Arms

Wii U merits and Switch goals
In comparison, the Wii U’s Nintendo deserves merit primarily in the line up that benefited from the software house’s ability to turn games of undoubted quality from a virtually absent third-party support. With Switch, on the other hand, there is a visible effort to focus more than on the one-on-one titles on the console:
bringing innovation and modernity seems to be the main goal of this generation according to Kyoto’s home . For the time being, the line up does not count more than a handful of titles. These two can be considered as demo techniques (let me down) to take advantage of the adva
nced features of Nintendo Switch. After 1-2 Switches that will be available at launch, in the spring Arms will come  shotgun based on motion-controlling guaranteed by
Joy-con. Despite the fear that the marriage could only be enjoyed for a casual audience, Nintendo went against any injury and the result with Arms is all but taken for granted because the game we tried we liked it and enjoyed it.
Arms
Motion-controlling next-gen
The game has little or nothing of the mini-games we remember from previous generations between kinect and wiimote, but above all it has a very classical structure in some aspects hybridized with the Joy-con movement features.
Arms in practice it consists of a beating, as we have already said, where we will control a character and our moves or the keys we crush w
ill allow for a screen action, whether it be a direct fist or a hook. The fact is that, unlike what was happening with Wii Sports or with virtual controller, the part devoted to the movement is transformed into a command exactly like crushing A and B. Tilting
the right controllers will make us move in that direction, but a quick trigger on the left trigger will make a click, rotate the controllers to activate the parade, and pull a punch will do the same in the game, with the difference that it will always be directed unless advanced during the advancement with the ‘ forearm we should not make a rotation, then ours will become a hook ready to chase the enemy.Arms .
Arms
Competing against players or against CPU
The playable characters in this demo were only 5, but each one different in terms of size and ability to move. Obviously the power of the attacks will also vary. Among them were the “protagonist”, Spring Man, who also finds the cover, and the female counterpart,
Ribbon Girl, Ninjara a very fast and small character, a giant mummy, Maser Mummy, obviously slow but deadly, and a a lady embedded in a robust robot, named Mechanica.
The matches take place in these circular arenas, large enough to not allow a shot to fall aside (despite the extensibility of the arms); they do not last much more than a minute and are extremely cynical. The depth that was announced during the conference is not that of a classic beat, but the memory of Wii sports boxing must remain the same because the two games really do not share anything.
Matches are one against one, with Joy-conjoined two pairs connected to a single console, or one vs CPU with the basic set.
Graphically, the title is really very interesting because it delivers fresh graphics with a recognizable and youthful character design, according to Nintendo canons.
Technically, maximum fluidity and FHD resolution seem to be within reach of the Nintendo mini-console, which once connected to the dock can really boast an unsurpassed power / size ratio. The set really left us with a good impression between simple and precise controls and the movement that integrates optimally into the game without being annoying, predominant or forced.