Like Splatoon and The Legend of Zelda: Breath of the Wild, Nintendo’s Arms takes an established genre—in this case, the classic one-on-one fighting game—and turns it on its head.
Gone are the side-on views, fast close-quarters combat, and complex combos adopted by almost every fighting game since the debut of Capcom’s seminal Street Fighter II in 1991.
In their place is a bold mix of long-range, third-person combat played at a strategic pace far removed from the split-second timing and dexterous button bashing typical of the genre.
There are even motion controls that not only work with surprising accuracy, but are more appealing than their tactile counterparts.
Having been burned by motion-controlled flops like the Kinect-powered Fighters Uncaged, or even Nintendo’s own notoriously shallow Wii Sports Boxing, I’m surprised that Arms‘ motion controls work as well as they do. More surprising is that, despite the motion controls and Saturday morning cartoon aesthetic, Arms is a game of boundless depth.
Even now, after hours spent swinging wildly at a television, I have barely scratched the surface of what it has to offer. Arms isn’t a button-masher (or arm-flailer) for the casual crowd, but a complex fighter for those with a steady hand and the patience for betterment.
In short, Arms is utterly brilliant.
Read 20 remaining paragraphs