In this feature Funké Joseph considers where ARMS can be a breakthrough title for Nintendo in competitive gaming.
After hours of sweating buckets during the Global Testpunch, days of watching gameplay previews, and long nights thinking about an ugly green slime man, one thing has become strikingly obvious to me: ARMS is a super weird game. There’s no getting around it. It’s a quirky fighting game that’s full of boxing mummies, ramen bowl stages, and some truly zany battles. But I think the weirdest part about ARMS is the way Nintendo is handling it. It's a relatively rare instance (outside of Smash Bros. and to a degree Pokémon / Pokkén) where it looks like the company actually wants one of its games to be played competitively. But does ARMS have what it takes to make it in eSports? Well, to find out we’ll have to dive into the Nintendo’s history with pro gaming, check out what the situation is with ARMS’ controls, and see what elements could be tweaked to give it the upper hand in the eSports world.
A lot of people know Nintendo has dabbled with eSports in the past with its Super Smash Bros. series, but it’s not necessarily been an intentional move by the company, at least not initially. In fact, the only reason the Melee community formed was due to the hard work of extremely dedicated fans. They created strict rulesets around items and stages to reduce the luck factor in matches, capitalized on game-changing glitches and made them the norm for every competitive player to know, and they organized tons of tournaments, friendlies, and other events for people of all skill levels. It’s that process that turned a party game into one of the most successful competitive eSports out there, without any help - at that point - from the developer.
Melee’s journey to competitive success is a wild thing to think about, but what does it have to do with ARMS? Well, it raises two relevant questions about Nintendo’s thoughts on creating competitive games:
- Why didn’t Nintendo do more for the competitive Smash Bros. scene?
- Is Nintendo going to treat ARMS the same way it treated Smash Bros.?
The answer to the first question is actually pretty reasonable, it’s because Nintendo wanted Smash Bros. to be a party game. And they were extremely adamant about it. So that meant they wouldn’t organize any events, listen to criticism about the competitive state of the game, or develop a game for the more hardcore fans.
In fact, Masahiro Sakurai, the creator of Smash Bros, was asked about competitive play by a Japanese gaming magazine back in 2014. He said, “When the game becomes more like a sport, a tool that more strictly rewards the player with more skill, the game tapers off more, like a mountain. Just like how a mountain tapers off into its peak, that area becomes more and more narrow.” Basically, he thought the fanbase would die off and nobody would play Smash Bros. except for the pros. If that ended up being the case, it would result in low sales, so it was a pretty big factor as to why Nintendo decided to only cater towards the less serious, everyday gaming audience.
But would Nintendo do the same thing with ARMS? Probably not. At first glance, ARMS is a silly game that could easily be written off as something you play at parties when someone asks to use your Switch, but there’s a layer underneath it that Nintendo keeps showcasing in trailers, a layer ideal for competition and community. From the first announcement trailer back at the Nintendo Switch presentation in January to the gameplay shown at the ARMS direct, the main focus is on the 1-on-1 matches. So much so that it feels like a serious spiritual successor to Wii Sports’ boxing in a weird way, except it’s full of well designed characters and creative stages. It holds the same authentic charm and vibrancy that’s pre-packaged with all original Nintendo IPs, something that will separate ARMS from other competitive fighting games.
Another thing that will help ARMS define itself is its unique use of motion controls. I’ve been a fan of using tacky wireless motion gear for games ever since the Wii dropped, which is when I quickly realized motion controls suck. They sound cool in commercials, and then they usually end up being bad gimmicks that don’t work as well as you thought they would. But it was a gimmick that I really liked, and it kept pulling me in. I have a vivid memory of playing the boxing game mode in Wii Sports for the first time, and feeling this intense level of connection with a game that I had never felt before. It tapped into a fundamental joy of moving my hand in real life and seeing it move in a virtual space, and that made me so excited. I was laughing and flailing my arms around like a complete idiot, but I was having a really fun time. Of course that motion control technology wasn’t the greatest, so it never felt completely responsive or practical, but there was still that inherent fun there; it's that same feeling that ARMS taps into and brings out to new levels.
Punching, blocking and grabbing all feel very slick and responsive. And due to the Joy-Cons, a slight flick of the wrist can curve your fist immensely in-game, which leaves your opponent in some really tricky situations. It’s intuitive too - which is great because you don’t even need to know how to play video games to play it well. If you have even the smallest inkling about how boxing works, you’ll be able to put up your dukes and show your friends that you’re the best at the sports. Even if you’re really bad at them in real life.
Currently the only downside I’ve seen in my time with the game is the poor movement options - as they seem to me - for motion controls. I found myself constantly putting myself in pretty awkward positions just to get my giant fisted mummy to move around properly, which would momentarily break the captivating boxing groove that ARMS put me in. Playing with a standard non-motion controller stops the uncomfortable contortions I have to put myself through to move around the stage, but it also stunts a lot of the organic fun that ARMS provides with its almost mastered motion controls. A good middle ground would be perfect. A feature that allows players to have fully customizable controls, or at least have a hybrid option which takes the best parts of motion and standard controls would be great. That way players would be able to use the fluid motion control combat while also utilizing the joysticks for easy movement options. All that being said, with a few adjustments here and there I honestly think ARMS could stand out as the first great fighting game that uses motion controls.
I don’t have a magical Nintendo crystal ball to tell me the future of the ARMS competitive scene, but I do think that this game definitely has what it takes to make it big. Especially if Nintendo forms a relationship with its fans to help start up an eSports community, and of course if enough people genuinely like the game.
Well what do you think? Does ARMS really have what it takes to break into the eSports scene with its noodle arms and all, or will it stay stuck as a party game you show to your parents when they ask “What the heck does that new Nintendo do?” I’d love to hear what you guys think about this subject, so let me know in the comments or just shout at me on Twitter!
I’m not going to lie, the real reason I wanted to talk about this subject was because there’s a distinct scene in my head of a bunch of Nintendo fans decked out in boxing gear playing ARMS at a huge tournament like EVO, while hushed Rocky music is bumping in the background. And I really want to see that that happen. Hopefully ARMS’ competitive scene grows into something like that, because I would 100% pay to watch that offbeat duel of the fates live. Anyway, if you need me within the next couple of weeks you can find me playing Master Mummy on the top of the ranked leaderboards, smacking losers and defending my throne as the king of ARMS. Watch out.
Comments 62
Mr Yabuki was proof enough of this game's competitive potential.
@IceClimbers "Get Yabukied!!"
I don't think ARMS will become an eSport.
The mighty Mr. Yabuki in the Arms tournament showed this game can be competitive
I'm not sure tbh. I feel like the game has the necessary elements to be a competitive fighter, but I'm not sure whether it has necessary appeal and fanbase to do so. The controls also seem a bit iffy.
It doesn't have nearly as much eSports potential as something like Splatoon, but we'll see.
The variety in arms, character abilities, the risk of charging your punches that leave you open for grabs, the risk of throwing a punch that leaves you open and unprotected versus throwing punches to charge your super attack faster, when to use your super attack, when to go defensive and try and block/avoid your opponent's Super Attack. Not to mention the power of the timer (as the one with more health wins) and the elements.
However, Nintendo really needs to support and promote the competitive side of ARMS as much as those that are into competitive ARMS need to show their dedication by taking part in or just watching tournaments.
Tbh, though, I'm already starting to feel the magic wear off. I mean, I'll definitely be playing it for a while but I doubt it's gonna take Overwatch's spot of the online game I am playing.
competitive esports require so much control I don't see imprecise motion controls ever cutting it.
I find this article to be rather subjective, as the writer sounds like a "melee fanboy"
Though a lot of good comparisons were made, doesn't it all come down to the community? or can any game become competitive because the developer is supporting and marketing it as a competitive game?
The Arms E3 exhibition grand finals was amazing.
Yabuki's Twintelle is hype! (and something else 2 )
I don't think Nintendo doesn't want to support smash, I just think they readjusted their marketing as they switch should be a console for 20 to 40 year old people.(nintendoVS twitter) Why wouldn't they market the game's competitive side?!
Biggest question right now; would tournaments allow motion controls?
(I think mario kart has motion controls enabled for tourneys, right?)
@MintFox
you can also play with non-motion control
@AlternateButtons Some people in the Melee community would argue with you for days over one of those things: Wavedashing not being a glitch. Except Sakurai has never confirmed that it was intentionally coded in, he only said the team knew about it.
So their defense is shaky at best.
Seems more like wishful thinking for this or Splatoon to become an esport.
If they were smart, they would focus on making splatoon 2 into an esport instead of this. It's already well known, team based, and has tighter controls. Maybe arms 2 could focus on competition.
@MegaVel91 Regardless, wavedashing was clearly never intended to be included in the game. One look at the characters flopping around in puffs of smoke should tell you that. In a series that prides itself on fluid animations and characters that hold true to their canonical appearances, it's hard to argue that such unnatural movements were put in the game intentionally.
It doesn't seem that well of a fit for the super competitive, but ultimately it just comes down to the community of players and what they want. When we look at things like Smash Bros. I see a gaming community that decided to strip most of the content out of the game just to satisfy a niche play style preference and call that "competitive".
Although I've had some fun playing Arms so far, it's definitely more of a game you play yourself than watch other people play, so far the only Nintendo game that I think should go competitive is Splatoon, Smash already has competitive tournaments but it definitely needs a little more official support from Nintendo
@Eddyson Mr. Yabuki has a crazy great ground game with those last second dodges and counter-punches, even at close range! Whoever said that producers couldn't be good at the games they pitched? The ARMS E3 Invitational Grand Final is a good example of where the game could go when more people who play as well as or better than Mr. Yabuki start coming up.
Hopefully next year ARMS would be an official event at EVO, either one of the 8 or as the fan choice. Strategically, however, it would have been better this year as it has the 'new game hype' with it. If the momentum dies over there course of the year before the organizers plan the next one, well then that would be the end of it.
@greengecko007 "I see a gaming community that decided to strip most of the content out of the game just to satisfy a niche play style preference and call that "competitive"."
That's a good point! An issue right now would be to decide if players have to play stock (which I have a concern with Helix and his stock loadout being...weird, or maybe I just need to get better with Blorbs, Dragons, and Guardians), or with all ARMS unlocked. That second point would be almost impossible to balance because of ARMS' 'unlocking' and 'upgrade' system, so the game might have to be played stock competitively to maintain balance.
It's hard for a game to become an eSport when it's exclusive to one console.
Completely agree with this writer's notion of ARMS' control options. I've always said that if I bothered to get used to the Pro Controller's configuration (there are some oddly placed button inputs), I'd likely be a better player. However, it sucks the fun out of the game - the game is at its very best when using the Joy-Cons in my opinion.
I'm going to sit this one out in terms of going the extra mile "competitively" and instead enjoy it in a more casual manner (although I did place 2nd in Nintendo UK's ARMS influencer tournament ).
@pabloff9 Smash Bros. is one of the biggest eSports. Pokken Tournament seems to be going in that direction. Splatoon is an eSport already and it's only two years old. Who says console-exclusives can't be eSports?
I absolutely hated the motion controls. They were incredibly inaccurate most of the time during the test weekends and completely misfired or not registering at all. It was a frustrating excersise.
Unlike Smash Bros, this game will be very niche.
Splatoon and now soon, Splatoon2 will be much bigger, since it has that addiction factor this game is completely lacking.
I guess this game can be fun for short bursts, but playing it too long will burn you out quickly during the sheer repetitiveness and lack of real variation in gameplay.
I hope ARMS becomes that popular. I love it so far.
If it ends up becoming a successful eSport, it'll have been because of a very supportive and passionate fanbase, as is the case with each iteration of Smash. For all of their good intentions, a recent Kotaku interview with Reggie reveals Nintendo still don't know how to properly nurture the competitive scene for their games.
It'll be competitive but not a full on eSport - that's reserved for Splatoon and Smash Bros., unfortunately.
Reggie already sayd they don't intend to invest in pro gaming. They're more interested in fun competition, invitationals etc that know can participate in than elite pros. Which makes Serbs on every level business wise. Nintendo is mass market wide appeal, not niche awesomeness.
If
It happens it will be because fans promote it. It won't be manufactured by them.
@Funke What's your NNID then? Never mind, found it in your profile. And then I remembered that it doesn't work without those inconvenient friend codes...
@NintendoLife Are we allowed to write those friend codes into our NL profiles?
I just beat Hedlock on lvl4 but I'm planning to play ranked as much as possible in the next weeks. So, are you interested in a few matches?
Of course, anyone else here is also invited to play with/against me.
Arms is an awful spectator sport right now. The current meta is to get a small lead and then play extremely defensively to run out the clock. No one likes watching time outs and that's the most reliable way to win. Unless Nintendo makes drastic changes to how the game works don't expect Arms to be anything more than a semi-competitive fighter to play with friends
@MintFox imprecise? The punching and curving is more precise with motion controls than buttons can hope for, it doesn't sound like you've much experience with this title's motion controls. The only part that's imprecise is movement and if they fix that the motion controls would be better than button controls.
Nintendo's ips are very different than the traditional e-sports games, but Nintendo could still set up their own e-sports system, and it would get a good group of supporters.
My biggest issue right now is controls. Motion controls mostly work with this game except movement can be hard (mainly I try to back up and it blocks). But motion controls don't work when playing portable and are tiring with longer sessions.
Button controls need a lot of reworking though. Letting players map their own button controls would do WONDERS. Blocking by clicking the movement stick in is atrocious. And personally, as a Mechanica player, it's aggravating to try to punch with your left arm while hovering, as that requires pressing the bottom button while holding the top button (it's like I need two thumbs on one hand). Honestly there's no reason why L can't be blocking (we don't need both L and R to use the special attack), and I'd much rather have jumping on ZL (maybe even dashing on ZR) so I can punch properly while hovering.
Competitive, really? Not enough complexity in It, you Just have 2 atack moves ( left or right), charged or uncharrged, grab and a lame generic rush special. Block atacks and evade grabs. There are some Nice gimmick bitween the diferent evasions from each characters and selectable arms, but that's It, not enough variation, not enough for surprise mind games ,"weird" or "wow" moments . It gets repetitive really fast and doesn't seem to have much to master. We have other games for the competitive scene. We need this as a casual motion controller party fighting game .
@ShadJV you are doing It wrong then. Tô block you have to curve the Joy cima to inside. To move back, you Just total them back wothout curving them. I had no problems with It.
@RaphaBoss I know that obviously, I played a dozen hours of the testpunch and probably another dozen or so since launch, I'm well aware of how to block and move backward. It incorrectly registers between the two, and I've done them EXACTLY the same way - heck, it's even switched between the block and movement without any change in joycon positioning and I tried this with multiple sets of joycons. It's a problem with the motion controls, which are mostly fluid but obviously not perfect.
It all comes down to marketing. If Nintendo can convince enough people to play ARMS competitively, then it can become an eSport. Nobody here knows for sure how the situation will pan out, but I love the game regardless.
@ShadJV
I have really tried over the years to use and like motion controls but I just cant do it. arms is yet another game that I have turned motion controls off for and it will stay that way
Hedlock has his level from 1 until 7 ?
What is that mean ?
@retribution motion controls is for drinking Party arms.
Button controls are for competitive arms.
I feel like people who claim button controls are better than motion in a competitive sense, didn't watch the video. Yabuki-san ultimately won that whole thing, and he did it with motion controls. Since it's as far as I know, the only tournament so far, and motion controls won out, it's up to traditional controls players to prove otherwise. Until then, it's just conjecture to say that buttons are advantageous in a competitive scene.
I hope it does, but I doubt it.
Doubt that it becomes a competitive esport game--it's too simplistic--but this doesnt mean it isnt a fun game with some good oportunity for competitive online play at a non-esport level. it's fun and interesting and seems to offer some depth of competitive play. I think. it's weird, like the article says. but im enjoying it.
@Funke Off topic, but I wanna ask a question (it's prolly gonna kill me so I guess I gotta ask): it says in your profile that you're based in Canada, but... do you happen to have Nigerian roots? Because "Funke" is a Nigerian name (I could even get more specific because why not, but let's just end it at that, haha).
Just slightly curious.
With such horrible button mapping I doubt it'll turn out as an eSports game. Plus, motion controls won't work out as they're imprecise.
I think it plays well with a pro controller or handheld, ive not tried the motion controls so cant comment.
It's got the potential to go esports, just depends on if Nintendo want to push it.
I said this in another topic already.
There are main 2 things that determine if something can be an eSport.
1. How much money is involved in winning.
2. How entertaining the game is to watch, and how many people are interesting in watching it. If enough people want to watch it being played competitively, advertisers will start putting money into streams and tournaments, which make the prize pot bigger, and increase production value.
The 3rd factor is how fun the game is to play, but this can be mitigated by #1, money, as people will play the game even if they dislike it, if they can win money from doing it.
Even for Smash 4, Nintendo doesn't really put money into the community. Not straight shutting down streams and tournaments isn't "support". And that's the biggest detrimental factor to any Nintendo game being an eSport, Nintendo themselves not directly supporting it (they have in the past, considered their games being played competitively bad for the image of their game, and their company).
@Priceless_Spork Oh, yes
@thesilverbrick I know all of this, and I was saying their defense was shaky at best to begin with. I've never believed Wavedashing was a legit, intentionally coded thing. I firmly believe the Melee players have deluded themselves into taking Sakurai's words and stretching them to the breaking point to come out with that Sakurai's team intentionally put it in.
@MegaVel91 @AlternateButtons I think Nintendo Life is probably the only place on the internet where I've actually seen people who are against wavedashing. I've never seen anyone anywhere else (not even at RL local tournaments) who believe that wavedashing reduces the validity of Melee. Such a very odd purity idea...
As proven by tournament viewership, Melee still retains higher pro tournament interest than Smash 4. Project M likely would have become Melee's replacement if Nintendo had not killed it. Smash 4 is very slow to watch by comparison, and Brawl is broken. Tripping in Brawl was intentional, but does that make it a good thing? No, it was one of the worst possible ideas ever. Sometimes an unintentional thing is better or has more impact than something we intend.
@NEStalgia Woah, I didn't know Serbia was such a big player in the competitive scene!
The only investment Nintendo seems to have in the competitive gaming community and business is to assert themselves and try to control the proceedings. They've already demonstrated this quite well with the Smash series. (Or in the case of Project M, destroy it's future as a competitive entry.)
As far as I'm concerned, based on their history, Nintendo should stay the hell away from the competitive gaming business. They have no idea what they're doing there, which is only further proven by their use of wireless connections for Spla2n test run tournaments instead of Ethernet cabling and wired controllers. As long as you're factoring in wireless controls or connections of any kind, there is a greater likelihood of encountering unforeseen issues. Not to mention frame by frame considerations are impossible to follow through on for a wider scale.
I appreciate Yabuki wanting his baby to be more than it is, but as long as Nintendo does not heed the lessons that have been learned over the years in the competitive gaming industry, ARMS isn't going to lift off. It will just remain a fun little sideshow while Spla2n gets fought over how to improve it's setup compared to the ignorantly devised Nintendo setup from last time.
@ShadJV You're aware that not only tilting the Joy-Con back let's you walk backwards, but also when you tilt the Joy-Con outwards? Since it is the exact opposite movement of tilting inwards for blocking, there should be less wrongful interpretation.
I think ARMS could be an esport if Nintendo actually but ives players remappable controls as well as actually sponsoring and hosting players and events. Thongs like the Capcom protour and those league of legends events are what build a game into an esport
@PlywoodStick You fundamentally misunderstood, or intentionally twisted my words, Ply.
Let me be clear: I am not against Wavedashing. I am against people claiming it was intentionally programmed into the game, when the evidence clearly does not point to that being the case and is only so by twisting the facts.
@PlywoodStick AAARRRGH! Only the All Knowing Google can auto-correct "sense" in to "Serbs" There is simply no good way to phone type...but it used to be a LOT better than after the Nougat update....
@MegaVel91 I think that may be a result of the fact that while some of Melee's techniques were unintentional, like wavedashing, Sakurai said it was an accident but they kept it in since they didn't think it would be too useful (which he was way wrong about), others were intended to be put in the game, like L cancelling (at least we can infer it was intended considering it was also in smash 64)
@MegaVel91 Sorry about that, I misunderstood. Yeah, I don't know where people get the idea that wavedashing was intentionally programmed in. I thought it was well known that it was the result of programming error?
@AlternateButtons Well, it's an interesting debate to be had, at least. It's not cheating, because there is a science to everything in competitive Melee at this point. It's not how the game was intended to be legitimately played, either, but I think it was haughty of Sakurai to try controlling something that evolved beyond his reach. Sometimes products become something better, that was not thought about by their creator. It's like love, gotta let it go and let it come back to you if it so desires. Not try to control it and install a mechanic (e.g. tripping) which is specifically meant to keep the product from leaving their grasp.
And considering Meta-Knight is literally the entire meta in Brawl... Yeah, the balance is pretty damn broken. Doesn't matter if the game works, it's just a fun game that can't be played competitively on any serious level. Project M did a damn good job of fixing that and compromising between Melee and Brawl, though!
@PlywoodStick People in the Melee community on Smashboards, as far as I know, would beg to differ.
@Vee_Flames I actually have no Nigerian roots. My parents just really liked funk music so they named me funké (funk-ay) ahaha. I know it's a common name/surname there though.
@Eddyson This is absolutely a subjective article! It's based on my opinion - so it's an editorial through my bias. Also I'm not a melee fanboy but I do think they have one of the strongest esports communities out there, so I will acknowledge that. It does come down to community with esports, so I hope that ARMS fans can stick together and make a competitive environment that's welcoming and fun!
@Funke I second that, I also want ARMS to be a big hit for casuals and hardcore gamers.
@Funke Ah, okay. Thanks for the reply!
So I've gotten responses about how the motion controls are perfectly precise and how motion controls are optional, but
a) motion controls are super imprecise right now. If I turn my hand exactly 45 degrees, it wont guarantee the same result in the game, especially if I make the movement quickly. This could lead to a punch missing the right curvature, and missing a hit. If this misses even 5% of the time, that could cost me the match. Which in a professional setting, could cost me my paycheck. It'd be like playing Brawl professionally if tripping happened 3 times more often.
b) non-motion controls have objectively less options with how you can move. Using it gives more precision, but at a cost that gives you less versatility in a match, which can be even worse than terrible motion controls, as your movements are much easier to predict, and counter.
Unless they somehow put together a non-motion control method that has all the functionality of motion control scheme, or somehow make joycon with highly precise motion controls, I don't see this game making it anywhere in the esports scene.
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