Super Smash Bros Ultimate Creator Talks Atmosphere Of Studio During Creations

There’s a lot of work that goes into video games, especially AAA titles like Super Smash Bros Ultimate. It takes a large team, a LOT of testing, a lot of tweaking, and a desire to make the game the best it can be. For Masahiro Sakurai and the team at Nintendo (among others who helped pitch in), making Ultimate was no easy task. But, it also wasn’t too stressful in certain regards.

In an interview with Nintendo Dream, Sakurai noted what it was like making Super Smash Bros Ultimate with the team.

Well, it was quite a relief that we didn’t need to explain anything at the start. When we worked on “Smash 4” in the very beginning, we had to describe everything starting from scratch and prepare all of our resources. We had only made up until “Brawl” when we started working on “Smash for”, so there were staff at that time who had not worked on a Smash game before. Under those circumstances, it’s not really possible to bring a precise vision to “4” from “Brawl”. For them, it might just look like increasing the number of characters or making a sequel that’s by the numbers. So, it was great that we pretty much didn’t need to explain anything during the beginning of “Ultimate”.

Super Smash Bros Ultimate

He went on…

Everything went smoothly, from the team to the tools. We were able to rectify things we weren’t happy with in the previous game. Even tools that we used to a small degree have been refined over time. And even when doing the same thing, the ease of doing it varies. So it can make things more manageable.

It’s good to hear that everything went smoothly, especially since the game was a major hit outside of a few small issues. The only thing left now is the DLC content for the title, which will hopefully start rolling out soon.

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