Hello, I'm Zack, and I had never played Smash Bros. until today. I don't know if that should be a confession or proclamation. Let it be both. Let the flaming begin.Super Smash Bros. Brawl felt frenetic. To me, it seemed like too much was happening on-screen to play with precision. But apparently people wring ever moment of control out of this fast-paced game. Just not the first time they play.
In my games, Brawl always had a lot going on. A power-up poured out 2D sprites lifted directly from Advance Wars. Another caused a Nintendog to briefly paw playfully at the screen, for no reason other than to annoy us. I just laughed at the puppy as I was knocked off the platform to my loss.
I like my fighting games with more of an immediate sense of cause-and-effect and without this power-up focus. But I could see the appeal of Brawl. It had so much happening that I was always entertained. And the sense of humor and strangeness -- Mario versus Sonic in a fighting game -- also hooked me.
At Nintendo's press event, my fellow journalists were most excited about trying the controls. We were able to play with the Wii Remote by itself (encased in its silicon shell), or with the Classic Controller. The Wii Remote, held like an NES pad, felt simpler initially. But executing all of the moves required more complicated button combinations, like B with an attack button to grab.
Even I wanted more options, quickly opting for the Classic Controller and its additional dedicated buttons. With that pad, Brawl plays almost the same as on Smash Bros. the GameCube. (Note that GameCube controllers will also work with Brawl natively.) I tried the right analog-stick for smash attacks and began to appreciate the chaotic pace.
Nintendo stressed that Brawl will have fully customizable controls that will be saved to user profiles. Even such annoying Brawl conventions as pushing up to jump will be able to be remapped however a player wants. This feature wasn't demonstrated, but Nintendo imagines that expert players will craft crazy schemes that may give a small advantage.
I thought the actual gameplay held a light tone, which was good with its constant chaos. Power-ups were comical and damaging. And the deep Nintendo references, like a perfectly pastel Yoshi's Island level, kept me amused.
I'm looking forward to playing more Brawl to see what the Smash Bros. fuss is about. Our one-system, four-player matches were fun, and gamers will be able to connect four-player games online, too. (Some sort of online, user-generated content sharing was also mentioned, although Nintendo gave no specific details.)
Maybe I'll find depth within the Smash Bros. pace after the February 10, 2008 release. But even if I never get full control over the fighting, I'm sure the surreal design will keep me engaged.












(Page 1) Reader Comments
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Or another one from the future who comes back to prevent a worldwide disaster and can also go Super-ah. Yes.
Looks like Sega's got it covered.
I'm suprised Crono from Chrono Trigger couldn't go Super Sayian. I think it has nothing to do with Homage and everything to do with the guy can't come up with an original idea.
Not that super sonic or DBZ is bad. Its just obvious they're from the same people.
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Face it. If someone liked SSB and SSBM, odds are great that they'll like SSBB, too. And if they hated the previous two games (yes, there are people who hate Smash Bros.), then they'd hate Brawl, too.
But here we have someone who has never played a game in the series before. He has no positive/negative experience. He can rate this game on its own merit alone, instead of incorporating a bias from playing previous entries.
Smash Brothers is unlike any other fighting game in existence, and as such has a learning curve that is inappropriate for someone who is picking up the game for the first time at a gaming convention. Someone who is spending their limited time trying to understand the percent system and powerups doesn't offer a lot to readers.
No there wasn't. If anything, it was "not complicated enough." I like Smash as much as the next guy, but it has nowhere near the depth of a Capcom, Namco or Sega fighter. Nessuno's comment about the learning curve is also absurd. There hasn't been a more pick-up-and-play fighting game since Yie Ar Kung Fu. We can all agree that Smash is entertaining, but arguing that it has technical complexity is like arguing that Itagaki actually cares about the fighting in his "fighting" games.
Every fighting game has its learning curve, and there are is no franchise that are equal to each other, and the fact that you say so, shows me that you don't know much about fighting games...
How in hell is SC, Tekken, DoA (ugh), MK, SF, and/or KoF the same? hell, they all have different stuff, combos, some have weapons, hell, you have to even time the knockbacks, delays, etc....so saying that SSBB is like "Fighting game but above them all" is crap, the ONLY difference is the fact that there are 4 players, that's all
Oh, and the fact that the reviewer is new to the franchise is really good, like someone mentioned, he is neutral, and apparently he has some sort of expertise in fighting games...
"I like my fighting games with more of an immediate sense of cause-and-effect and without this power-up focus"
What really separates Smash Brothers from other games is the freedom to move where you want and fight how you want. In a normal fighter, if you're by the ledge or a wall and your opponent is coming at you, there are a quite few options at your disposal. In Smash Brothers there are thousands.
I spent some time around the 3d Strike and GGXX tournament scene back in the day, and I gotta say it's way harder to get into SSBM's metagame than people tend to believe.
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It is chaos. The game is big on speed. Which is why it's tough to play as the slow bruisers (Bowser and Donkey Kong). While they hit very hard, it's tough for them to catch up with the faster characters in the game (Sheik and Fox, in Melee).
It is very customizable, too. From rules to available stages to available items and beyond, Melee had a lot of options to customize how you play. And Brawl adds even more customization (what music plays, what special effects are permanent, etc.).
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My older sister stopped playing video games when they went 3-D, so I showed her the first Brawl and said "Look it's 2-D!" and so much stuff was moving around on the screen at once that her head almost exploded and she immediately left. Such beautiful chaos though!
I prefer characters that have good "flow" (like Ganondorf or Marth) good moves (like Game and Watch) or both (Kirby)
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My bad.
The only metal gear I've played is Metal Gear for NES. And its impossible.
Its not that I hate the game, I've just never played it. I'd probably really like it, too.
The the GC remake for MGS any good, or would you recommend me digging up the original PSX version.
Go with the original, the NGC one was ported by another team, altho I don't know much about that version, ports don't always feel that great when they are made by another dev team....just like what happened with RE4 when it went from NGC to PS2 =(
That said, Metal Gear seems to get better with each iteration. If you get the chance to pick up one of the later ones first, go for it, though you might need to read a few Wikis to figure out what a guy who looks exactly like Snake is doing in the 60's.
Seeing items being grabbed during a jump is beautiful as well.
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The opinion was pretty much neutral,a nd I'm sure if he had some more experience with Smash than he'd enjoy it more.
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1) Ok, is this why we're supposed to wait a couple more months?
2) What could it be anyway? It has to be related to photos somehow...
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Also, since I see a few people making this mistake, let's try to correct this now: if you are offering an opinion on the game, you are biased. A non-biased look is a recital of features. If you like something, it's biased towards the game. If you don't like something, you're biased against it.
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What we didn't learn is how Brawl plays differently from the other smash games. What additions / subtractions / alterations have been made... which is really what is important in a sequel.
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