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Neoxon

Spotlighting Black Excellence - Diversity Analyst
Member
Oct 25, 2017
85,418
Houston, TX
Just to be clear, I'm fully aware that ARMS is still getting updates. However, it looks like most of the updates going forward will be small-but-meaningful additions (like balance changes & more Party Crashes). That said, ARMS did pretty decently for a new IP on a new system, & I'd be genuinely surprised if it didn't get a sequel. But there are a few things that I'd like to see improved with the eventual sequel.
  • Alternate Costumes: I'm surprised that this isn't a thing already. I can understand not wanting to cross over with other Nintendo properties just yet, but maybe an extra outfit or two for each of the characters would be nice. Hell, there's already a number of different designs Nintendo could pull from via the art that they post on Twitter.
  • ARMS Amiibos w/ the ability to store our ARMS set-ups: This is another thing that I'm surprised that Nintendo didn't do, especially with Splatoon 2 already using Amiibos to store your gear onto the Amiibo for when you go to play on different Switches.
  • Tournament Mode: I don't just mean a mode where we can have brackets for tournaments, but also a mode where every single ARM is unlocked from the start. Obviously this won't carry over into the other modes, but it would make the lives of tournament organizers easier so we can actually customize what ARMS we want on which character. This would be another way around the unlocking-ARMS problem without having to make Amiibos if Nintendo wants to save those for the sequel.
  • Replay Channel: Basically use SFV as a template for this (I.E. being able to look up anyone & watch their replays).
  • Lobby Search: We kinda have a means of joining other lobbies, but it's currently limited to just friends. It'd be nice to be able to join a specific lobby that only has 1v1 modes so we can practice for Ranked or for a local tournament.
  • Save & name multiple custom control schemes: I ran into this issue during Thanksgiving where I had to re-configure the GameCube controller control scheme for my cousins multiple times. Giving us a means to not only save the control scheme but also name them would go a long way in alleviating the headache of going through this process.
  • Let us view the stats of other players: We already have a rather robust stat tracker in the game, but I'd like to see Nintendo take it a step further & let us see the stats of whoever we want (or our friends at the very least).
  • A more robust Arcade Mode w/ story-specific fights: I'm not asking Nintendo to go balls-out with the Arcade Mode like SFV:AE & Injustice 2, but at least throw in some more meaningful bits of lore in-game. Yes, I'm aware that Nintendo's working with Dark Horse to make an ARMS graphic novel, but that's the kind of story I want to see in-game. With that said, while I would happily accept a dedicated story mode, I feel that Nintendo's efforts would be better placed in other aspects of the game. What I'm asking for is something along the lines of what USFIV did with its Arcade Mode.
  • Intro Animations: This would be a nice little something to show off the personalities of each character. If they want to go the extra mile with this, have unique dialogue for certain characters (Ex: Mechanica geeking out about meeting Ribbon Girl or Max Brass). And while I'd prefer actual English voice acting for this, the usual mudders mixed with subtitles would also suffice.
  • Allow us to buy the ARMS that we want with in-game currency: I don't expect this change in the first game since we've already gone so long with the target-practice-to-earn-ARMS thing, but it'd be nice to be able to just get what we want ASAP. Maybe keep the target practice thing as a means to get more ARMS faster, but at least give the option to get a specific ARM if we don't want to go through target practice (especially during a Party Crash where you may need, say, the Umbrella for Spring Man).
  • Adventure Mode: I get that this is a pie-in-the-sky wish, but my idea for this mode would basically be an endless runner where you have to punch your way through various enemies (other generic DNA Men besides Helix, for example). You could even include 2-player co-op for the mode. It'd be a nice time-waster besides just regular fights.
  • EX Moves: This would allow the player to burn half of their meter for a more powerful version fo their charged attack. It'd be a cool way to mix up the fights in a way that doesn't change the core game too much. This would be triggered by holding down the Rush button as you throw a punch & can be powered up further if you do a dash charge.
  • Get Biff's English voice actor to record Biff's lines for use in the actual game: I get that all of the voice acting is done over at Nintendo EPD, but NoA not at least having Biff's English VA record lines for the game while he was recording for the Directs & whatnot was a huge missed opportunity. Hopefully that's rectified in the sequel.
I'll probably add more potential changes as they come to mind. And of course, sound off on what you would want in future ARMS updates or ARMS 2. I'm curious about what you guys would want for the future of the ARMS franchise.
 
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Toxi

The Fallen
Oct 27, 2017
17,550
As someone who isn't interested in ARMS, one of the primary factors is that the characters all look so similar in how they play.

If Nintendo wants to grab my attention with ARMS 2, they need to focus on making the characters more distinct in their animations and playstyles.
 

Shingi_70

Banned
Oct 25, 2017
3,782
A story mode, either something visual Novel or straight up cartoon like Injustice or Blaze Blue. If not one of those cool board game modes like soul Caliber or kI has.

Beyond that not really sure other than new stages and fighters. Maybe a few arms that can only be used by certain characters. I'm not a big fan of the current system every character using every arm.
 

Mory Dunz

Member
Oct 25, 2017
36,427
Alts and Story Mode.
Combat is good.

As someone who isn't interested in ARMS, one of the primary factors is that the characters all look so similar in how they play.

If Nintendo wants to grab my attention with ARMS 2, they need to focus on making the characters more distinct in their animations and playstyles.

They're already really different.
 

Zacmortar

Banned
Oct 25, 2017
7,383
Get rid of the current way to get Arms completely. Just have it be a shop or an unlock, not force soneone to waste time in a shitty test to earn points
 

Buffum

Member
Nov 17, 2017
193
A more robust Arcade Mode w/ story-specific fights: I'm not asking Nintendo to go balls-out with the Arcade Mode like SFV:AE & Injustice 2, but at least throw in some more meaningful bits of lore in-game. Yes, I'm aware that Nintendo's working with Dark Horse to make an ARMS graphic novel, but that's the kind of story I want to see in-game. With that said, while I would happily accept a dedicated story mode, I feel that Nintendo's efforts would be better placed in other aspects of the game. What I'm asking for is something along the lines of what USFIV did with its Arcade Mode.
Pretty much this. I put roughly 25 hours into ARMS but I always thought the single player was a waste of time. After all the new characters are out it'd be cool to have a more fleshed out single player. There's so much twitter lore too, it's a shame none of it is in the game.

The badges and Splatfest-esq events are awesome. I really wish they were there from day-one though when the game still had hype.
Badges give people a reason to keep playing, but it's a little deflated when the 25 hours you put in pre-update don't count. Unlike Splatoon 2, I almost wish I hadn't bought the game at launch and waited for some of these more major updates to start playing. I feel like at this point the only thing that could really get me back into ARMS is a single-player overhaul that wraps it all together, if you know what I mean.
 

Deleted member 9486

User requested account closure
Banned
Oct 26, 2017
4,867
-A more robust single player mode(s). Arcade mode with character endings, survival mode etc. Just basic fighting game SP modes--it doesn't need to be an NRS game with robust story or anything.

-More special events like the recent Crash Party to bring people back and award more coins than usual--also more badges as that's where a lot of my coins came from as I hadn't played since that update.

-More things to unlock with said coins--costumes, colors etc.
 
OP
OP
Neoxon

Neoxon

Spotlighting Black Excellence - Diversity Analyst
Member
Oct 25, 2017
85,418
Houston, TX
Get rid of the current way to get Arms completely. Just have it be a shop or an unlock, not force soneone to waste time in a shitty test to earn points
I think the current way of getting ARMS could have a purpose as a means to get more ARMS faster, but there should definitely be a means to just buy the ARMS you want with your in-game currency.
 
Nov 3, 2017
376
BS-X
Am I the only one that would like to see more expansion on the game's alt-modes like Hoops? I feel like they could probably be made more featured with some tweaks.
 
Oct 27, 2017
9,792
Peru
I would expect the rest of the DLC to continue to deliver stages and new characters.

Speaking about a sequel, ARMS is the kind of game that seriously needs some sort of story mode. There are so many interesting designs but sadly very little context, background or even personalities to depict the characters. I really want to see their respective stories being expanded in a classic cheesy fighter game style which would be pretty appropriate considering the tone of the whole game.
 

mas8705

Member
Oct 27, 2017
5,497
The idea of how the ARMS are randomly handed out in the minigame could have been handled a bit better (as have you put it in terms of how you should just be allowed to buy your own ARMS instead). Mind you I could see something to where it could be handled like Overwatch where you can either buy what you want outright if you have the credits, or perhaps play the minigame at a lesser cost (minus the transactions).

For example: One set of ARMS is somewhere like 300-500 credits, but you can play the "Get ARMS" minigame for 30-200 credits. You can give the option to players where if they want a specific set, they can save up to get it while if they want to try out a new set of ARMS at random, they can earn them through the mini game at a lesser cost (but are more random, thus you won't know what you'll get).

Other than that, I'm shocked the Amiibo ARMS hasn't happened yet since I would have imagined that making a figurine with stretchable ARMS would be possible considering how you can pose the Guardian's arms as you like. Also the idea of being more immersed in the world of ARMS had have something like a bigger story mode, interaction with characters, and an overall feeling for us to connect with these characters since we know they have alot of personality, but don't have the chance to actually express themselves outside of a victory pose and how they fight. Hell, I would even take the route where if you win the Grand Prix, Biff comes out to interview the newly crowned champ and does an interview with them to ask one random question i.e. F-Zero GX.
 
OP
OP
Neoxon

Neoxon

Spotlighting Black Excellence - Diversity Analyst
Member
Oct 25, 2017
85,418
Houston, TX
Single player campaign or something similar to Subspace Emissary.
OP has it covered plus add a story mode.
I would expect the rest of the DLC to continue to deliver stages and new characters.

Speaking about a sequel, ARMS is the kind of game that seriously needs some sort of story mode. There are so many interesting designs but sadly very little context, background or even personalities to depict the characters. I really want to see their respective stories being expanded in a classic cheesy fighter game style which would be pretty appropriate considering the tone of the whole game.
My concern with doing a dedicated story mode is that it would likely require full English voice acting from NoA, something that I'm not sure that they'd be able to deliver competently. Granted, they've done good voice acting in the past, but voice acting in Nintendo games have been really hit-or-miss. Of course, they could always have them speak gibberish with subtitles.
 

Shingi_70

Banned
Oct 25, 2017
3,782
My concern with doing a dedicated story mode is that it would likely require full English voice acting from NoA, something that I'm not sure that they'd be able to deliver competently. Granted, they've done good voice acting in the past, but voice acting in Nintendo games have been really hit-or-miss. Of course, they could always have them speak gibberish with subtitles.

It could work if they speak Gibberish or they go full on kids anime/Saturday morning cartoon.
 

Deleted member 2793

User requested account closure
Banned
Oct 25, 2017
15,368
Get rid of the current way to get Arms completely. Just have it be a shop or an unlock, not force soneone to waste time in a shitty test to earn points
This. It kills the game for competitive play as many interesting combos are locked behind a huge RNG grind, giving an upper hand to anyone willing to spend lots of time grinding. I played this game a lot and I'm not even close to 50% of the arms.
 
OP
OP
Neoxon

Neoxon

Spotlighting Black Excellence - Diversity Analyst
Member
Oct 25, 2017
85,418
Houston, TX
The idea of how the ARMS are randomly handed out in the minigame could have been handled a bit better (as have you put it in terms of how you should just be allowed to buy your own ARMS instead). Mind you I could see something to where it could be handled like Overwatch where you can either buy what you want outright if you have the credits, or perhaps play the minigame at a lesser cost (minus the transactions).

For example: One set of ARMS is somewhere like 300-500 credits, but you can play the "Get ARMS" minigame for 30-200 credits. You can give the option to players where if they want a specific set, they can save up to get it while if they want to try out a new set of ARMS at random, they can earn them through the mini game at a lesser cost (but are more random, thus you won't know what you'll get).

Other than that, I'm shocked the Amiibo ARMS hasn't happened yet since I would have imagined that making a figurine with stretchable ARMS would be possible considering how you can pose the Guardian's arms as you like. Also the idea of being more immersed in the world of ARMS had have something like a bigger story mode, interaction with characters, and an overall feeling for us to connect with these characters since we know they have alot of personality, but don't have the chance to actually express themselves outside of a victory pose and how they fight. Hell, I would even take the route where if you win the Grand Prix, Biff comes out to interview the newly crowned champ and does an interview with them to ask one random question i.e. F-Zero GX.
I actually already suggested something similar in the OP (I.E. You can buy the ARMS on their own, but it'd be cheaper to do the target practice to get some ARMS if you don't want a specific one ASAP).
 

Gartooth

Avenger
Oct 25, 2017
8,440
I love the free content updates the game gets, and think they should continue with it. Really all I think they should add is a tournament mode with all ARMS unlocked only within that mode, and an Amiibo line at some point.

For ARMS 2 I think it should be held off until the next Nintendo console and come after Mario Kart 9. What I would like them to do is change the progression system in the game, and maybe rethink the concept of all the ARMS being shared amongst the cast. That's mostly to allow the characters to have more varying special abilities than what they have now. (Ex: Maybe Spring Man gets an exclusive attack if he has a certain ARM equipped.)
 

Dyle

One Winged Slayer
The Fallen
Oct 25, 2017
29,954
Everything in the OP sounds good, my biggest things would be more colors/outfits and additional communication/characterization in matches. I'd love to have a couple taunts/voice clips to mess around with and I think it could actually add to the mind games that are super important, you could totally use them as bluffs and tells to try to bait your opponent. The only problem being that I don't know how they'd make it work with the motion controls
 

mas8705

Member
Oct 27, 2017
5,497
I actually already suggested something similar in the OP (I.E. You can buy the ARMS on their own, but it'd be cheaper to do the target practice to get some ARMS if you don't want a specific one ASAP).

I know. Main thing was that I was trying to figure out some ideas, but saw that you had already written it down. they were still great ideas and hope that we do see an ARMS 2 hopefully.
 

udivision

Member
Oct 25, 2017
4,033
My concern with doing a dedicated story mode is that it would likely require full English voice acting from NoA, something that I'm not sure that they'd be able to deliver competently. Granted, they've done good voice acting in the past, but voice acting in Nintendo games have been really hit-or-miss. Of course, they could always have them speak gibberish with subtitles.

They should take the risk of some people not liking the VA.

The game so far doesn't do the character designs justice. They're just being underutilized which is a shame.
 

Mory Dunz

Member
Oct 25, 2017
36,427
My concern with doing a dedicated story mode is that it would likely require full English voice acting from NoA, something that I'm not sure that they'd be able to deliver competently. Granted, they've done good voice acting in the past, but voice acting in Nintendo games have been really hit-or-miss. Of course, they could always have them speak gibberish with subtitles.
nah, it's needs VA.

people will complain even if it's the best VA in the world.
So do it anyway.

In fact, the game (Biff) having gibberish right now kind of puts me off.
 

Deleted member 1476

User requested account closure
Banned
Oct 25, 2017
10,449
My concern with doing a dedicated story mode is that it would likely require full English voice acting from NoA, something that I'm not sure that they'd be able to deliver competently. Granted, they've done good voice acting in the past, but voice acting in Nintendo games have been really hit-or-miss. Of course, they could always have them speak gibberish with subtitles.

Couldn't care less about VA. Gibberish is fine.
 

Gartooth

Avenger
Oct 25, 2017
8,440
I disagree about doing a cinematic campaign. I don't think the ARMS universe makes sense for that kind of thing. I would rather see them take another page out of Splatoon's book and do a campaign with unique level design, enemies, and bosses you wouldn't encounter in the core multiplayer. So maybe something like a 3D brawler with light adventure and platformer elements.
 

Mega Man Zero

Member
Oct 27, 2017
3,827
I think it needs more story. Even some Street Fighter IV style cutscenes at the beginning and end of Grand Prix mode would go a long way. Right now, ARMS characters might as well be a bunch of action figures, with no relation to each other. It's the story and relationships that makes characters in series, like Street Fighter, King of Fighters, and Tekken feel real. Just think of all the little Ryu and Ken moments. You would have none of that if SF had as little story as ARMS.
 

Doorman

Member
Oct 25, 2017
4,886
Michigan
There are some things that ARMS does really well, and some things that I don't like, and some things that definitely toe the line between those two states depending on your personal preference. The criticism earlier, for instance, that members of the cast play too similarly is almost something that I see as more of a strength, as it's a consequence of Arms being unlockable and interchangable, and the fact that ARMS plays a bit like Smash Bros in how every character is built off of the same unified control scheme. There's no command lists to memorize like other fighting games, where characters' signature attacks are based on different sets of inputs. Here, character selection is just one layer on top of your general playstyle, and then Arms are selected to work within that style. I like that you can start every character already knowing the basics, and their differences come with preference and nuance rather than memorizing lists of what you can and can't do.

The problem with ARMS right now is that they don't really have a great way to balance fostering the competitive/tournament scene with the casual scene. I get them going with the "unlock random Arms" element of it because it feels like the way they tied in character progression to gear in Splatoon, but it does make doing proper offline events really difficult. On the other hand, just having a "tournament mode" that unlocks everything I think they'd worry would kill people's incentive to play and unlock stuff, since you could just punch in the code and have access to everything any time you really wanted to. All it hurts would be the online ranked mode. The current system does go too far, though, since it constricts your unlock potential not just to how much you play the game, but how good you are at the Arms Getter as well. That just doesn't strike me as terribly fair. At the very least I'd ease things up in one of two ways:
1. If you want to keep the RNG element of it for people, allow them to spend money directly on random unlocks rather than tying them to the minigame. Meaning, spend 20 coins or so and receive a capsule with an Arm inside.
2. If you want to keep the minigame aspect of it, then remove the RNG side and have the getter-game reward you with tokens that you spend to buy specific Arms. Maybe have it cost 2 tokens to upgrade to a +Arm so the economy is geared a little more toward unlocking everything generally first.

One of the game's strengths structurally right now is the Party Lobby system, but it could still use a few tweaks. I'd get rid of the 1v1v1 mode completely (or at least restrict it to Hedlok Scramble). Four-for-all can work because there's a natural tendency for it to split into occasionally-shifting 1v1s, but the three-person fights basically all boil down to which poor sap gets double-teamed first and I just don't think the game is balanced well for it. Adding new modes for a sequel is kind of a given otherwise. The rest works, aside from perhaps introducing stuff like the Party Crash more often, those extra modes and bonus cash gains do wonders for rejuvenating people's interest.

A full story mode would be great of course, but barring that it would at least be nice to see some sort of a "mission mode" where each character gets a few stages to play through that are pre-crafted, rather than the randomized arcade ladder. Missions could be crafted around fights, challenges using certain Arms, traversal elements, and so forth, and function not only as a way to drop some bits of story and lore for the characters, but also form a tutorial of sorts for the quirks that make each character unique. Give you some platform gaps for Mechanica to hover across, have things getting flung at Lola Pop that you have to time to block using your air-shield, throw in a 1-on-1 rival fight for Kid Cobra to defend his boarder turf from Byte & Barq. It'd grant more non-repetitive single player content and also give everyone an opportunity to see what everyone in the cast can or can't do.

This last one for now is more just a wishlisting thing, but ARMS getting updates is great, but they need to happen more quickly than they have been. We're getting to the end of November and so far there have been three characters added as well as a few other things. That's not awful necessarily, but it does feel like the game's gone through particularly long stretches of radio silence, and then the bulk of their information and new content teases all come through the Japanese twitter account and some occasional Nintendo Versus translations. Even when updates do come out, it feels like they're happening in such a way that they're very easily overlooked after these gaps. Compared to Splatoon, that's getting a new weapon every week, and a new stage and Splatfest basically once a month as well, there's always more there to be talking about. The Party Crash generated more conversation for ARMS than I've seen since shortly after launch, they need to find more ways to keep up that sort of enthusiasm and build a base that will more helpfully spread the word of a possible sequel.
 

Kevvin

Member
Oct 28, 2017
124
I would love a story mode with great production values. I love the main game and all the things you mentioned OP are great, so I certainly would be excited for more ARMS + story.
 
OP
OP
Neoxon

Neoxon

Spotlighting Black Excellence - Diversity Analyst
Member
Oct 25, 2017
85,418
Houston, TX
There are some things that ARMS does really well, and some things that I don't like, and some things that definitely toe the line between those two states depending on your personal preference. The criticism earlier, for instance, that members of the cast play too similarly is almost something that I see as more of a strength, as it's a consequence of Arms being unlockable and interchangable, and the fact that ARMS plays a bit like Smash Bros in how every character is built off of the same unified control scheme. There's no command lists to memorize like other fighting games, where characters' signature attacks are based on different sets of inputs. Here, character selection is just one layer on top of your general playstyle, and then Arms are selected to work within that style. I like that you can start every character already knowing the basics, and their differences come with preference and nuance rather than memorizing lists of what you can and can't do.

The problem with ARMS right now is that they don't really have a great way to balance fostering the competitive/tournament scene with the casual scene. I get them going with the "unlock random Arms" element of it because it feels like the way they tied in character progression to gear in Splatoon, but it does make doing proper offline events really difficult. On the other hand, just having a "tournament mode" that unlocks everything I think they'd worry would kill people's incentive to play and unlock stuff, since you could just punch in the code and have access to everything any time you really wanted to. All it hurts would be the online ranked mode. The current system does go too far, though, since it constricts your unlock potential not just to how much you play the game, but how good you are at the Arms Getter as well. That just doesn't strike me as terribly fair. At the very least I'd ease things up in one of two ways:
1. If you want to keep the RNG element of it for people, allow them to spend money directly on random unlocks rather than tying them to the minigame. Meaning, spend 20 coins or so and receive a capsule with an Arm inside.
2. If you want to keep the minigame aspect of it, then remove the RNG side and have the getter-game reward you with tokens that you spend to buy specific Arms. Maybe have it cost 2 tokens to upgrade to a +Arm so the economy is geared a little more toward unlocking everything generally first.

One of the game's strengths structurally right now is the Party Lobby system, but it could still use a few tweaks. I'd get rid of the 1v1v1 mode completely (or at least restrict it to Hedlok Scramble). Four-for-all can work because there's a natural tendency for it to split into occasionally-shifting 1v1s, but the three-person fights basically all boil down to which poor sap gets double-teamed first and I just don't think the game is balanced well for it. Adding new modes for a sequel is kind of a given otherwise. The rest works, aside from perhaps introducing stuff like the Party Crash more often, those extra modes and bonus cash gains do wonders for rejuvenating people's interest.

A full story mode would be great of course, but barring that it would at least be nice to see some sort of a "mission mode" where each character gets a few stages to play through that are pre-crafted, rather than the randomized arcade ladder. Missions could be crafted around fights, challenges using certain Arms, traversal elements, and so forth, and function not only as a way to drop some bits of story and lore for the characters, but also form a tutorial of sorts for the quirks that make each character unique. Give you some platform gaps for Mechanica to hover across, have things getting flung at Lola Pop that you have to time to block using your air-shield, throw in a 1-on-1 rival fight for Kid Cobra to defend his boarder turf from Byte & Barq. It'd grant more non-repetitive single player content and also give everyone an opportunity to see what everyone in the cast can or can't do.

This last one for now is more just a wishlisting thing, but ARMS getting updates is great, but they need to happen more quickly than they have been. We're getting to the end of November and so far there have been three characters added as well as a few other things. That's not awful necessarily, but it does feel like the game's gone through particularly long stretches of radio silence, and then the bulk of their information and new content teases all come through the Japanese twitter account and some occasional Nintendo Versus translations. Even when updates do come out, it feels like they're happening in such a way that they're very easily overlooked after these gaps. Compared to Splatoon, that's getting a new weapon every week, and a new stage and Splatfest basically once a month as well, there's always more there to be talking about. The Party Crash generated more conversation for ARMS than I've seen since shortly after launch, they need to find more ways to keep up that sort of enthusiasm and build a base that will more helpfully spread the word of a possible sequel.
The issue with getting updates out faster is that fighting game characters take more time to make than, say, a new Splatoon gun or stage.

I do love the Mission Mode idea, though.
 

Doorman

Member
Oct 25, 2017
4,886
Michigan
The issue with getting updates out faster is that fighting game characters take more time to make than, say, a new Splatoon gun or stage.

I do love the Mission Mode idea, though.
I get that, but one character every two months like they've been doing so far hasn't really been enough to maintain interest under their current system. If not characters, they definitely need to have something they can throw into the mix more often than they have been. Party Crashes more often now that the seal's been broken on how they work will help with this but there's still some piece missing.

ARMS 2 won't likely run into this issue quite as much because I assume any base-game of the sequel will launch with more content than what we have currently. Building on more single player modes and some sort of story content will help out with this too, especially if they go with the mission mode idea, since new missions could be added using existing assets every once in a while to help extend life without forcing a lot of added investment.

Lock the arms to the characters, interchangeable stuff made the characters less unique

I can understand this desire in part, but if they do that then they'd better significantly increase the pool of Arms that each character can use and not lock them all down to just three. There are a few characters in the game right now that I really enjoy playing, but have Arms that I just do not like whatsoever, and changing things up makes them much more personally-viable. Here's looking at you Lola Pop, Ninjara, and B&B.
If you want to lock the Arms, then everyone should get a wider pool to start off with, and you'll want to devise some other system built to keep people playing beyond just running matches over and over. They definitely want to give players some sense of progression and unlocking stuff, but if not Arms, then what would you suggest people work toward?
 

Regiruler

Member
Oct 28, 2017
12,300
United States
Anyone complaining about the characters hasn't used Misango IMHO.

Costumes is the big one.

For the sequel, have a single player mode with on rails movement. This allows for something other than just a bunch of fights.
Get rid of the current way to get Arms completely. Just have it be a shop or an unlock, not force soneone to waste time in a shitty test to earn points
Aim is integral to being better at the game. The arms getter is hardly testing irrelevant skills, and shooting gallery clones are for cultured people anyway.
 
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Lord Azrael

Member
Oct 25, 2017
6,976
I agree with people saying arcade or story modes. Flesh out character relationships through cutscenes in between story fights. Each character can have a unique sequence with nice character building and a proper ending.
 

Zacmortar

Banned
Oct 25, 2017
7,383
Anyone complaining about the characters hasn't used Misango IMHO.

Costumes is the big one.

For the sequel, have a single player mode with on rails movement. This allows for something other than just a bunch of fights.

Aim is integral to being better at the game. The arms getter is hardly testing irrelevant skills, and shooting gallery clones are for cultured people anyway.
You know whats a good way to get good at a game? Play against people. Its a fighting game, i did not buy it to play a shitty shooting gallery, i bought it to play a fighting game
 

Cipher Peon

One Winged Slayer
Member
Oct 25, 2017
7,829
What I most want?
Completely different art style, single player mode, amiibo, and for Biff to remain silent.

Doubt I'd get that, but hey! Nice to dream :)
 

SPRidley

Member
Oct 25, 2017
8,238
Im all for your ideas of Splatoon 2 (well maybe not the adventure like runner, becuase that seems too much).
I would actually make the characters speak different languages. Mechanica in Brasilian, Spring Man with a heavy new york accent, etc... Then just subtitle everything to the language you are playing.
And i quite like Biff's nitendo direct's voice (much better than the shitty sounds in game) so I would prefer also that.
This characters really need a good fun arcade story mode. It would make people actually play every character just to unlock their cutscenes and character interactions.


What I most want?
Completely different art style, single player mode, amiibo, and for Biff to remain silent.

Doubt I'd get that, but hey! Nice to dream :)

Of fucking course. Prepare the bucket loads of black, grey and blood red! Thats just what ARMS need.