Plus the lack of unlockeables and players playing the game. They could of at least gave us more variety in the characters moves. To make me value it's gameplay. The game is fun but with no motivation of the characters feeling like characters. Just feels like a person in a suit. In my head that these characters are not them. Spongebob isn't being Spongebob but a silent protagonist and Link makes more noises than him.
I prefer roll back because it helps my camping ability a lot, but is that the reason why sometimes I'll hit someone and they'll start to launch for like a frame or two then teleport back in their shield animation? It's easy to react to and it's honestly kinda funny, but is that why?
10:30 good point, using avatar characters with 4 elements warrant at least 4 directional moves. I feel they should've just used f-air and b-airs because honestly...who cares (no rhyme intended)
Strafing would suit it perfectly tbh.
But the RPS varient is good, wish throws were more dynamic
I hate that most of what came out from this video is true to the point that the game practically died out faster than anyone could imagine.
If they had a bigger budget and included voice acting, I’m sure the game would’ve lived a little longer. But it feels irrelevant. Kind of sad tbh
Been playing and it has been a ton of fun but it feels... Lifeless... Meanwhile sora who only has been announced springs with personality. And that's just one character
While I would have liked Aang to use all 4 elements like Korra, it's not really him. Unlike Korra he identifies as an Airbender first and Avatar second. Korra however literally introduces herself by shouting that she is the avatar at like 5 years old. So while they both can use all 4 elements, Aang definitely defaults to air ending most of the time, only using the others if he has to. So all in all, while I would have liked his "comeback" Avatar state expanded to the other strong hits, I'm actually ok with him being just an Airbender
Also something to note that you didn't mention in the mechanics section is Ledgehogging. From the Ren & Stimpy video in the part where they show their Up B, the duo grabbed the ledge with Spongebob falling despite being near the ledge. I'm one who is against ledgehogging, but just thought I briefed on this.
Good looking games with shitty mechanics are much worse than shitty looking games with great mechanics that's just facts