Review – Arms

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Arms is a game that has taken me for a roller coaster ride this year. I was a little skeptical upon its initial reveal, but as subsequent information about the game came out, I got a little more excited. However, that excitement was quickly deflated after getting to play the game over the summer, and it got quickly demoted from a must-buy to a rental for me.

Now that I got to spend some time with the final product, I can’t say I regret my decision. Arms has its fair share of problems, which causes the game to float somewhere between really fun and very frustrating. Through all of this, though, Arms still manages to be a breath of fresh air coming from Nintendo. At its best, it’s a superbly designed online experience that requires complex, on the spot thinking. It takes some risks, some of which don’t pay off, but it has many good ideas that I hope are not abandoned here.

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Impressions from the Arms Global Testpunch Event

With this weekend’s Arms Global Testpunch wrapped up (There are additional times next weekend), I’m pretty surprised to say I’ve come out with a more skeptical opinion of Nintendo’s newest Switch game. I was really looking forward to Arms, and to an extent, I really did enjoy my time with it this weekend. However, there are some concerns that I have now after playing it, which I will address here.

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Okay, Arms, You’ve Got My Attention

Nintendo’s newest IP, Arms, left me a bit puzzled when it was first announced. It looked fun, but the idea seemed kind of shallow, like Wii Sports‘ boxing game with a coat of Disney paint. With Nintendo’s newest Direct presentation, they’ve given us an in depth look at the gameplay of Arms, and what kind of experience it will offer. I have to say, this game is looking much more interesting than I initially gave it credit for.

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