Sakurai Talks More About Super Smash Bros. Ultimate Development
As fans spend time unlocking all the characters in Super Smash Bros. Ultimate, Director Masahiro Sakurai has a bit more to share on the game’s development.
In an interview by Famitsu and translated by Source Gaming, we got to know a bit more about game’s development, like how Sakurai left the game’s balancing to the good hands of the balancing team.
This time, Sakurai left balancing completely to the balancing team. He wasn't involved in adjusting parameters at all. pic.twitter.com/6dhZmxOaYk
— Source Gaming (@AllSourceGaming) December 17, 2018
Sakurai also talked about how online gameplay was a bit more challenging due to the faster pace of game leaving less room for lag. The faster gameplay speed also makes it a bit harder for players to keep track of their characters due to a faster knock back, something which I have personally felt a few times.
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…That said, the speed boost has its drawbacks: for example, the increased knockback speed makes it easier to lose track of your character
When making Brawl, the team slowed things down a bit since the high speed of Melee would have been…(see next) pic.twitter.com/PP6CJcB9OD— Source Gaming (@AllSourceGaming) December 17, 2018
Sakurai also talked about how over the years they have tweeked the speed for the different games due to factors like hardware and trends.
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…In Sakurai’s mind, they’re “optimizing” the game for its current scale and style of play pic.twitter.com/saWP4vUuvR— Source Gaming (@AllSourceGaming) December 17, 2018
At the same time, Sakurai talked about how popular Castlevania was in the Smash polls but Castlevania characters did not appear until Ultimate due to the choices being limited.
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…A lot of players would probably be most familiar with Alucard, but fans would probably prefer one of the Belmonts—even though they’re unrelated to the later games in the series pic.twitter.com/wPJZfJZc3v
— Source Gaming (@AllSourceGaming) December 17, 2018
Source: Source (gaming) , via