Posts Tagged ‘Super Smash Brothers Brawl’

Super Smash Brothers Brawl… Diving into the madness

Thursday, March 20th, 2008

I had to pick up Super Smash Brothers Brawl a bit later then everybody else, and for some reason I wasn’t too worried about that “first week hype” that seems to revolve around games all the time. Ironically, with Melee, it’s predecessor, I had purchased the game on it’s launch day and played it like hell. Then stopped playing for 5 years, and then repicked it up again once I met some people in the pro-gaming scene that played this game. From that moment I learned how great Melee really was in terms of depth and technique and why it’s one of those rare games that has garnered such a harcore community. Granted, I never became more than a beginner player… and even after a year of practice I couldn’t even wavedash more than half the time… but I really saw how great the game really was on a competative level. So, what’s a week compared to 5 years?

The first impression I have of Brawl is that it has a ridiculous number of modes of play. You can do Classic, which is the single player experience from the last game, the new Subspace Embassy mode, Break some targets, home run contests, build a stage, events, challenges, online with friends or random people, multiplayer brawl, with items, without items, all with more stages, music, and characters to unlock. A lot of these modes can be played 2 player which is a great boon to those who have either a brother or sister, or even a girlfriend (or boyfriend) to experience games with!

  • Insane amounts of modes. Definite fan service that serves to Nintendo Fans everywhere!

However, it doesn’t take that long after playing to realize that Sakuri, the creator of this game, stripped the game down in terms of gameplay. The game feels slower and, at least on the surface and as far as first impressions do go, less deep. This is better for newer gamers into the foray but it just feels like a step back for those of us who did spend a long time in the old game. If I can tell the difference then hardcore nuts for melee surely can even more, especially those who probably make a lot of money at tournaments. Also, some odd decisions that just hurt this game. They brought back ALL of the characters from the old games, except replaced Mew Two with Lucario, and changed the way some of the core characters played, particularly Falco, and no Dr. Mario?

Friend codes also hurt the gaming experience. Having to imput digits for every single friend you want to play and hoping they imput yours before you can even get a room started is just exhausting. Yet, at least once it is set up it works fairly well with little lag unless someone is on a horrible connection. This is nothing compared to the random battles you play against people, where even their gamer identy (the 5 letter combination that you can input to identify your character gets stripped) as well as any of the myriad of options you can normally choose to play disappear. You are stuck as the nameless with only 2 minute K.O. fest to play, over and over again. You might as well play with the CPU.

  • No MewTwo, Dr. Mario, and unwanted changes to existing characters to make them feel too different
  • Horrible Online interface - Friendcodes are just downright annoying.
  • Stripped and slowed game play. All of the advance tactics are gone, or at least most seem to me missing.
  • Random Matches are extremely pointless!

So far these are my initial findings and ramblings. Overall the production values are up there and there is just so much to explore that I have yet to really comment in more depth to any particular mode yet. It might be good to note that I’ve only played enough to unlock two new characters. So I have time to change my thoughts as this game unfolds itself. I’ll be starting Subspace Embessy soon, probably will string my girlfriend along for a two player experience.

Wish me luck!