The idea of ARMS reminds of the beautiful Splatoon. Two years ago, Nintendo appeared in a new genre of competitive shooters and from the first attempt hit the mark, offering a fresh look at the team shootout. Apparently, “big N” liked it, so she decided to pull off the same trick with fighting games. I will say more-after several stages of beta testing, it seemed that the next prank of the Japanese was a success. Exactly until the release of the full version.
Nintendo always comes up with some special “chip” for their projects-this time it became elongated hands of fighters. In most fighting games preference is given to the fight at a short distance, here everything is a little different. Since the limbs of the heroes can reach almost to the other side of the arena, the battles often take place at a distance — it’s easier to Dodge and strike.
Moreover, the trajectory of the attack can be changed directly during the flight of the hand with a stick or tilting Joy Con (depending on the selected control scheme). To write out intricate turns it is impossible, but to start a glove on a wide arc — quite. Especially good deceive the enemy about movement, he bounces off and gets in the nose the attack in advance.
Interest the first time add and different types of equipment: in addition to the already mentioned Boxing gloves, you can use whips, shooting energy dragon heads, boomerangs and other exotic devices. And on their unique features built style of play-fast, slow, protective or aggressive. Especially just to fasten the novelty and go waving it will not work. First you need to understand how this miracle of engineering works in General, what advantages and disadvantages it has.
In addition, the items do not have to wear strictly in pairs. In one hand you can take a gun, making three volleys in a row, in the other-a massive heavy sphere for the application of powerful, but slow strokes. The combination of speed and strength has not hurt anyone. However, in this scenario the explosion of the brain is ensured because of no symmetry, and each hand you need to track, and route individually — try it out at the same time and showering the opponent with fire, and trying to catch his attack from the side! The feeling is very unusual, but when you get used to it, you feel like a fish in the water.
Equipment, as I said, sets the basic style of combat, but each character has its own skills. One with a small amount of health gets a permanent bonus to the damage, the other is able to regenerate, exposing the block, the third generally levitates. Plus the fact that the characters are significantly different from each other, but the disadvantage is much more significant — the balance suffers. I especially “like” one fighter entering the arena with a robot dog. No fines for movement or damage, he does not, and the companion also knows how to attack. And let the dog cannot be controlled, but at the wrong time, he still barely make it to a live opponent.
About the features of management is also worth saying a few words. Play using gyroscopes, a lot of fun. In an hour of active waving of hands such feelings as if just finished sparring. Yes, and to work out the “twos” ARMS is perfect. Although seriously fight (not the muggers in the alleyway, and high complexity), using such a scheme is unlikely to succeed — controllers are sensitive to movement, and to keep the “Gascony” still in the heat of battle is almost impossible. Especially frustrating when instead of a block game decides to make a hit. In short, if you need a result, it is easier to use the usual buttons.
One two-and all
ARMS is similar to Splatoon not only ideologically, but also content filling. More precisely, the almost complete lack of it. And “Hands” – not conditional Tekken or Guilty Gear, which, in addition to the arcade and training mode, do not need anything, because there is a thorough study of deep mechanics can spend hundreds of hours.
It’s easier. Fighters have one basic hit and capture, plus they are able to jump and bounce aside. Set of movements on this ends. It takes some time to memorize the features of equipment and unique features of the characters, but the more you play, the more often the battles take place in one scenario. More precisely, it just turns into an exchange of attacks from different ends of the arena. In my memory, this seems to be the first fighting game, where the fights basically end not with the defeat of one of the opponents, but after the time limit. Standard arcade of a dozen fights dilute modes with basketball (you need to throw the enemy in the ring), volleyball and not too good kind of competition, where you want to shoot down more goals than the opponent. This very little.
After a few hours you come to the idea that ARMS has nothing to offer. Campaigns for all characters are passed, and additional entertainments managed to become boring. It remains to go online and fight with live opponents, but it all comes down to exactly the same exchange of blows from afar, as with the computer. Although here the developers still managed to make some variety, because the players then throws in matches one on one, then they fight in pairs, then participate in kneading for four, where each for himself, then throw the ball. Captivating, but not for long.
Especially ARMS-not a shooter where you can roll out a new map, and users will study it for a month. Increase the number of arenas? Okay, but it doesn’t really matter where we clean each other’s faces. Add fighters? Also not bad, but all of one unique ability that you remember in the first battle. Expand your Arsenal? Yes, he’s the king! However, there is a big BUT.
Nintendo apparently, to the end and has not decided how to distribute it a new game. In fighting just disgusting system of obtaining equipment, reminiscent of mobile shareware projects. You can not just choose your favorite thing and buy it for your favorite fighter. No-e-e-e, you must first accumulate a certain number of virtual coins, then buy the opportunity (!) run a special mode where from time to time boxes with random (!!) the subject of for accidental (!!!) hero’s. It is worth it a lot, and to get the currency you need either over and over again to pass the bored arcade, or fight on the Network. To complete the picture is not enough except that the ability to replenish the wallet with real money. In General, the desire to experiment and go beyond the basic Arsenal beats instantly.
But for those who use Switch solely as a console for local multiplayer, ARMS, perhaps, it is necessary to add to the collection. Turned on, drank something intoxicating, spent a couple of matches, still drank, still waved his hands, turned off. As a session for a couple of hours for fun gatherings with friends or StreetPass-meetings fighting game is ideal. There is no need to bother with the balance, lack of modes or the scheme of acquisition of equipment — the pleasure of the process and vivid emotions of victory or defeat come to the fore. I would even say that this is the only correct way to play “Hands”, because the single content is enough for a day, and the simplest gameplay leaves little room for improvement of their skills.