Posted by: metinahurricane | July 18, 2009

The Grey Area — Servbot

Grey.

Grey.

 

So now that we’re in a suitably grey mood, I may as well give a brief introduction to my reviews. As most of you know already, I don’t go attack-by-attack; I find it pointless and tedious to read when you’re on the receiving end of the review (hence why I prefer getting Warlord to review my stuff, as he, too, refuses to analyze each and every attack). It’s also something of a cop-out; it’s so easy to just write one’s review as you read. I, on the other hand, am going to be trying to capture major issues, more glaring problems – things that, y’know, people will actually care about when considering whether or not to vote for your set. Not specifically how much damage this attack does or whether that one mentions ending lag.

There will be no dealing with absolutes here; hence, the Grey Area. Indefinible, uncertain, subjective.

But enough pretentious psychobabble. Let’s get to the actual review.

Servbot’s biggest problem is your biggest weakness in general, Shadow; it’s the same thing that always foils you, and makes your set so poorly received. Your organization, that is. The color scheme is all right, but the lack of even the most rudimentary BBCode makes the whole thing look rather sloppy. The first – and most important – thing to change is to bold the attack names and the headers. It may seem like an afterthought, but if you look around, you’ll find few movesets that don’t bold things that attention should be drawn toward. I’d also suggest messing around with a different font for the attack names – perhaps Palatino Linotype? That’s always a good choice. And while we’re at it, you’d probably want a bit more color than you have now. Where your attack names are monocolor and a bit bland, you could make the connecting symbol (something spicier than – would be preferable) yellow in the blue names and blue in the yellow names, emphasizing the contrast?

And the final thing you could try is coloring the big white attack descriptions with a nice, pale color, so it doesn’t glare too much. Pale yellow could have been ideal for this one.

That’s it for organization. As to the actual set…

Well, it’s almost trite to say so by now, but Servbot doesn’t flow all that well. He’s got a hell of a lot of cool and creative attacks, but the only thing that seems to tie them all together is the multi-man mechanic. I really thought you’d do a bit more with the fact that a ton of Servbots are hanging around in the background. The playstyle section was what I looked to to make it all slot together, but to be honest, it’s a bit skimpy and doesn’t say much except “Servbot’s got good survival and good attacks”. I’d really make some more mention about how the mechanic is best used and what it means for his game.

Now, that said, this set is really cool overall. You did a great job with it in general and show just how badly you’re underrated; some of the ideas in here are very neat. The Specials – and the crosshair’s interaction with the equally cool grab – are rather brilliant, with the possible exception of Down Special, which is the kind of overdetailed-for-the-sake-of-overdetailed attack that I haven’t seen since Dimentio. Between the (gasp) prop attacks that are totally fitting and the interesting uses of the six-man team – not the least of which is the Down Air – you’ve got uniqueness in spades. It all comes together in the throws, doesn’t it? They’re all quite brilliant implementations of the mechanic.

And, oddly enough considering how overlooked your movesets are, you’ve got a fine writing style. It’s very easy to go through, friendly and inviting and yet utterly factual. I rather like the way you set aside the uses section at the bottom of each attack – makes it easy to skip or enjoy at one’s leisure. And that’s what this set is; a nice, leisurely set that’s not too complicated. It’s certainly not a TRAP character, which is so relieving in times like this.

As to balance, this set exudes a certain something. It makes me feel as though you put a whole lot of time and thought into how to make it work without being broken or cheap – maybe it’s because of the reassuring updates, kept track of at the bottom, that really make it feel like you put in that added effort. The only thing in the whole set that really jumps out at me is the Forward Air, which just feels like it’s begging for some cheap recoveries, going under the stage or too high up in the sky or whatnot. I’d make it self-detonating after a few seconds, myself.

Really, there’s not much else to cover. I’m quite impressed with this set and now convinced that the only reason you’re so overlooked is because of the somewhat thin and unimpressive organization. You spruce it – and your future movesets – up with a spot of bolding and a more impressive palette, and I think you could quite easily become a major force in moveset making, let alone place in the Top 50.

[I’m eschewing the sign-off because everyone has them now; it feels played-out]

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