Beta64 - Super Smash Bros. Ultimate

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enter what are you doing trying to think of an intro profiling gold nice Larry just juggle some knives I don't have him I'll have million stones I'll have a two million Oh blow it with one Cooper earth grow scarf so good maybe you should go ahead and start the video do that it's basics for thanks for watching [Music] [Applause] [Music] to begin let's flashback to December of 2014 when Super Smash Bros 4 you know they're mine I read the comments to begin let's flashback to December of 2014 when super smash brothers for Wii U was at the top of the charts the game had released less than a month prior to this and had already sold over half a million copies in the US alone receiving nines and tens across the board it was more than apparent that this game was a huge success for that poor old sad Wii U and Sakura I couldn't have been prouder and he also couldn't have been more worn out that man wore himself to the bone to get that game done and it took an incredible toll on him both mentally and physically the problem he was catering to fans in general catering to fans could be both a rewarding and a very destructive idea while it can always give you something to strive for you're never going to reach that point where everyone is happy and you're never going to be satisfied with what you make if you add in the Japanese work ethic to always give it your all even if it kills you you've got a little something the Japanese like to call die chill in an interview with game and forum magazine Sackett I gave a glimpse into the trials and tribulations of smash force development in terms of scope and in terms of sheer number of characters we went beyond our limits long ago and yet if we cut the number of fighters or modes in a future game I'm sure there would be complaints you could say that all the effort in the past to stretch out keep pushing myself and provide all these extra merits wound up tightening the noose around my neck in the future that may seem like it contradicts my personal desire to keep giving gamers as much as I can but I don't see an easy answer for it it had gotten so stressful for Sakurai that he even considered leaving the Smash Brothers series forever not that there wouldn't be another game in the series but that it wouldn't be a part of it he went on record saying with both melee and brawl I made those games with the thought that there wouldn't be any more sequels thus I really can't deny the chance for another however as for myself I don't think there will be this was all going through his head while smash 4 DLC was being developed and the tourney system prepared for the game's free update news outlets went like crazy as they do posting up article after article announcing sack rise get-getting believe leaving it up get getting out there but that's kind of normal for him to say since he's considered quitting the series after almost every title that's released in fact almost exactly one year after considering this leave smash ultimate finish being planned and the development on the game began with Sakurai as director so what made him stay this time is cuz man ultimate ism but not really though but you know kind of with the exception of melee every smash game was built from the ground up by its own personal team of developers with smash 64 melee being made by how laboratory brawl by Sora limited and game arts smashed form a bond dynamic oh but ultimate was different for this game Namco was once again contracted to be the main development team and even though it's been stated by Nintendo treehouse that Ultimates engine was indeed built from the ground up that doesn't mean they didn't use pieces from previous games in fact they 100% did they reuse assets like animations models music sounds etc may be changing them a bit here and there but they definitely worked off the Wii U version of smash 4 with the same team as before this interesting scenario gives Sakurai an idea the time was right because development wouldn't have to start from ground zero they can include every fighter from all the previous games and then finally finally no one would complain right right des neige mmm this was it if there was ever a time to include every character it was now the game from the beginning already had a team a well versed in smash development process with an already overwhelming amount of stages items characters songs and more but when Sakurai revealed his plan to the team he was just met with silence I mean after all despite all that was going for the project already it still wouldn't be an easy task by any means every fighter would have to be rebalanced they'd have to jump through a ton of legal hoops just to get them all in in fact having every fighter in the game almost didn't even happen just from Louie gallery at all but despite all the fears and uncertainty Nintendo had Sakurai's back and development of the game officially began around February of 2016 but getting ultimate to what it is today wasn't just difficult from a development standpoint it was also personally difficult for Sakurai at this point in the series it's not really his choice whether a new smash game will be made its Nintendo's what characters go into the game is it much of his choice either it's the fans despite that Sakurai takes his work very seriously always wanting to do the best he can and even beyond that just to try to make fans happy all the while thinking hand I'd like to work on something else that's not to say he couldn't be creative with ultimate because they were working off a previous game Sakurai was able to do things with smash that he wanted to forty years like increasing the game's overall speed just enough to where it wouldn't be too difficult and throw people off but still faster to increase the intensity of the game he was planning to include this idea on the Wii U and 3ds versions of Smash 4 but because it was already difficult enough to keep track of that tiny character on that tiny 3ds screen speeding up the gameplay would only have made it even more frustrating and would likely have turned off a lot of players from this version of the game much like with the 3ds version Namco was once again concerned with screen size this time on the switch at the beginning of Alton's development after all the switch was also in development at the time so no one really knew what it would look like or how big it would be or if it would be good or what the heck it was so the team planned to have a separate portable and dock mode for the game just in case luckily though Sakurai was finally able to get a glimpse of the switch in person and found the LCD screen to be a lot clearer than he'd expected so with a sigh of relief the team scrapped the idea for separate modes and decided to have everything remain the same whether in duct or handheld mode something Sakurai definitely did want in this game though was a single-player mode given fans have been clamoring and I mean clamoring for it since brawl story-driven Subspace Emissary and technically the team delivered one even though it wasn't exactly what people were expecting the whole spirit mode which makes up the single-player aspect of Altmann was mostly a result of the team's lack of available modelers which meant that adding in new trophies and remastering older ones wasn't really an option so instead of trophies players were tasked to collect rare PNG files aha I mean spirits and what an array to collect we've got everything from the sock pawn from join mecha fight to Barbara the bat from band brothers some help wail early that's not bad Rose that's from that friggin car game thing for Deus the master of illusion holy crap I haven't thought about that getting freaky forever that was kind of the point of having such a large variety of spirits they were trying to get someone to say huh sky from Reuben King even if it may seem like they just kind of threw it all together the team didn't have hazards we picked these PNG files off of Miyamoto's hard drive they actually had an entire subset of the team adjust for spirits with the goal being to try to find as many memorable characters they could from as many different games as they could which was more possible now since they wouldn't have to model each of the characters in the trophy form now along with these spirits came a new mode called world of light a single-player adventure slightly kind of somewhat sort of maybe kinda similar to Subspace Emissary from brawl mortal light was basically supposed to fulfill that fan desire for a new story mode except it didn't really focus on stories so it's not really a whole lot of the comparison there second I mentioned this lack of story in an interview with Game Informer where he explained that this was basically because of the large roster of the game having individual stories for each fighter would have been way too much work for the team to handle so instead he want a world of light to just be a fun little mode without requiring any new models for the team to create after all if they couldn't even model new trophies than having uniquely modeled and animated enemies and stages and stuff like that it was out of the question so instead of Subspace Emissary side-scrolling stages and fully animated cutscenes they went for a giant overworld with numerous small battles against computer players on normal stages that obviously didn't mean world of light wouldn't feature any story at all far from it there was some thought put into the backstory like how all the characters ended up dead the idea for the opening cutscene actually came from Subspace Emissary specifically at the end of chapter 9 when everyone is turned into a trophy by tabooed Sakurai wanted to make it where that moment was the main focus of the game where the player loses everyone in everything and if we start the adventure from that point No yay woohoo boy so we've made it to the halfway point of Ultimates development a round of applause awesome the whole team has been working tirelessly at this point to make the game as best as it could be and now a 20-18 beginning it was time to start revealing that game to the public with Sakurai are waiting those wonderful happy fan responses actually though it was pretty happy much to his surprise Super Smash Brothers ultimate was first teased in the March 8 2018 Nintendo Direct simply known as Super Smash Brothers at the time it included the first revealed the game's new whoami characters as well as the game's release date set sometime within 2018 then only three months later at e3 2018 the full reveal of ultimate was shown revealing all of the characters from all the previous smash games getting a return with a firm release date set for December 7th 2018 and wait it wasn't delayed that's a first all right let's take a look at the footage that was shown at e3 as well as the tournament that accompanied that announcement though they are essentially the same build so we'll just let them kind of run together now what treasure trove Cove of differences are we gonna find here actually not too many mostly because the game was already based on so many pre developed assets and it was released only six months after this footage was shown so there wasn't a whole lot left to develop anyway still there are some interesting differences here and once again the beta compare Club did an amazing job looking through all this footage as always I'm gonna show you some of those highlights and what you want to learn more head over to club beta 64 TV it's got all the differences they're ready to be just plucked by your eyeballs to begin let's start with the stage selection which despite playing a single-player match has a red selection hand for the first player instead being a white block from the final version now obviously there's a ton of missing stages but that's just because this is a demo for some actually interesting changes there's a lack of buttons here that in the final build are used to activate the Omega and battlefield versions of stages as well as choosing the music for the battle perhaps these options were created a little later on as a way to kind of streamline the stage selection experience or maybe it's just that they wanted to limit the options for the players playing the demo I mean it's always better to remove as much ambiguity from a demo as possible to keep a ton of people from being like what wait don't mean oh not to mention the final destination stage in the demo is completely different from the final version instead being an Omega Battlefield likely because the new design for the stage wasn't finalized by the time the demo was shown now with the stage selected let's move on to the character selection screen which has a ton of light really small changes like a lot of icons changed in size with most of them being more zoomed in in the demo compared to the final out of all of this though Mario's render has got to be what changed the most going from this which is honestly a pretty gross render to a nice sleek clean render that really lets you know that Morrow is ready to cross those nips cheese nips in a strange turn of events for Nintendo after e3 they decided to make like 7 bazillion more new different demos for people to play and thankfully for the beta compare Club most of these were just dumbed down versions of the final build and six months later at the promised time Super Smash Brothers Alterman released with fairly little issues despite all the doubts from the team Sakurai's dream or breath ur our dream became a reality with every single character from previous games making a comeback as well as some new ones like King K rool visib Ellen the long-awaited Ridley whose fan push for Smash can be traced back to like well over 15 years ago during melees heyday this fandom an reached all the way to Sakurai who was asked after the release of brawl if it would be possible to add Ridley into a future game which she replied a big fat no he went on record saying that would be nearly impossible to include this beast due to creative difficulties and that despite him being so highly requested even since melee Sakurai just couldn't Ridley making it without reducing his size mobility and wingspan second I wanted to remain true to the character so we hope that maybe fans would be okay with Ridley just being a stage boss and wrong but no he hope maybe fans would be okay with Ridley just being a stage hazard in smash 4 we you know bar I already read use in ultimate Sakurai said begrudgingly and with that hopes and dreams were finally fulfilled and on December 7th 2018 Super Smash Brothers ultimate released for the Nintendo switch and finally hi everyone was happy [Music] it's just not working [Music] all right fine I understand that competitively this game does have some issues and of course spirit motifs and everyone's cup of delicious are all great teeth but honestly for me this is the most fun I've had with Smash Brothers games since I got Mele on the Gamecube so you know I'm okay with it and now that it's been almost two months after release already data miners have already found some amazing on you stuff in ultimate and put it on the cutting room floor so as always I'm gonna give you some of the most interesting pieces of info on the site but be sure to check out the page in its entirety by clicking the link in the description after the video now before we start it should be pretty obvious that because ultimate use so many assets from Smash 4 for Wii U there was bound to be a ton of leftover content from the previous game heck even Ultimates internal name is cross too with Smash fours name just being cross so of course leftovers abound here and of those leftovers let's start with Donkey Kong a bongo drum bows that were originally used for decays final smash in the Wii U version but became a leftover an ultimate when they changed his final smash to a punch punch in much the same fashion link stunts changed leaving Navi homeless and left over in the files for ever and not to mention there's quite a bit of leftovers from modes that didn't make it into ultimate like home run contests which is still mentioned several times within the game's code with all that being said there are still some unused assets an ultimate that aren't just leftovers from the Wii U version like with ditto the pokémon that clones the player acting as a CPU Ally for a short period of time it's actually pretty simple how the game accomplishes this by the way all the deaths has spawned a CPU version of the player character and instead of looking like normal it uses a material to make it look purple and gross I say all this because for some reason there's material data for this ditto CPU doing things like victory poses final smashes and making an entrance into the stage despite the fact that it can do none of these things but these Didyma tears aren't nearly as cool as freaking Giga Bowser am i right yes I already know he's a boss in the game but here's the thing unlike the other bosses which are internally considered bosses Giga Bowser is internally a fighter now this could totally be a leftover from smash 4 where Giga Bowser was playable as Bowser's final smash but here's the thing he's not just playable he's got alternate costumes a final smash results scream pose and even a Kirby copy ability and while he's in the game despite missing a character portrait he's fully playable with a full moveset and can even be knocked back if he's at high enough percentage after winning the match which will inevitably happen because you're freakin tanked the game will crash because it can't find the audio file the announcer saying goo goo Bowser wins and whatnot and so forth and what happened oh and speaking of audio files there's a few unused ones in ultimate as well but only one of them isn't technically a leftover it's actually the sound that plays with Jigglypuff uses his town moves but what's interesting here isn't the sound but the file name it's called item ha dicen em with ha T son being the Japanese name for the fan item which hasn't seen an appearance in the smash series since brawl so could this latest smash game have been the return of the most beloved popular super cool item in the world all right well thanks for watching it's me andrew from your local beta64 if there's one thing I like about smash ultimate it's the fact that it's a game whoa what's going on [Music] [Music]
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Channel: Beta64
Views: 891,705
Rating: undefined out of 5
Keywords: beta, beta64, beta 64, super smash bros. ultimate, smash, super smash bros., smash bros., switch, nintendo, wii u, smash 4, king k rool, isabelle, splatoon, squid, development, interview, early, final, early build, e3 2018, trailer, e3 trailer, announcement, reveal, nintendo direct, smash nintendo direct, sakurai, masahiro sakurai, creation, dev, documentary, joker, persona 5, dlc
Id: 39NnUqwnPr0
Channel Id: undefined
Length: 20min 27sec (1227 seconds)
Published: Sat Feb 02 2019
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