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ARMS

Watch the protégé surpass the master as Dan teaches Vinny the ins and outs of ARMS.

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Giant Bomb Review

71 Comments

Arms Review

3
  • NSW

Nintendo's newest title delivers on tone and fleeting fun, but struggles to sink its hooks in.

It’s been a hell of a year for Nintendo fans. March saw the launch of the Switch, the company’s hottest console in over a decade (and thankfully, one with a gimmick that actually works well). Alongside it, fans were treated to one of the most ambitious and well-received Zelda games of all time. If that weren’t enough, Super Mario Odyssey stole E3 with its bonkers trailer and great demo. Between the Switch’s big launch and Mario’s October release, the summer of 2017 plays host to two of the company’s newest IPs. Splatoon 2 is set to follow up on the surprising success of 2015’s multiplayer-focused title, but not before Arms has a chance to prove that Nintendo can produce another solid new online property.

No Caption Provided

In some of the same ways as Splatoon, it succeeds. Its tone is immediately likable, greeting players with a catchy theme and an inviting art style. Ten fighters are available, including a pulsating blob-man, a robotic beach cop/guard dog duo, and a girl with ramen noodles for arms who can turn one arm into a dragon. They’re some of Nintendo’s weirdest characters in a long time, and that’s counting the children that turn into squids and paint each other.

No matter who you pick, the core components of combat play out the same way. Each character’s arms (or in Twintelle’s case, pigtails) are inexplicably long and springy, allowing for punches that can stretch across the length of large battle arenas. Once a punch has started its flight, it can be curved to adjust to your foe’s movement. If you press both punch buttons, your arms will extend in an attempt to grab them for a throw. Outside of a dash, jump, and block, that’s about it for the basic controls.

Ribbon Girl's mid-air jumps make her one of the more agile characters in the game.
Ribbon Girl's mid-air jumps make her one of the more agile characters in the game.

If that all sounds a bit simple, it’s because it is. Grasping the controls doesn’t take long, but there is a little more depth that becomes apparent as you continue to play. If you hold the dash, jump, or block button for a couple of seconds, your next punch can be charged with a powerful elemental attack. Each character comes with their own special abilities, but the game does a poor job of making this known (you have to dive into a help menu to see their descriptions). Ribbon Girl can perform multiple jumps in mid-air, Min Min can deflect incoming attacks with a spinning kick, and Master Mummy can regain health while blocking. These important traits will help you determine whose playstyle is best for you, so it’s best to jump into the help menu and read up on them as soon as you start playing.

Much of Nintendo’s pre-release footage of the game showcased players with a Joy-Con in each hand, shadow-boxing with motion controls. While this works alright for the most part, it occasionally makes controlling your fighter feel like an awkward Wii game. I greatly preferred using the pro controller, even if it does come with the minor handicap of not being able to curve each arm separately. This also requires you to block by clicking in the left stick, which is less intuitive than several other available buttons. With no option to remap the controls, I did my best to get used to it. Even with its drawbacks, I felt like the pro controller offered me better direct control over my character and attacks than the imprecise motion controls.

Playing with friends is fun, but it might be hard to keep them invested for more than a few fights.
Playing with friends is fun, but it might be hard to keep them invested for more than a few fights.

Arms come in a variety of types. On top of standard boxing gloves, your fists can be equipped with heat-seeking missiles, party poppers, flying discs, laser-spewing dragon heads, and more. The bigger and heavier they are, the harder it is to counter them (a Megaton ball will pass straight through a counter attempt from a party popper, for example). In addition to their types, most arms also feature an elemental power that can inflict temporary status effects on your enemy. The variation in arms can lead to some interesting strategic opportunities if you notice an opponent relying on a predictable method of attack.

New arms are unlocked via a drip-feed of in-game currency that you’ll earn as you play through the various modes. Rather than using your cash to purchase items outright, you use it to purchase time in a target shooting gallery that rewards you with new arms. As you strike enough targets, gift boxes float across the screen that contain your prizes. These can be arms for any character, but you tend to get more for the character you selected for the shooting gallery. A couple of factors lead to this system feeling underwhelming. For one, it takes a long time to build up enough currency to purchase significant time in the minigame. Also, your prizes are simply other characters’ default arms. It’s not like you’re unlocking or leveling up new arms, you’re just unlocking the ability to use one of Helix’s arms on Spring Man, for instance.

Filling your special meter allows you to unleash a flurry of attacks.
Filling your special meter allows you to unleash a flurry of attacks.

My early bouts in Arms were little more than silly slap fights, featuring me wildly throwing and curving punches. As I played more and started to improve, I found the fights to be more rewarding. Playing through the ten-stage Grand Prix mode on the easiest setting allowed me to breeze through with perfects without any real strategy. Once I started working my way up the difficulty ladder, however, I found it much more necessary to utilize counters, blocks, and my character’s special abilities.

Even with the added depth that’s necessary during higher difficulties and online play, Arms never becomes deep enough to feel as rewarding as a more traditional fighting game. On the other side of the coin, it doesn’t capture the pure chaos of goofier fighters like Power Stone or Super Smash Bros. It exists somewhere in the middle, with a little bit of depth and the occasional interactive environment but not enough of either to really get into a groove.

If the moment-to-moment fighting doesn’t exactly thrill you, then there isn’t much else for you to do in Arms. Bringing in a friend or three can be fun for a bit as you compete in free-for-alls or 2-on-2 battles. Minigames like volleyball and basketball are interspersed throughout the single-player Grand Prix matches and available in multiplayer, but they’re bare-bones distractions at best.

Some stages have light interactivity, such as the bouncy surfaces surrounding Spring Man's stage.
Some stages have light interactivity, such as the bouncy surfaces surrounding Spring Man's stage.

Unlocking other characters’ arms is the only form of progression in the game, as you can’t level anything up or buy new cosmetic gear. Splatoon was criticized by many for its sparse assortment of modes and progression, but its launch offerings seem robust compared to what’s available in Arms.

It’s encouraging to see Nintendo experiment with new IP, especially in these early months of the Switch’s release. That said, Arms doesn’t make the same splash that Splatoon did two years ago. It introduces some great new characters and some entertaining gameplay, but the depth of combat and overall amount of content is lacking. Online play features a ranking system, but ranking up does nothing for you but change a number onscreen and earn you a little bit of currency. I never felt like I was progressing in any meaningful way, and the lure of unlocking new arms for my characters wasn’t strong enough to make me want to dive deeper.

If you play enough Arms, you’re bound to have the occasional thrilling, close-fought bout. These brief moments are fleeting, however, and the game simply doesn’t give you enough reasons to keep coming back.

71 Comments

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steveurkel

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Edited By steveurkel

I'm gonna need this quick look please and thank you, sirs.

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Addfwyn

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@gbrading: Which, given the lack of titles on the Switch right now, is probably a smart business move. People would be more likely to buy it for full price right now just to have more to play on their Switch.

You can make a lot of sales you would normally never make if you can get something out early in hardware's life span, look at the kinds of titles people are willing to buy for VR.

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Rasrimra

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Edited By Rasrimra

Some people are way too good at this game XD

The skill differences are pretty gigantic in party mode right now.

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Jpope

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Do you guys plan to do a quick look on it?

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MissAshley

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Edited By MissAshley
@steveurkel said:

I'm gonna need this quick look please and thank you, sirs.

Yes, please! I know they're winding down from E3, but I keep popping in looking for this anyway.

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Jensonb

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I still can't believe this game is actually just called "Arms".

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Onemanarmyy

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Edited By Onemanarmyy

Would be interesting to know what Dan feels could be improved in a sequel. More minigames? Ringouts? more arms? more maps? tag assists? What would make this game have more staying power? Is the actual game so solid that all it needs is more stuff?

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Sunjammer

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@quickbunnie: Sticks are noisy too, and given wide travel ranges filtering noise on gyro/acc combos is pretty dang accurate if what you are trying to get is a rotation vector as in the case of splatoon/arms.

IMO the future of hand held controls is sticks, buttons AND gyro/acc. Tilt in general to augment aim is a genuinely useful innovation that would improve any game with aiming. The questionable thing in arms is probably the punch, but even for that tracking an average motion in a given direction is 100% reliable as far as gesture tracking goes.

Obviously bad controls are bad controls from a design pov, but I take issue with the assumption that motion controls are just less accurate by default when they tend to be more distractingly accurate than folks are used to.

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zombievac

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I hate to even bring up the ole' rating argument, but this ISN'T a three star written review, and it isn't a 3 star (as in, at least average) game! Dan is obviously most interested in reviewing ANY Nintendo-related thing... but is he really the most objective source?

HE LOVES MARIO PARTY. FULL STOP.

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AV_Gamer

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Oh... Giant Bomb still does game reviews? Shocking.

As far as ARMS goes, I didn't think it would be anything special. The game reminds me a lot of Ballz for some reason. If the title ARMS was replaced with Ballz 2 or something, I'd believe it.

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quickbunnie

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@sunjammer: Every analog to digital converter control will have noise, but just looking at some of the raw data coming in from wii mote (vs joysticks/mice/older game pads) there is no question motion controls have to deal with tons more noise. Hell, we have high frequency physiological tremor built in when engaging musculature against gravity. Thumbsticks, mice, and joysticks dont have to deal with that.

This is subjective but having used gamepads/mice/steering wheels/flight joysticks, while their accuracy vs vive/rift is difficult to judge, I would say there is definitely latency. I haven't seen Rift/vive code but I have tried both (owned a vive for a while) and would bet a lot that its smoothing algorithms causing the latency. The issue is that the amount of displacement you need but being correctly recognized as NOT physiological tremor is like 2-3 frames slow (wiimotes are way slower/way noisier for comparison).

Breath of the Wild utilizes combination motion and thumb stick controls. There are certainly some fine motion controls that are easier to do with motion controls, so your base argument that thumb sticks have too little travel is absolutely valid, but the motion implementation thus far hasn't been good enough to have me keep it on.

On the other hand, games like Mario Kart can actually be better with motion controls, you get more degree of freedoms and since you know the tracks, the latency can easily be compensated for. Still the delay in executing flips with a waggle is very obvious.

Anyway, TLDR I agree that accuracy/precision issues aren't definitively a knock against all motion controls BUT they do have barriers that have yet to be proven can be overcome.

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Laner

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Hey, he gave Paper Mario Color Splash 2/5

@soulcake said:

Dan giving a Nintendo game 3 starts that's impossible ! :P

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Solidair3

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I'm enjoying this game very much so far. It will definitely need additional content in order to keep hype/playership up, but they did it with Splatoon and I bet you they can do it with ARMS.

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kdenicolo

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Great review Dan!

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chiefbott

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dan "scrub tactics" ryckert probably doesnt even know what depth would look like in a fighting game so take this review with a grain of sea salt.Same with jeff "i dont know what to do when point blank in sf after years of playing street fighter" Gerstmann...they dont know what their talking about but boy are they gonna voice their opinion about it but i guess thats Giant bomb though right?

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aneth

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dan "scrub tactics" ryckert probably doesnt even know what depth would look like in a fighting game so take this review with a grain of sea salt.Same with jeff "i dont know what to do when point blank in sf after years of playing street fighter" Gerstmann...they dont know what their talking about but boy are they gonna voice their opinion about it but i guess thats Giant bomb though right?

lol that's an extreme take... i was going to comment on dan's review that a critic should be good enough at games to know the potential (depth) of their play before they review them but w/r/t jeff at least he is aware, if not able to perform the complex particulars of street fighter play. he's smart... but difficult games made well take practice

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aneth

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and are you complaining that media people use their voices, to their face

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PassiveSpiral

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For me at least, it hasn't been a hell of a year as a Nintendo fan. I've never even seen a Switch in stores and I don't think I'd get one right now if I did. It seems underpowered and poorly designed like Nintendo consoles always are. Gimmicky controls with overly expensive accessories, a poor online infrastructure and zero backwards compatibility with previous physical and digital purchases. Zelda looks great, but that's it. 1-2 Switch looked like a free pack in, and a dull one at that, not a full price game. Arms never looked interesting to me, I'm honestly surprised when I hear people talking about looking forward to it. Mario Kart 8 was a Wii U rerelease that I have no interest in. The first Splatoon was great, but we don't know how the second one will be, it could easily just be more of the same. Mario and Rabbids I don't know about; I love Xcom, but I don't care for Rabbids and seeing Mario with a gun is just weird. And I thought Mario Odyssey looked really underwhelming. Mario 64 is my favorite game of all time, loved Mario Galaxy and was super excited for Odyssey. The Cappy mechanic looked cool, but the environments they showed looked dull, and the constant Moons popping out for doing random things like breaking a box or playing jump rope was lame. So I don't know...Zelda seems good, but not much else this year from Nintendo seems appealing to me.

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Wolf3

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I wish this game was cheaper...I'm curious, and up for more stuff for my Switch, but $60 (or $47ish) just seems so expensive for something that seems really shallow...

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herciliotenorio

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Edited By herciliotenorio

@homelessbird: i think that was on porpuse. If you put a fighting player comparing with other fighting games this would probably get 0 or 1 star. I am not even a pro and Just the fact that you can throw with range annoys the hell out of me. When you put this game in the same shelf with tekken 7, street fighter 5, guilty gear, mk, injustice, blazblue, skullgirls and etc.. is almost unfair.

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Homelessbird

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@herciliotenorio: Yeah, you might be right. Also, in the month since I posted that comment I've soured a lot on ARMS. I thought it had a lot of potential, but they don't seem to be supporting it or expanding on it the way I hoped they would.