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Báo cáo lỗi dịch thuật
you didn't say if Melee to Brawl was evolution or an improvement, just that it was a step back in comp, even then you said Melee players stuck with Melee and that's something you can boil down to someone's preferences and not what the game was supposed to accomplish
you said Brawl all the way to Ult were improvements and not evolutions, but none of those games played like the previous ones at all, so what determines something being an improvement, an evolution, or something someone preferred?
no Smash installment played like the last one with something new added on, playing Kirby from 64 to 4 was familiar only in moveset and different in every other regard
Well, I guess my counterpoint would be that an evolution is something that expands on preexisting themes or ideas without radically changing them. People liked the ideas that 64 presented and melee took them to their logical extreme. Brawl, rather than expanding on the vision melee had, rather chose to amp up the casual aspect which to many many people was jarring. The guy you were responding to in this case was comparing roa2 to “brawl but it wanted to go back to melee or something like that”
Roa2 is like melee, but in the broadscope of the smash franchise it’s eerily similar to brawl’s game philosophy. For it to have truly been like melee it should have expanded on the very enjoyable ideas that roa1 presented. It’s weird ik and idk if I’m just spitting out nonsense rn.
Like what if charizard’s final evo randomly became a hydra and became fire water with no build up. It would be cool, sure, and it would have a lot of fans, but it would leave a bad taste in a lot of people’s mouth.
64 to Melee was clearly an evolution, with the addition of the S-Special and whatnot.
However, Melee to Brawl is a very stark difference. Brawl uses a new engine iirc and it's much slower, and generally different-feeling.
So yeah,
64 > Melee: Evolution
Melee > Brawl: Redirection
Brawl > Ultimate: Improvement
honestly I'd even call Brawl an evolution as much as it leaned onto the casual side, Smash has always been more than just a comp platform fighter and that's one of it's greatest strengths, so pandering to the casual side who was always the majority doesn't feel like they betrayed a previous design philosophy
looking at the Smash wiki alone, there are more noted changes from Melee to Brawl, Brawl to Smash 4, and Smash 4 to Ultimate than there are changes from 64 to Melee, those 3 games were more than simple number changes and they definitely played differently from each other
If we're looking at this casually, sure, it can be called an evolution, but not a very good one.
And of course there are more noted changes, but I'm pretty sure, at their core, they're all the same engines, right?
It's simple, how to allow both casuals and competitors play your game. Design it to be easy and fun to play for beginners, but still keep some depth, and then add more in-depth mechanics to master, but make sure they aren't so overwhelmingly required to play the game normally that casuals can't play. This is the problem with Melee, it's mechanics are overwhelmingly required to play the game, that casuals simply cannot enjoy it, knowing there's more to learn. This is also the problem with Brawl. There's no additional underlying mechanics (for the most part) and the normal gameplay is sluggish and boring.
Putting all that aside, I believe RoA II betrayed RoA I to become another Melee clone.
Barring the very important omission of revolutionary mechanics like Drift DI and Whiff lag, which basically created and defined Rivals 1's neutral.
Drift DI being probably this single best rework of a DI mechanic in all of Platfighter in how it simultaneously increases the overall intuitiveness of the game at a base level, but also enables Rivals 1's combo depth
and Whiff lag being created as the answer to spammy aerialmoves, allowing the game to have depth without shields etc.
It's obvious they were removed bc of new legacy mechanics added in, but in the process makes the game more obtuse to learn and less changes how combos and the overall flow is designed.
It just sucks, that we had something so unique only to have it be replaced by Melee/PM again
The game calls itself a Rivals of Aether game, but all I see is a smash clone with a skin shop.
I hate to be the meme, but Rivals 1 isn't going anywhere. You can play that for the next 20 years if you want. And the RoA2 fans will stick to it.
Personally I wish the game played more like Ultimate, because my aging reflexes make it extremely hard to compete with my friends who are in their 20's. It's still fun don't get me wrong, but I can definitely understand why some people cannot get into the game if they cannot get a strong grip on wave dashing, or other advanced mechanics.
can't help but agree
tfw you build a strong fanbase and community around one game, don't see the forest for the trees, and instead of making a sequel to that game make a sequel to melee AGAIN just to pillage those users, ill-advised since they'll go back to smash in a flash (heh). Worse still is that RoA2 would have been poised to win smashers over WHILE also being unique and having strong support unique to its community and franchise, and they blew the innovation of RoA 1 on an attempt at another older game that people already play and notoriously won't STOP playing.
for shame.
Maybe if the peak player count on any day of the weak was above 1-2k. But with a number dwindling every week, I don't know what they could possibly do outside of going
"Okay, we messed up. Massive game engine changes are coming to make things feel more like ROA1 again" or "Here is a massive single player mode we're shadow dropping that has a ton new stuff to do and at the bare minimum has you unlock palletes/skins as you play"
But neither one of these options are feasible.
And its also telling that the fanbase is so split on the new character. People who play her are loving her because she's got so many free options but anyone else is either mad or just straight up left after a day or two of playing against her.
I honestly don't see how its possible to get traction going for this again short of a miracle. It might keep up 600-700 players at peak hours, but (and I might be wrong) it feels like the numbers are already lower than what ROA1 had at the same time last year at any given peak hours.