It has been so because I have not seen it necessary. The ARMS proposal is, in fact, independent of the control system that is preferred: by experimenting with the third dimension in a genre as classic as the fight, Nintendo proposes an arcade in which the position, the distances and the heights are so important Like reflections. Each character has a skill and characteristics of his own, but they all share the extendable arms (or pigtails) that they throw, sometimes from one end of the stage to the other, to hit with the different types of fist that can be put on the end. These cuffs also have their own characteristics: not only because of the type of attack they make (gloves throw a normal punch, but from there the thing collapses: there are dragons that throw lightning, whips, gloves remote control) but by the element Which have associated, that, when loading the blow, have different effects on the rival, from the freezing to a few paint pebbles that hinder the view of who plays, A pretty smart way to take the camera to the back, to the Punch-Out !!, and not the only good idea that can be found, although it is hard to distinguish between so much fuss, in every fight.
With these pieces and a couple of simple movements (the jump, the avoidance, the blockade) the combats are armed. The rest are heights and distances, and how they blend and cross as the characters move around the stage.
The result is exceptional. The difficulties presented by the new camera (quite different from a Street Fighter, the game of default) are balanced a base to make the fighting as colorful as readable. The different types of fist have an associated color that helps to recognize its element a simple view, as well as a well differentiated type of movement; There are other less obvious details that gain importance over time, like the musical notes that come out when Ribbon Girl makes her second jump (she’s the only character she can). It is not Nintendo very friendly of the confusions, and that is a small mark the limitations that its studies have to do some things; In ARMS it is difficult to misinterpret a game because the camera and the colors leave no room for doubt.
The colorful wrapper covers a precise and solid design, almost necessarily closer to Mario Kart 8 than a Street Fighter V in the sense of what, even when more competitive is always intuited a small space for that type of failure that can give Return to the best fights. In multiplayer by level, for example (the one that brings people together according to their level, and in which it rises of rank when winning but also it is possible to lower, if you lose times), the objects are eliminated (bottles that the energy And bombs that hurt or torment) but it is still possible to eat a bad attack in the back and end in ruin: with the special attack of the Persecutor, which creates an explosion with a great shock wave and does much damage, or with A whip of the Viper glove, which well given can cancel a grip before the animation ends. The most powerful attacks are the ones that sell you the most; The strategy of throwing fists without control is not particularly useful a medium term, usually standard in ARMS good game always has advantage over the sloppy.
Everything is designed with multiplayer in mind. It is there where more ARMS shines, as expected; When faced with people and learning to read tics and anticipating habitual patterns is as important as knowing how to use fists. When you often take advantage of someone you have crossed online to cover yourself and, using the power of the main mother, gradually recharge some life; If it is the Ninjara is of those who dodge and grab those who prefer to go away and take advantage of the lengths of their gloves to fit a glove away. It is here where creativity can best be put to work, especially when it teaches the direction of the fists (a handle that even wags the joy-Reply depends more on the good reflexes and anticipation than the precise control of the tray). Set up traps or to prepare the ground for a superattack by cornering the opponent on the bottom of the Ninjara stage or between two cars in the Twintelle.
The emphasis on multiplayer is obvious and the options offered for solo play are not particularly generous. The Grand Prix, which would become the Arcade mode of most fighting games, is a tour of the squad eliminating one by one to all, with more or less surprises depending on the level of difficulty chosen; 1 is the easiest and 7 is the most difficult, but from 4 the artificial intelligence is already hard enough to make things difficult or even force to repeat some combat. ARMS analysis is a way to earn coins (those needed to get new fists for the characters, which start with the default three) and also the gateway to multiplayer levels, which is unlocked by exceeding the Grand Prix level 4 superior; Beyond that, it lacks the fanfare and the sense of progress of the Great Price of Mario Kart, that nothing of the other world, the weight of the campaign of Splatoon, brief but very interesting. In solo, it is easy to give more importance to the 100 opponents mode than it actually has; It is a challenge for when you do not have Wi-Fi, as can be the ARMAS Test (an infinite series of combats in which you choose character but not gloves, three new ones come out after each fight, which forces you to always try new things) But it’s obviously not the most important part of the game.
The game is the ten characters and the ten scenarios, and the different combinations that can be made between them and the fists. The figure that gives Nintendo is almost bizarre and is usually poorly focused: it does not try to make up the scarcity of different characters, but is an exaggerated way of referring to the many variables that can come into play in any combat, almost at any time. The best ARMS matches are fun; This is something that I noticed playing against other people, around the same screen or online, when the fighting goes from last 30 or 40 seconds to win or lose in the last seconds, when both parties are under minimum and Defending oneself is more sensible than attacking. It puts less of its part, perhaps, than it could, because the forms offered to play in a controlled environment do not always help, especially at the beginning, to see the strengths of the game; Playing alone means that there is a calculated balance between the ten characters, but you have to go out there, to the silent online (you can create rooms for friends or get into a randomly chosen one, with up to three others, you can also activate The option of the game to search in the background level games, only one on one, while doing other things), to expose the many shapes and colors of ARMS. You know that Ninjara is one way until you come across five who play in a totally different way; You know that Master Mummy is a character of soil until you are crushed one that does not stop to jump that hunted you by surprise. It is an easy game to limit; Goes from here to here, and from all the things that can be done there, and nothing else.
It’s a risky bet but it fits in perfectly with the emphasis on Switch’s multiplayer. It is a very particular game that does everything it can to enter through the eyes (it is visually delightful: the characters have a brilliant elasticity, and there are many details that give life to the games, as the audience of each stage is disguised Different depending on who fights or the shadow of the birds that crosses the ground in the Byte & Barq), but in the end call for command, which is where your greatest hits. It is somewhat short by some parts that are not always the most obvious (you can miss some more characters, but they end up weighing more other things, such as repetitions are no longer useful or that there is no way to consult your statistics and The last people that you have crossed on the online, to put two easy examples), but in general it is, I say, much more than that fight game with a rather simplistic aspect that can be intuited in some videos or playing at low levels . He said that the best ARMS fighting is a lot of fun, and here I see its main virtue: it’s as simple as it is a fun game most of the time, when you win, when you lose, when you just look. It makes fun to be easy: try to put as few obstacles as possible between the fun and the player. It is not something that can be said for all fighting games, not all games, in general.