Follow TV Tropes

Following

Discussion History Main / DubInducedPlotHole

Go To

[004] Nezumi Current Version
Changed line(s) 1 from:
n
*Much like in the games, the \'Sun and Moon\' series renames the Island Kings and Queens to the more ambiguous Island Kahunas; which wasn\'t a problem until the series reached the Poni Island arc, which has a major plot point surrounding Hapu [[spoiler:trying to be recognized by Tapu-Fini after taking the reins from her grandfather Sofu, who died before the events of the story.]] A downplayed example, as the plot thread is resolved differently than in the games.
to:
*Much like in the games, the \\\'\\\'Sun and Moon\\\'\\\' series renames the Island Kings and Queens to the more ambiguous Island Kahunas; which wasn\\\'t a problem until the series reached the Poni Island arc, which has a major plot point surrounding Hapu [[spoiler:trying to be recognized by Tapu-Fini after taking the reins from her grandfather Sofu, who died before the events of the story.]] A downplayed example, as the plot thread is resolved differently than in the games.
Changed line(s) 3 from:
n
For comparison\'s sake, N64 had a roster of 8/12 (but 66% in this case), Melee 15/26 (58%), Brawl 20/34 (59%), 3DS 36/48 (75%), and Wii U 40/48 (83%). However, Ultimate\'s starting roster being 8/72 (under 10%) is a rather drastic drop in starting rosters, even understanding the idea behind it. The trope\'s underlying point, I suspect, is there should have been a better compromise between starting and unlocked characters.
to:
For comparison\\\'s sake, N64 had a roster of 8/12 (but 66% in this case), Melee 15/26 (58%), Brawl 20/34 (59%), 3DS 36/48 (75%), and Wii U 40/48 (83%). However, Ultimate\\\'s starting roster being 8/72 (under 10%) is a rather drastic drop in starting rosters, even understanding the idea behind it. There\\\'s also quite a difference between fighting to unlock 12 hidden characters and fighting to unlock 64 of them, regardless of lowered requirements. The trope\\\'s underlying point, I suspect, is there should have been a better compromise between starting and unlocked characters.
Changed line(s) 1 from:
n
What I see in the Troper\'s trope and (valid) issue is not characters in themselves being locked, but \'\'too many\'\' characters being locked, making it antithetical, impractical and inconvenient to the partying nature of Smash, and limiting out-of-the-box character matchups in multiplayer, countdown timer or not. Not all people may be able to powerplay the game to quick-unlock characters like that.
to:
What I see in the Troper\\\'s trope and (valid) issue is not characters in themselves being locked, but \\\'\\\'too many\\\'\\\' characters being locked, making it antithetical, impractical and inconvenient to the partying nature of Smash, and limiting out-of-the-box character matchups in multiplayer, countdown timer or not. Not all people may be able to powerplay the game to quick-unlock characters in an afternoon.
Changed line(s) 1 from:
n
What I see in the Troper\'s trope and (valid) issue is not characters in themselves being locked, but \'\'too many\'\' characters being locked, making it antithetical, impractical and inconvenient to the partying nature of Smash, and limiting out-of-the-box character matchups in multiplayer, countdown timer or not. For comparison\'s sake, N64 had a roster of 8/12 (but 66% in this case), Melee 15/26 (58%), Brawl 20/34 (59%), 3DS 36/48 (75%), and Wii U 40/48 (83%). However, Ultimate\'s starting roster being 8/72 (under 10%) is a rather drastic drop in starting rosters, even understanding the idea behind it. The trope\'s underlying point, I suspect, is there should have been a better compromise between starting and unlocked characters.
to:
What I see in the Troper\\\'s trope and (valid) issue is not characters in themselves being locked, but \\\'\\\'too many\\\'\\\' characters being locked, making it antithetical, impractical and inconvenient to the partying nature of Smash, and limiting out-of-the-box character matchups in multiplayer, countdown timer or not. Not all people may be able to powerplay the game to quick-unlock characters like that.
Changed line(s) 2 from:
to:
For comparison\\\'s sake, N64 had a roster of 8/12 (but 66% in this case), Melee 15/26 (58%), Brawl 20/34 (59%), 3DS 36/48 (75%), and Wii U 40/48 (83%). However, Ultimate\\\'s starting roster being 8/72 (under 10%) is a rather drastic drop in starting rosters, even understanding the idea behind it. The trope\\\'s underlying point, I suspect, is there should have been a better compromise between starting and unlocked characters.
Top