ARMS, therefore, is a game that succeeds both in its single-player and in its multiplayer fronts. There is challenge, variety, complexity, and fun to be had whether one plays it on their own or alongside friends. Even though it operates inside a scope that is far more limited than that of the likes of Super Smash Bros. and Splatoon, it is able to come through in the delivery of a lasting experience that will welcome and draw newcomers that would never think of touching fighting games, and keep avid gamers entertained for long periods of time, whether it be by giving them vast combinations of fighters and weapons to try and master, hooking them with the competitive online scene, or offering an impressive single-player challenge.
It does not achieve universal appeal by a mindless dumbing down of the fighting genre, but via its reconstruction with small bricks, amounting to a structure that is far more than its individual parts let on
Turning originally inscrutable gaming genres into items that are appealing for a general audience. It may sound like an overly minimalistic way of putting it, but that is precisely the recipe Nintendo has been using for many of their historical successes. The Paper Mario saga, and Super Mario RPG before it, did it for role-playing games; Super Mario Kart transformed racing from a landscape filled with scenarios and vehicles that tried to be realistic into a madhouse that took place in unbelievable settings amidst flying shells and tricky bananas; Advance Wars employed a simple interface, cartoonish visuals, and a good deal of didactics to make the depth of strategic gameplay navigable; Mario Golf and…
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