I'm not a Kingdom Hearts fan, so I don't pay much attention to that stage's detail despite how often I play on it for being tournament standard. I won't be able to unsee the Churro Tower now
i was actually curious what led to this in mid development. i started to wonder "was it done as a joke or is this what the texture sort of looked like to whoever was using reference material of the original game?" so i checked out that noclipDOTwebsite and i could only find ONE variation of those winding spires that kind of looked churro-esque since they lacked the same type of pipe texture as any other model or png of those spires. the other answer is it was a joke by whoever was working on those parts and was to be fixed later, but then Sakurai spotted the "churros" before then😆
That is definitely meant for those hardcore fans. The way many players have done repeat playthrough of Kingdom Hearts, they would have known if something felt off.
And yet the biggest obstacle, despite fan speculation, was Tetsua Nomura himself. He wanted to oversee the production of the dlc and had a say in what can and can't be done, simply because he wanted everything Kingdom Hearts related to be canon.
Looks like being a design lead/director involves giving a lot of specific instructions or at least getting people to understand a feeling you're trying to convey. A breakdown of the design process is actually pretty helpful. That aside, I didn't realise just how much Sora does the splits in his animations.
I find it kinda interesting that some of the development images show Sora in Smash For Wii U’s Battlefield stage. And nice that Square Enix and Disney were ok with all of this.
Sakurai once slipped a development "picture of the day" of Pit fighting in Wii U's battlefield stage. They probably have all of the Wii U stages compiled for Ultimate, including the ones that got cut (like Orbital Gate Assault or Woolly World). My guess as to why they were cut is because the game notably dropped frames when having 16 Ice Climbers at once.
It actually makes sense to test on the Wii U stage if it's more graphically intensive. If there's no performance drop on the harder stage to render, then you know it should be fine on less intense stages.
There's a long history of development screenshots being taken on Smash 4's Battlefield instead of Ultimate's. For some reason, they do a lot of their testing on it. Don't think we've ever gotten an official answer on why.
3:13 Developer: I'll smuggle an intended wrong pixel in nearly the same colour palette into the game as April fool's and to leave my footprint. Sakurai looking at the costume for 1 second:
What a true ending way of finishing of this outstanding game in the Super Smash Bros. Series. Masahiro Sakurai, Tetsuya Nomura, Disney and Square Enix. We are all thank you very much for adding Sora from Kingdom Hearts to reviving all of the characters in the last and final character trailer. Thank you Sora you made it!!!
I didn't know Mr. Sakurai paid attention to design to this degree. The amount of things he considers, and how much better it looks afterwards is amazing!
Yup, your comment is spot on. There wasn't a single change in this video that led to a worse result. His ability to understand what is lacking and how to improve it is absolutely incredible.
Still reeling from the fact that Sora is in Smash Ultimate. I've always wanted him since Brawl and to see him come to life in this game is so special. Thank you to Sakurai and the dev team for their hard work! 🙏
It would be really interesting to see this type of video for other newcomers, particularly Ridley since he was so adamant for so long that he would never get in for one reason or another. I'm sure there was an insane amount of back and forth between Sakurai and the design team there.
Most ordinary people wouldn't notice a single errant pixel on a character's model. I've missed an odd pixel or two while posting my own 2D art, and it tears me up inside. But not our Sakurai-sensei. This is why he is a master.
I love this. FIne tuning and polishing work takes a LOT of time- especially when you have to render out the project to see what a small adjustment looks like in final. I was already impressed with the amount of polish in Smash Ultimate- but these examples make me realize there's so much more- the magnitude of work required is outstanding.
I appreciate the attention to detail that makes all of this seem so much more cohesive and alive. These are the types of things you don't notice immediately, but you'd notice the overall effect (or lack thereof) in the final game
6:04 I feel like way too many games out there let the foreground, midground, and background get mixed into each other without much contrast. I've always appreciated Sakurai using shading, color tone, and saturation to make these stand out. Other platform fighters often just blend into each other IMO and it's much harder to keep track of the character.
It's honestly no wonder the owners of these other IPs agreed to let their characters be in SSB. Sakurai's attention to detail is astounding. He gives his full attention and respect to the source material.
Ultimate must have borrowed a lot of assets and models from smash wiiu probably to save development time, especially early on. Like using the smash wiius character models and stages temporarily to test the characters move-set until a new model was finalized (however I'm assuming the game mechanics themselves were redone from scratch). For example there is a bug in fox's illusion move, the after effect only still uses fox's old smash 4 model although it is very difficult to notice and is definitely not intended to be there and most likely got overlooked. It's the same thing for them using the old stages in beta and developer versions of the game being borrowed too.
I never knew this existed. Love it. It’s so fascinating how the silhouette for his jump looks so much better when you just turn the model slightly sideways. The little details!
So many of these are so subtle and tiny details that most people, even devs never think about. Sakurai is just too good, and you can see how much he cares and respects his work, game dev and the IPs
3:13 Now I get they have tools and stuff for this, to help really take in every detail of a character model, but that is truly impressively thorough! Definitely a mark of dedication to product quality and polish.
Interestingly, ive noticed that Sora's design in this game more resembles his character artwork from kingdom hearts 1, and not the actual in-game model from it! Pretty cool!
The case is pretty similar to Marth from Fire Emblem: Mystery of the Emblem. The artwork is the basis to his Melee design. In his respective game, his sprites show he has no pants, but only wears them in the art.
the practically invisible stray pixel baffles me. literally a microscope zoom in to even show it even existed. coincidentally, it reminds me of an OBVIOUS stray pixel i noticed on a character's clothes texture in a game i was doing some texture mods for. i was like "is this a visual glitch from another mod i have on or is this real?" upon ripping the texture, i found it was real! and its one of those games where texture files are small, but they get magnified a bit in-game on the models. so that stray pixel ended up much bigger because of that. unlike here where Sakurai is essentially pointing out an atom🤣
I really hope there are more video like this in the future. It's super interesting to see how the team that's known for its accurate, faithful adaptations, corrects small mistakes that I would never notice
Sakura's sketch for Sora's final smash is so adorable. I can just imagine Sakura handing off his sketch to his team and saying, make this and them knowing exactly what he wants. xD
A perfect video as always. I've always gone out my way to try to focus on detail as much as possible, but the inhuman level of intuition and vision here is inspirational. In all honesty, I failed to notice some of these things, like the different densities in the background clouds. Through practice, I hope I can try and eventually gain even a modicum of this amount of intuition. I will say that 5:54 in particular is a brilliant detail. When I make Lego creations, it can be very difficult when one color is used to represent multiple things, so it's important to make small changes like this. Our brains can see something as "off" without being able to describe it, so it's amazing that Sakurai-san is able to actually find the reasoning behind why. It should also be noted that this applies to more than Sora; every character has this level of care and detail put into them. In fact, as all of the changes were being discussed, I must admire the kind of development system Smash Ultimate ran on, both from a managerial and technical point of view, in order to be able to so easily go in and make minor changes without compromising the integrity of anything else.
It's cool getting this behind-the-scenes look at my favorite addition to Ultimate's roster, Sora. Smash Bros. is a truly magical series, and Sakurai deserves all the praise he gets for making it possible.
I imagine it's pretty nice working for someone who gives such specific feedback, even if it is demanding, at least you get to know what's being demanded!
@@Cashbans he sucks at approaching, his strengths are baiting and punishing his opponents' mistakes, but he could hit and run if he has to. His side special is easily shielded and punished. Try forcing him to fight since that's probably his biggest weakness.
I personally didn't care for Sora's inclusion but in terms of "video game landscape relevancy" and "wow moment"-ness, he definitely deserved it. Sakurai's attention to detail is absolutely insane (in a good way). Like, it might seem logical in hindsight to look at his requested fixes and see how they improved the game, but imagine only being given the "before" image and then having to figure out ways to make it _better_ without any other hints...
This reminds me of when I would supervise and quality check websites at my last job. You have talented developers and artists but you have to be so nitpicky because that little push will add that next level of polish to what already is a solid foundation of work. But its amazing to see the team come together and the amazing work everyone puts in to get it right! That's why I appreciate Sakurai-san is cause his eye for quality and decision making is top tier.
i wonder how picky Nomura was during the development. In an interview it was said that its wasnt Disney who was picky but Nomura lol. I will be nice to hear how these two work together
It's all those small details that makes ALL the difference. Having so much care into every single aspect makes the game feel SO much more polished. It's that extra attention and care that sets Smash apart from all the other wanna-be platformer fighters out there, they simply don't hold a candle to the level of quality. Plus, you know that if the fans of that particular character you're tuning (for any given character not just Sora, but probably especially Sora lol) found things that looked weird, they would really stand out to them and all of those weird inconsistencies would be pointed out all over the Internet.
Seeing that Sora was the most requested fighter for Ultimate, it's fair that he gets an entire behind the scenes video. There's a lot that goes into making a single fighter, huh? Even the tiniest of details get taken care of. I liked seeing two of his color variants covered. Sora is a fine inclusion.
Sora's a good choice to show this off. I also wonder if it's because he was the last character, Sakurai had an easier time remembering what he did with Sora 😄
I love how he is very meticulous and attentive to detail he had always been It's one of the reasons I love how true to form the roster is from their original games
The development images of Sora being on the Smash 4 Wii U Battlefield are interesting, as Sora only got developed around 2019 iirc, so the Ultimate Battlefield was already available.
"With permission from the involved parties" shows once again how much of an impossible task it was for Sora to get into Smash Bros.! A lot of the pre-feedback graphics do look off and unpolished, so I wonder how much Sakurai noticed himself and how much was his colleagues asking "this looks off but where exactly?" I'm also surprised with how honest and thorough Sakurai is with his feedback. I'd be worried I'd be coming off as too petty and strict in his place. But in the end what he says is the most important thing, that the team is built on mutual trust.
4:15 this part was not translated properly. He said that Sora's axis of rotation was on his butt. The subtitles made me think he was talking about it being on the overall back of his body, including the legs facing backwards, so confused me. You can even tell from the images shown what Sakurai actually meant.
7:33 Churro looking structure gave me a chuckle. And yet, feels like an appropriate description
I'm not a Kingdom Hearts fan, so I don't pay much attention to that stage's detail despite how often I play on it for being tournament standard.
I won't be able to unsee the Churro Tower now
And he still didn't say what it was made of
@@BJGvideospipes? 90% of hollow bastion is pipes
I didn't expect him to know what Churros were, but that's EXACTLY what I thought it looked like when he asked. 😂
i was actually curious what led to this in mid development. i started to wonder "was it done as a joke
or is this what the texture sort of looked like to whoever was using reference material of the original game?"
so i checked out that noclipDOTwebsite and i could only find ONE variation of those winding spires
that kind of looked churro-esque since they lacked the same type of pipe texture as any other model
or png of those spires. the other answer is it was a joke by whoever was working on those parts and
was to be fixed later, but then Sakurai spotted the "churros" before then😆
Wow, he even found a tiny pixel on Sora's face? Nothing gets past Sakurai.
If that had made it into the final version of the character, fans would've been outraged! 😆
He's a really meticulous person in his job.
If you look closely at the hair swirl on donkey Kong’s head you can actually see a polygon missing
What about Daisy’s third eye?
Nah,look at Shulk result face.
The section on Hollow Bastion made me appreciate how much Sakurai cares for player clarity even down to the smallest things.
That is definitely meant for those hardcore fans. The way many players have done repeat playthrough of Kingdom Hearts, they would have known if something felt off.
Knowing that Disney and Square Enix gave their permission to have these pre-release designs be shown is truly heartwarming.
I know right…. Sora was my 3rd pick of my most wanted character in smash…
That’s why I love kingdom hearts so much
Why wouldn't they?
And yet the biggest obstacle, despite fan speculation, was Tetsua Nomura himself. He wanted to oversee the production of the dlc and had a say in what can and can't be done, simply because he wanted everything Kingdom Hearts related to be canon.
@@andywap3 And, if you watch or follow HMK, this actually could be canon. Gotta love that guy.
That's almost Stockholm Syndrome level of praise for corporations for simply not actively being dicks.
Don’t need to imagine why a game takes a long time to make. These details add up to what can be considered a company’s “signature polish”.
Sakurai really is a perfectionist. No wonder Ultimate is so polished!
Dang never thought I'd see GimR here.
The Gimz always wins!
I am sat and ready to be educated on game design Mr. Sakurai ☺️
tell it how it is Buns 👌
"am sat"? That isn't right
@@TheRealBatabii grammar police over here policing slang
Wow it's Buns!
@@TheRealBatabii it's almost as if they did it intentionally as a flourish
i love sakurai's doodle for sora's pose in the final smash! it looks silly but it gets the point across, which is the most important part
Looks like being a design lead/director involves giving a lot of specific instructions or at least getting people to understand a feeling you're trying to convey. A breakdown of the design process is actually pretty helpful. That aside, I didn't realise just how much Sora does the splits in his animations.
All of the splits Sora does are accurate to the source material, too!
Floaty Boy was big into aerial splits in the first game in particular, the kid has that cartoon flex
I find it kinda interesting that some of the development images show Sora in Smash For Wii U’s Battlefield stage. And nice that Square Enix and Disney were ok with all of this.
Sakurai once slipped a development "picture of the day" of Pit fighting in Wii U's battlefield stage. They probably have all of the Wii U stages compiled for Ultimate, including the ones that got cut (like Orbital Gate Assault or Woolly World).
My guess as to why they were cut is because the game notably dropped frames when having 16 Ice Climbers at once.
It actually makes sense to test on the Wii U stage if it's more graphically intensive. If there's no performance drop on the harder stage to render, then you know it should be fine on less intense stages.
Disney and Square allowed him to be in the game in the first place, why wouldn't they be okay with this?
@@Kingdom850companies often want to keep development details secret, even for products they were fine with releasing
There's a long history of development screenshots being taken on Smash 4's Battlefield instead of Ultimate's. For some reason, they do a lot of their testing on it. Don't think we've ever gotten an official answer on why.
That Animal Crossing stage was definitely the right choice for Sora's end picture.
3:13 Developer: I'll smuggle an intended wrong pixel in nearly the same colour palette into the game as April fool's and to leave my footprint.
Sakurai looking at the costume for 1 second:
This dude can run without quality assurance, because he is the quality assurance
This is why Sakurai is in charge.
What a true ending way of finishing of this outstanding game in the Super Smash Bros. Series. Masahiro Sakurai, Tetsuya Nomura, Disney and Square Enix. We are all thank you very much for adding Sora from Kingdom Hearts to reviving all of the characters in the last and final character trailer. Thank you Sora you made it!!!
I didn't know Mr. Sakurai paid attention to design to this degree. The amount of things he considers, and how much better it looks afterwards is amazing!
Yup, your comment is spot on. There wasn't a single change in this video that led to a worse result. His ability to understand what is lacking and how to improve it is absolutely incredible.
I did because he got arthritis making brawl
Haha welcome to Smash.
Still reeling from the fact that Sora is in Smash Ultimate. I've always wanted him since Brawl and to see him come to life in this game is so special. Thank you to Sakurai and the dev team for their hard work! 🙏
wow the ending image is actually super clever, using animal crossing as destiny islands, and a star effect as a paopau fruit.
The attention to detail is incredible and inspiring
It would be really interesting to see this type of video for other newcomers, particularly Ridley since he was so adamant for so long that he would never get in for one reason or another. I'm sure there was an insane amount of back and forth between Sakurai and the design team there.
All of this for just 1 of the fighters in Ultimate's roster. Making a Smash game is a such a huge undertaking.
Most ordinary people wouldn't notice a single errant pixel on a character's model. I've missed an odd pixel or two while posting my own 2D art, and it tears me up inside.
But not our Sakurai-sensei. This is why he is a master.
I love this. FIne tuning and polishing work takes a LOT of time- especially when you have to render out the project to see what a small adjustment looks like in final.
I was already impressed with the amount of polish in Smash Ultimate- but these examples make me realize there's so much more- the magnitude of work required is outstanding.
Very cool of Square to let Sakurai show off Sora like this!
It's Sakurai's game, so why are you praising a faceless soulless company?
...Nomura didn't have to let Sakurai show him. @@Gnarfledarf
The best character to finish an amazing game. Thank you for Sora.
I appreciate the attention to detail that makes all of this seem so much more cohesive and alive. These are the types of things you don't notice immediately, but you'd notice the overall effect (or lack thereof) in the final game
6:04 I feel like way too many games out there let the foreground, midground, and background get mixed into each other without much contrast. I've always appreciated Sakurai using shading, color tone, and saturation to make these stand out. Other platform fighters often just blend into each other IMO and it's much harder to keep track of the character.
I thought it was about your company at first
Well, they do have the same name
@Cashbans that's the point of the comment.
It's really telling how committed to quality Sakurai is, with the eye for detail that he has.
Finally an episode on Sora. I was almost under the impression that Disney made him off limits for a video but idk.
It’s so crazy seeing Disney being represented in Smash. So glad they started to bring in 3rd Party characters!
I'd watch a whole hour of these tips. Maybe more. The little trivia is so fun to watch.
Sakurai and his team are really masters at what they do
It's honestly no wonder the owners of these other IPs agreed to let their characters be in SSB. Sakurai's attention to detail is astounding. He gives his full attention and respect to the source material.
What I find interesting is how they are using the Smash 4 Wii U Battlefield stage.
A lot of switch games were wiiu games first, pretty much every first party title was.
@@JohnnyRetroInc Uhh no?
Ultimate must have borrowed a lot of assets and models from smash wiiu probably to save development time, especially early on. Like using the smash wiius character models and stages temporarily to test the characters move-set until a new model was finalized (however I'm assuming the game mechanics themselves were redone from scratch). For example there is a bug in fox's illusion move, the after effect only still uses fox's old smash 4 model although it is very difficult to notice and is definitely not intended to be there and most likely got overlooked. It's the same thing for them using the old stages in beta and developer versions of the game being borrowed too.
@@Obsidian8Rit's interesting they used it for the dlc though too
Wow. Sakurai is so incredible
El amor que el maestro le puso al desarrollo de Sora es simplemente increible. Thank you, Mr. Sakurai.
I never knew this existed. Love it. It’s so fascinating how the silhouette for his jump looks so much better when you just turn the model slightly sideways. The little details!
So many of these are so subtle and tiny details that most people, even devs never think about. Sakurai is just too good, and you can see how much he cares and respects his work, game dev and the IPs
This is the kind of exacting animation feedback you can expect from the guy who drew Kirby's sprites.
I love Sakurai. He's one of the coolest people ive seen on the interweb. And yes. Smash is a great game and Piranha Plant was deserved.
I love how Sakurai just keeps around Smash 4 Battlefield for whatever reason lol. He must really like it
7:48 I couldn't even see him for like 10 seconds 😂
Kirby definitely deserved to wield the keyblade.
3:13 Now I get they have tools and stuff for this, to help really take in every detail of a character model, but that is truly impressively thorough! Definitely a mark of dedication to product quality and polish.
You really went above and beyond to perfect Sora and Hallow Bastion in Smash Ultimate. All the more reasons us Kingdom Hearts fans are happy.
This is so interesting. Thank you for such in-depth look into this smaller, yet incredibly important part of the development.
Interestingly, ive noticed that Sora's design in this game more resembles his character artwork from kingdom hearts 1, and not the actual in-game model from it! Pretty cool!
The case is pretty similar to Marth from Fire Emblem: Mystery of the Emblem. The artwork is the basis to his Melee design. In his respective game, his sprites show he has no pants, but only wears them in the art.
@@LuigiTheMetal64 Toga Marth is a classic
the practically invisible stray pixel baffles me. literally a microscope zoom in to even show it even existed.
coincidentally, it reminds me of an OBVIOUS stray pixel i noticed on a character's clothes texture
in a game i was doing some texture mods for. i was like "is this a visual glitch from another mod
i have on or is this real?" upon ripping the texture, i found it was real!
and its one of those games where texture files are small, but they get magnified a bit in-game
on the models. so that stray pixel ended up much bigger because of that.
unlike here where Sakurai is essentially pointing out an atom🤣
I really hope there are more video like this in the future. It's super interesting to see how the team that's known for its accurate, faithful adaptations, corrects small mistakes that I would never notice
Sakura's sketch for Sora's final smash is so adorable. I can just imagine Sakura handing off his sketch to his team and saying, make this and them knowing exactly what he wants. xD
Attentive to small details as always Mr Sakurai! It's lovely to watch this kind of supervision videos.
The dedication is so appreciated here.
The attention to detail from Sakurai is truly astonishing. So happy that he released beta versions for Sora so we could see how he was developed!
From this moment till the end of time, I will never be able to unsee that tower as a churro…
A perfect video as always. I've always gone out my way to try to focus on detail as much as possible, but the inhuman level of intuition and vision here is inspirational. In all honesty, I failed to notice some of these things, like the different densities in the background clouds. Through practice, I hope I can try and eventually gain even a modicum of this amount of intuition.
I will say that 5:54 in particular is a brilliant detail. When I make Lego creations, it can be very difficult when one color is used to represent multiple things, so it's important to make small changes like this. Our brains can see something as "off" without being able to describe it, so it's amazing that Sakurai-san is able to actually find the reasoning behind why.
It should also be noted that this applies to more than Sora; every character has this level of care and detail put into them. In fact, as all of the changes were being discussed, I must admire the kind of development system Smash Ultimate ran on, both from a managerial and technical point of view, in order to be able to so easily go in and make minor changes without compromising the integrity of anything else.
Sora Kirby with the hair in his eyes looks cool, maybe too cool. I see why it had to be dialed back a bit for his characterization.
As usual I love the attention and care for details. Even one pixel in Sora's face that nobody would see unless you looked extremely hard.
What an awesome insight on Sora's development for Smash Bros.
Sora in Smash made me cried tears of joy 😭
That's the beautiest thing I've ever heard it made me cried Tears of Joy too! 😢
I was sick and I wanted to cry
It's cool getting this behind-the-scenes look at my favorite addition to Ultimate's roster, Sora. Smash Bros. is a truly magical series, and Sakurai deserves all the praise he gets for making it possible.
Sakurai giving a super advanced lesson here. Gonna spend the day studying this video to the best of my abilities.
Thank you again Sakurai. You are a national treasure
I imagine it's pretty nice working for someone who gives such specific feedback, even if it is demanding, at least you get to know what's being demanded!
Always love these in depth showcases from Sakurai-san!
Sora is a delight to play in Smash.
Thank you so much.
Not against though.):
@@Cashbans he sucks at approaching, his strengths are baiting and punishing his opponents' mistakes, but he could hit and run if he has to. His side special is easily shielded and punished.
Try forcing him to fight since that's probably his biggest weakness.
Sakurai-sama really has an eye for detail. Thank you and your team for all the hard work. The love shows through for Smash Bros.
I personally didn't care for Sora's inclusion but in terms of "video game landscape relevancy" and "wow moment"-ness, he definitely deserved it.
Sakurai's attention to detail is absolutely insane (in a good way). Like, it might seem logical in hindsight to look at his requested fixes and see how they improved the game, but imagine only being given the "before" image and then having to figure out ways to make it _better_ without any other hints...
This reminds me of when I would supervise and quality check websites at my last job. You have talented developers and artists but you have to be so nitpicky because that little push will add that next level of polish to what already is a solid foundation of work. But its amazing to see the team come together and the amazing work everyone puts in to get it right!
That's why I appreciate Sakurai-san is cause his eye for quality and decision making is top tier.
3:16 Sakurai noticing a single pixel out of place just shows how keen to details he is, striving for perfection.
loved this, so informative. sora being in smash still feels like a dream !!
simple and clean, my keyblade masters
The fidelity to detail and quality is incredible
This was fantastic to see, thank you for sharing with us.
Sora is finally here...and Sakurai made sure that EVERY DETAIL MATTERED!!! lol
i wonder how picky Nomura was during the development. In an interview it was said that its wasnt Disney who was picky but Nomura lol. I will be nice to hear how these two work together
Please do Banjo Kazooie next Sakurai!!!! They are the most charismatic characters in the game with so many little details to cover!
It's amazing the attention to detail and eye one must have
It's all those small details that makes ALL the difference. Having so much care into every single aspect makes the game feel SO much more polished. It's that extra attention and care that sets Smash apart from all the other wanna-be platformer fighters out there, they simply don't hold a candle to the level of quality. Plus, you know that if the fans of that particular character you're tuning (for any given character not just Sora, but probably especially Sora lol) found things that looked weird, they would really stand out to them and all of those weird inconsistencies would be pointed out all over the Internet.
Thank you Sakurai
I'm still happy Sora is in Super Smash Bros!
Seeing that Sora was the most requested fighter for Ultimate, it's fair that he gets an entire behind the scenes video.
There's a lot that goes into making a single fighter, huh? Even the tiniest of details get taken care of. I liked seeing two of his color variants covered.
Sora is a fine inclusion.
I wish other third-party characters had this detailed edition. Really interested to see how they did the same thing for Banjo and Joker (for example).
This was a really interesting one! Thanks for sharing!
Sora's a good choice to show this off. I also wonder if it's because he was the last character, Sakurai had an easier time remembering what he did with Sora 😄
Sakurai was so traumatized from his Melee days that he now combs through every conceivable detail to make it look perfect.
man this is some nice quality control that seems to be missing in many recent games
I love how he is very meticulous and attentive to detail he had always been
It's one of the reasons I love how true to form the roster is from their original games
I would love to see more of this kind of odds and ends videos with the other dlc characters too!!
The development images of Sora being on the Smash 4 Wii U Battlefield are interesting, as Sora only got developed around 2019 iirc, so the Ultimate Battlefield was already available.
I guess they kinda just use it as THE testing stage
"With permission from the involved parties" shows once again how much of an impossible task it was for Sora to get into Smash Bros.!
A lot of the pre-feedback graphics do look off and unpolished, so I wonder how much Sakurai noticed himself and how much was his colleagues asking "this looks off but where exactly?"
I'm also surprised with how honest and thorough Sakurai is with his feedback. I'd be worried I'd be coming off as too petty and strict in his place. But in the end what he says is the most important thing, that the team is built on mutual trust.
pixel: exsists
sakurai: I'm bout to end this man's whole career
Nothing gets past Sakurai, especially with the details of a game.
its cool to see that Disney and Nintendo allowed Sakurai to post images of Sora. Goes to show the level of trust they have for him on so many levels
4:15 this part was not translated properly. He said that Sora's axis of rotation was on his butt. The subtitles made me think he was talking about it being on the overall back of his body, including the legs facing backwards, so confused me. You can even tell from the images shown what Sakurai actually meant.
I just completed Kingdom Hearts 1 this morning. The timing couldn't be more perfect!
Sakurai's attention to detail is insane!
I'd be really curious to see each of the different iterations of the classic mode pictures to see what different versions would have looked like
I understand why, but seeing Sora on Smash 4 Battlefield is a trip lol
I literally cried seeing this boy in the game