Edited by Matthew “Buddybar” Bussani of 08.06.2017
Thinking back to ARMS , it can only be remembered the growing reputation that this title, day after day, has gone to gain in the gamer’s space of interest that is commonly said hype. Take the sensations of the announcement, then the various field trials and finally the global punch test of these days.
An approximation calculated in the smallest detail to turn Nintendo’s unmanageable motion controling appearance into a damn competitive, accurate and entertaining shotgun, which he could say in the future of eSports according to the big N. Well yes, because those positive feelings that we experienced in every encounter with ARMSthey have poured completely into the final version, which has finally come to the editorial office and has brought us to once again taste that Nintendo philosophy, which cleverly mixes the accessibility and depth of mechanics, art design and technical expertise.
Extensible joints!
ARMS is a three-dimensional shotgun with third-person visuals with motion-controlling mechanics, open to various forms of multiplayer, atypically possible in a 2VS2, with all four players in the field, in addition to the much more common 1VS1. A scalability that acts on the playful form of this shotgun, allowing it to perform in the best form whether it is played in two, three or four, cooperative or competitive either.
In classic modes, the focus of the game is to hit your opponent’s extensible punches as you move around the ring, jumping here and there or avoiding shots with a front or side dash to counterattack. Between sunken and severed hits, he will fill the bar dedicated to the super move that, once full, will allow an unbelievable rain to direct on the opponent.
Behind these simple mechanics, which still allow us to enjoy a game of ARMS, we find many other elements that together form the depth that we immediately cited in the article. The roster of ten characters, each widely characterized in appearance and skill, covers an important part of the variety of possible approaches in the game. Ribbon Girl can jump for five times in a row and it will be a compulsory choice for those who prefer to fight in the air; Ninjara disappearing and reappearing during the dash in flight, totally empty the enemy blows and is unmatched for players who prefer the tactics of the movements;
Twintelle, on the other hand, dodging in flight, can slow down the time and, with it, the fists coming from the opponent, going to create a breakthrough for a quick counterattack; Helix, on the other hand, can avoid shots not only by moving to the left and right, but also crushing on himself and dropping, creating confusion on the battlefield. There is really every taste for it, and none of them can easily be defined as the strongest, although some of the abilities are undoubtedly able to give you more benefits in the immediate future, such as the Ribbon Girl.
In this way the player is constantly required a swift change of pace to be able to exploit the different shades of the game. Too long enough to end up in the clutches of an enemy’s grip, while prolonging excessively a shot could predictably hit our enemies, as well as attempting to repetition taken, aware that it would suffice for a fist to send it empty. Needless to say, it goes beyond technicalism, which would only reiterate how this atypical Nintendo beat requires quick thinking and action to be able to capture all the secrets.
Arenas and modes, how to know how to distinguish
Once you’ve mastered these, it’s time to become arsenal know-how, to be even more dominant in the game. In ARMSwe will find 10 arenas as many as the roster elements and each of them will be characterized by a call to the character who should be the host.
Their size is not excessive, but the wide breath of their 3D rendering makes them certainly very airy and does not specifically limit movements. Each map is then symmetrical, can or may not include mechanisms to facilitate or slow down the player’s actions, and every second seconds will be enriched by assault drinks or bombs.
Drinks are the ploy to create a circular area on the battlefield that will reload life (if green) or the special action bar (if yellow, while the bombs can be explosive or electrifying, and you they will move in the direction of the punches that hit them, up to the moment of the explosion, damaging or paralyzing the enemy. Here, we can only confirm the goodness of the characterization made in Nintendo, which between geometries and aesthetic features has not failed to create an enviable variety.