Showing posts with label Super Smash Bros.. Show all posts
Showing posts with label Super Smash Bros.. Show all posts

Friday, July 19, 2024

Super Smash Bros. Ultimate Review

 (Originally published to Glitchwave on 6/29/2024)













[Image from glitchwave.com]


Super Smash Bros. Ultimate

Developer: Bandai Namco, Sora

Publisher: Nintendo

Genre(s): Fighting

Platforms: Switch

Release Date: December 7, 2018




Super Smash Bros. Ultimate is a subtle reminder of Mr. Masahiro Sakurai’s mortality. Between the endearing birth of the first Super Smash Bros. game on the N64 to the metaphorically roaring, arena-filling crowds of fans, the crossover franchise has garnered since then, two decades have passed over the course of Sakurai’s life. For twenty years, the creative director and chief organizer of Nintendo’s annual celebration of a new console (in my eyes) has been straining himself to the point of total exhaustion. The rush of Melee’s release is the only documented case of Sakurai suffering from a potential mental breakdown. Still, one can imagine that once the franchise he spurred rocketed off to the skies of Nintendo’s golden gates of high repute, the ACE inhibitors he’s been taking for his high blood pressure prescribed to him during Melee’s development still needed to be administered daily. In the efforts to continue making Super Smash Bros. the unique and well-rounded experience that we fans expect, the series has throttled the poor man’s psychological well-being and probably ate up the vital, irreversible time he could’ve been spending with his family and friends. What I’m trying to illustrate here is that Sakurai is tired. He isn’t the hopeful spring chicken that he once was when the prospect of Nintendo’s eclectic cast of notable characters beating the everloving tar out of one another was but a promising spark of ingenuity he devised so long ago. I’d be willing to bet that the Switch will not be Nintendo’s swang song system to retire its unparalleled tenure in the console wars. Sadly, the “ultimate” descriptor in the handheld hybrid’s delegated Smash title probably connotes that we’ll be saying sayonara to Sakurai’s collective of Nintendo’s finest. However, it isn’t time to break out the handkerchiefs just yet. “Ultimate” also carries implications that this game is the franchise’s first-rate outing: the dominating Smash title that renders all of its predecessors obsolete and is substantial enough to satiate the fans for the remainder of their days. From the exorbitant amount of content Smash Ultimate provides, this was clearly the objective. However, I still find a few discrepancies in referring to this game as the pinnacle of the Smash Bros. series.

One initial panoptic aspect of Smash Ultimate was the promise that every single character ever featured as a fighter across the previous four games was going to be included, and there was no trace of hyperbolic bullshit in this marketing ploy. EVERYONE is here, from Nintendo’s five-star generals to their respective lieutenants, to the equally esteemed representatives from foreign lands Sakurai has borrowed as a result of his now impeccable skills as a Nintendo ambassador. All third-party restrictions bound by copyright law have been torn to shreds, and all characters who faced debilitating complications that deterred their return to the series (Ice Climbers) have successfully passed through the security clearance thanks to Ultimate’s exclusivity to the Switch console. As they say, if you’re near the end of your days, it’s best to “go out with a bang,” and hosting a party where every conceivable friend and chummy acquaintance positively confirmed and reciprocated the invitation is an astounding prospect that will make all of those who did not receive such an honor envious. In fact, one prevalent theme in Ultimate is the cumulative progression of the series in terms of its roster, showcasing how Smash. Bros has become such a tremendous representative in Nintendo’s catalog of IPs that it can now introspectively curate its own history alongside its parent company’s on the whole. The starting lineup available to the player in Ultimate is the humble selection of Nintendo’s heaviest of heavyweights initially granted to the player when booting up the first Super Smash Bros. on the N64, and the character unlocks are ordered sequentially by when they debuted as a fighter in the series. While tailoring the game’s progress in this fashion makes me somewhat sentimental, I still have to decree that Ultimate’s strive for character comprehensiveness is an overall detriment. Naturally, promising the inclusion of every past character means that the clone characters, mostly from Melee, bans have been rescinded and are polluting the roster with their redundancies once again. Pichu, a character that should ideally embarrass Nintendo to revisit, still harbors that damnable habit where he hurts himself upon using what little lightning he can conjure up from his underdeveloped body. It’s still as pitiful as it was three entries ago. Adult Link, Toon Link, and Young Link all sharing the screen simultaneously is a paradoxical clusterfuck, even though I’m fully aware that all of them are technically different characters as written in the Zelda lorebooks. I complained about his return to Smash 4 and I’ll extend the quibbles to his continual presence here, but the fact that one of the two Marios went to med school is superfluous when they are both combatants in a fucking fighting game. I’d pick on Smash 4 for introducing Lucina, aka Marth who menstruates, but the newer clones are better organized with a new feature known as an “echo fighter.” They are clone characters with discerning characteristics in their respective franchises, distinct enough to be included as a fighter, yet not distinguished enough to warrant an individual slot in the roster. Even if they are selected as what is essentially a skin, every clone character is a nuisance and I want them out of my house.

What I’d rather have instead of clone characters taking up valuable oxygen is allowing some breathing room for a crop of fresh faces, which is the aspect of every subsequent Super Smash Bros. title that makes us gamers all giddy like schoolgirls and wet our pants in pure anticipation. Because Ultimate insists on acting as an encompassing cavalcade of everything the previous titles featured, only six original characters were added to prevent the roster from combusting like an oxidized beer keg. While I’m disappointed at the paltry amount on hand, at least they’re all solid choices. I’m certain that more than half of Ultimate’s development was dedicated to arguing over whether or not Ridley would be a practical inclusion, and a fraction of that time was spent scaling the purple space dragon’s immensity down after surrendering to everyone’s vocal wishes to see him in the roster. Another conniving creature introduced as a Nintendo villain representative here is the scaly, bloodshot renaissance (alligator)man King K. Rool, even though he didn’t make so much as a cameo in the resurrected Donkey Kong Country titles from Retro Studios. Animal Crossing could’ve added their rapacious real estate tycoon raccoon Tom Nook to the stacked lineup of Nintendo villains that Ultimate introduces but evidently decided that his peppy, overachieving secretary Isabelle had a brighter overall appeal. Even when Ultimate can only offer a crumb of new character content, Pokemon still prevails in augmenting the roster with one of their now hundreds of beasts to choose from. Similarly to Greninja, Sakurai sticks with the trend of adding a starter pokemon from the newest of Pokemon iterations, and it’s the WWE Smackdown fire tiger Incineroar, who I can’t believe doesn’t have any trace of a fighting type in his genetic code. Considering that the era that directly predates Ultimate’s release is the lackluster Wii U period where it seemed as if Nintendo were actually going to bow out of the console market, there aren’t too many exemplary new franchises worthy of fitting into the fleeting spaces of availability. Their tame, yet charming tackling of the third-person arena shooter genre with Splatoon is the only new Nintendo IP of note that the Wii U produced, so the Inkling avatar from that particular game is the sole representative of a franchise that didn’t exist yet when the previous Smash Bros. game was released. As far as exercising Sakurai’s reach into the pockets of outside developers for potential fighters goes, the one he grabbed this time made me sequel with delight. Classic Konami vampire hunter Simon Belmont from the NES Castlevania shared the same topping placement on my wishlist as Mega Man did in the last Smash Bros. game, and also featuring his blue-garbed descendant Richter Belmont as an echo fighter is also a nice additional touch to expand the occupancy of the series. Speaking of which, this new method of padding the roster ekes out a few more familiar faces who share a square with a pre-existing character. Samus’s phazon doppelganger Dark Samus adds yet another villain from the Metroid series, Princess Daisy extends her role from Peach’s tennis partner to standing by her side in the art of fisticuffs, and those Fire Emblem fans who (glibly) advocated for Chrom after he was excluded from Smash 4 can now be slightly satisfied they’ve now squeezed him in as essentially a dryer version of Roy. How Dark Pit is still greedily bunking in his own square while the iconic secondary Street Fighter character Ken Masters is perceived as “spicy Ryu” here is beyond me.

I delayed my disappointment for Ultimate’s meagerly enhanced final roster, for I had the foresight to know that an influx of new characters would be gradually introduced via DLC content. Another connotation to this title’s “ultimate” moniker is the wild and boundary-breaking selection of pulls that Sakurai has obtained to specialize Smash’s final outing, which is why the slew of downloadable characters are overall odd and ostentatious. Firstly, I will politely ask for Nintendo to cease snooping on my private life through the technology that I purchase, for announcing Joker from Persona 5 at the exact time that I became infatuated with that game is too eerie of a coincidence and now I’m addled with paranoia. Even though oversaturation has ruined its allure, incorporating the gender-specific Steve and Alex avatars from Minecraft into the mix still makes for quite an enthralling crossover, an indication that Sakurai can penetrate the indie circle. What I stated pertaining to select characters from Smash 4’s DLC choices having tremendously powerful movesets also applies to Cloud Strife’s white-haired nemesis Sephiroth and Dragon Quest’s generational avatar “Hero,” and the latter’s special move possesses magic that has the potential to KO an opponent with only a little more than zero percent damage. Terry Bogard and Kazuya are fetching tributes to fellow fighting games that most likely influenced Smash Bros., and Sora from Kingdom Hearts is likely a dream come true to finalize the roster if he suits your fancy. As for my fantasy the DLC fulfills, heaving Banjo and Kazooie back into Nintendo’s grasp (where they belong) relieves the series biggest “what if” scenario. I can finally sleep a little more peacefully at night knowing the bear and bird duo finally got their chance to pelt Mario with blue eggs. As for Nintendo’s own that needed a second wind of consideration, fans approached upcoming Fire Emblem: Three Houses protagonist Byleth and Min Min from the out-of-the-womb ARMS with nothing but contempt and cynicism. Everyone who discounted these two as cheap advertisements fails to realize that Super Smash Bros. is a glorified marketing scheme to sell players their IPs using the characters and stages as samplers. Why do you think Roy was featured in Melee? There was no booing and hissing at Pyra and Mythra’s release, for the Xenoblade ladies have a joint relationship unseen since Zelda and Sheik were torn asunder. I can dispute whether or not each of these characters is worthy of the Smash Bros. first-class mile-high club before the plane is permanently not allowing any more passengers to board. Still, at least every character I’ve mentioned constitutes one as opposed to the Piranha Plant stage hazard that launched the DLC cycle. There’s a conspiracy behind that one’s inclusion, for sure.

If you’ve assumed that Ultimate’s stages have been given the extensive retrospective treatment as the characters, you’re correct. Not every stage across the franchise makes its return in high definition. Instead, Ultimate offers a plethora of handpicked “greatest hits.” Even though the developers have chosen to show a bit of restraint, the stage selection is still bloated enough that the total number of new areas to duke it out comes to a resounding four. One commonality between them I’ve now noticed is that they’re all inherently propped up in precariously high places: Mayor Pauline’s New Donk City skyscraper, the Great Plateau Tower where the landscape of Hyrule from Breath of the Wild can be awed at, and the Moray Tower construction sight where the inkling kids from Splatoon douse each other with paint. Should I at least be thankful from a fan’s perspective that Dracula’s throne room caps off this paltry pair of uninitiated settings? Again, this issue was corrected with the injection of DLC content. A few highlights from the purchasable selection include the overhead backdrop map of Mementos in all of its lurid, black and red glory, the top of Spiral Mountain just before the bridge leading to Gruntilda’s lair, and a generic Minecraft world set that a twelve-year-old could’ve created in less than an hour. We can applaud the developers for managing to make the Hollow Bastion from Kingdom Hearts so captivating without using any of the series’ shared intellectual makeup with a certain evil corporation that shall remain nameless. That’s one copyright that will stay guarded like the gates of Hell.

This trend continues with Smash’s items as most of them are an eclectic mix of everything the series has ever offered for “casual” players who like to spruce up their bouts with explosions and other ancillary effects. A few of my favorites that I allow into the gameplay when I’m not trying to impress someone are the reaper’s scythe from Castlevania, a black hole with a swirling vortex of energy, and the quirky mushroom enemy from Earthbound whose poison properties confused the player in unwillingly invert their controls. The fake smash ball will teach the player a lesson for integrating this overpowered super move item into the fray, exploding in their stupid faces for trying to crack it open. One peculiar aspect about the new pokemon that pops out of their balls is that the developers have reverted back to the old days of the franchise. Abra will annoy the fighters by teleporting them slightly off course, an Eevee will adorably tackle a foe (as if they’ve forgotten it's the Pokemon equivalent of a mood ring), and Ditto actually makes an appearance and copies the fighter’s physical form as it was rumored to do way back in Melee. The similar assist trophy item is also amusing and curious, but the ones featured here have the underlying connotation that they’ve been rejected as prime-time fighters and have to settle for a subsidiary role. Knuckles the Echidna has been denied, they passed on Zero from Mega Man(X), and poor Waluigi is still making minimum wage with his ground stomp and tennis racket combo despite how vociferously the public has been clamoring for him to share equal billing with Wario. Relegating Shovel Knight to a lowly item is what angers me the most, for I desperately wanted to pogo jump on Mario’s thick skull as this charming indie gent.

While the selection of new items that Ultimate provides is as limited as the content in the other categories, this title does alter the base combat to a distinctive degree. I’m not certain if I’ve ever discussed this topic in any of my previous Smash Bros. reviews, but Nintendo hates the marvelous mistake that was Melee. They can’t stand that the most fervent of fans still opt to play this supposedly “obsolete” and “primitively unsophisticated” entry, primarily because the revenue funnel that was once connected to Nintendo’s bank vault was severed when the company killed the Gamecube. To really hone in on Ultimate’s “ultimate” imperative, this title is the first time since Melee that the developers have humored emulating that game’s fractured combat flow that players exploit to a masterful craft-a ruse to make Melee players get with the times and start donating to make Nintendo reach their desired profit margin once more. The result of their efforts with Ultimate’s gameplay is that while it did not convert the Melee heathens to the side of commerce, the diehard fans of the franchise’s second title still seem to convey a healthy sense of respect towards Ultimate’s fighting gameplay. The flow and energy of the combat are frenetic with many opportunities to execute several different moves in a matter of milliseconds, including the advanced ones discovered by professionals while playing Melee. The air dodge maneuver can be used to recover to the stage again, and there is a secondary, lighter shield available to every character. Honestly, I’d feel confident declaring Ultimate’s combat as the best of the series if not for one specific aspect. The quickness of Ultimate’s combat is sullied by dramatics. Every effective hit, especially when the opponent’s damage is in a higher percentage, slows the rate of combat like a fight scene in an anime. A freeze frame flash of electric red and black will accompany a likely finishing blow in a stock match when the player has exhausted all of their lives. This ends the match with style, but not with an ounce of grace. Ultimate’s odd cinematic flair it adds to the combat is a real pace breaker, and it’s a shame due to how it nearly touches the same soaring skill ceiling that Melee accidentally established.

Sadly, Ultimate does not offer the same extensive level of additional features to the menu as one would expect from the other Smash Bros. attributes. Many of the fighting variations return from previous titles such as training mode, home-run contest, a stage-building tool, and the ability to make Mii fighters in the specific brawler, shooter, and swordsman trio. Classic mode attempts to personalize the trajectory for each character by constructing a specific route that is somewhat logical, but still needs some suspension of disbelief to be immersive. The journey for some characters will lead to the series resurrecting a feature that skipped over Smash 4 (not counting stage bosses) from Brawl: boss battles. Instead of grappling with Master Hand and his mentally unstable twin to the left, characters like Mario, Link, Kirby, Yoshi, and Simon Belmont will face their respective mortal arch-villains from their mainline series. Giga Bowser looks just as ghastly with an HD upgrade, Marx is the most difficult boss to predict with his teleportation abilities, and the duel against Ganon emulates the fiery final fight from Ocarina of Time splendidly. The battle against Dracula is practically a cut-and-pasted 3D rendering from the first Castlevania game. Why is Yoshi paired with the Rathalos from Monster Hunter, and why is this fire-breathing Gargantua here if there are no fighter representatives from his series in the roster? Last time I checked, dragons and dinosaurs are not cousins, unless Nintendo is trying to suggest that they’re both beasts from the fantasy realm like a bunch of thick-headed creationists. Oh, and the steel purple transformer Galleom reappears from the Subspace Emissary to stomp fighters into the dirt once again. Some may argue that battling a juggernaut enemy with a large health bar distracts from the series’ focal fighting style, but I quite liked the boss battles from Brawl because they expanded the parameters of how the fighting style of Smash Bros. gels with another 2D situation.



What Ultimate omits from Smash Bros.’ is equally as extensive as what it includes. Target tests are nowhere to be found, event matches no longer supply the hardest scripted challenges, and All-Star mode is a bastardized version of itself where all of the fighters progressively fall from the sky until the player’s endurance exhausts. The most tragic cut Ultimate makes to the series’ traditions is the trophies, which I’ve always been fond of for their ample collectibility and art gala vibe while perusing through each individual series' history. Something in Ultimate that has a similar function to the collectible angle of the trophies is another relic from the series that should’ve been buried along with Pichu. Remember the stickers from Brawl? Those clip art cutouts of various characters too obscure to sculpt into the trophy gallery that gave a select fighter a marginal stat increase? They were lame ass in Brawl, and their underwhelming utility doesn’t change here. What particularly makes me disgruntled is how prevalent stickers are in Ultimate in lieu of the trophies' absence. A disorganized scrolling vertical list of every sticker the player has collected is featured as a reference, with no descriptions attached or air of sophistication to be found. To expound on this offense, Ultimate attempts to add personality to the sticker feature by “feeding them snacks” that increase their stats. I’d feel less embarrassed treating my office supplies to a tea party like a little girl does with her dolls. Googling images for any kind of content in a video game is the epitome of laziness, and I can’t believe my beloved Smash Bros. has resorted to this and made it a significant selling point.

But the piece de resistance of Ultimate that should surely garner forgiveness for the game’s uninspired aspects is “The World of Light,” another stab at a story mode campaign after the prospect of one was met with reluctance for the previous entry. Beginning with the cliffside setting that ended the Subspace Emissary (with more faces in this photo op), an army of white gloves that resemble Master Hand soar over the fighters like a battalion of jets, led by an angelic being with an abstract, ornate physicality. The center creature streams thousands of inescapable energy beams that disintegrate each fighter one by one, engulfing this world in a state of blank oblivion. The sole survivor of the cataclysmic scene is none other than Kirby, who is like an eldritch cockroach underneath his adorable bubblegum exterior. Kirby now has to rescue his Nintendo colleagues and those paying out-of-state tuition whose souls are floating in the ether of defeated nothingness. This adventure is conducted from a top-down view of the world map that features an eclectic assortment of topographies, painted with a pastel hue that gives the map a childish aesthetic fitting for one of those kid’s carpets. Souls of fighters and other characters of note from the realm of Nintendo are constant obstacles in traversing this vast landscape and once a fighter is unlocked through defeating them in battle, they are free to use to give the pink puffball time to rest his feet. While some of the set pieces found in this world are neat like the interior of Dracula’s castle and the globe that pinpoints each main Street Fighter character’s nationalities, the World of Light amounts to nothing but a fatiguing grind of various brief fights between the player and a CPU made up to resemble the character of a sticker as much as humanly possible without actually adding them as a legitimate fighter. How cute. The climatic fights between light angel Galeem and his dark copy Dharkon are the only truly unique slice of content this campaign offers besides the elevated scope of regular bouts provided by the story and world map. Subspace Emissary puts this slog to shame.

Sakurai is so lucky that I’m such a stupid slut for Super Smash Bros. Otherwise, my rating of Super Smash Bros. Ultimate would align with the critical venom I’m spewing on this game that I feel it deserves. How can I be the only person who feels like the supposed apex of Nintendo’s most opulent and self-indulgent franchise leaves a lot to be desired? It’s missing so many of the integral assets that comprise the series' identity, but it also injects way too much from previous titles that it feels like a Smash Bros. compilation rather than a new entry. Despite what people may say about titles like Brawl and Smash 4, which is redundant now because Ultimate feels like a direct expansion of that game, Ultimate is the first Smash Bros. game I’ve felt dissatisfied with. Still, I have to admit that the little bit of expanded content Ultimate adds makes it the one I fall back on to satiate my Smash Bros. cravings since its release. Again, it’s all up to irrational reverence more than anything. Sayonara, Sakurai. I guess this is an adequate swan song for your series.

Saturday, May 4, 2024

Super Smash Bros. for Wii U Review

 (Originally published to Glitchwave on 4/27/2024)













[Image from igdb.com]


Super Smash Bros. for Wii U

Developer: Sora, Bandai Namco

Publisher: Nintendo

Genre(s): Fighting

Platforms: Wii U

Release Date: November 21, 2014


A surge of existentialism washed over me when I first played the fourth Super Smash Bros. title during its release date back on November 21, 2014. I’ve commented in my reviews of the previous Smash Bros. games that every entry stamps a milestone of Nintendo’s history since the previous title was released on the former Nintendo console. Of course, six-and-a-half years since the release of Brawl on the Wii isn’t just a lengthy swathe of time reserved for Nintendo to advance their IPs and introduce new ones. Time is a constant that alters the circumstances of the world for everyone. Back in March of 2008 when Brawl finally saw the light of day, I was but a pre-teen boy in the sixth grade, the perfect age demographic to anticipate the next Super Smash Bros to the point where it was infiltrating my dreams. When the fourth Smash Bros. game emerged to represent the Wii’s successor on the aforementioned date in my first sentence, I was 18, almost 19, nearing the Thanksgiving break portion of my first semester of college. I became a legal adult that year and realized how my time as a teenager had all but passed since Brawl became an encapsulating source of joy as a twelve-year-old. My pubescent years were formative to how I perceived the world. I was a completely different person when Smash 4 came out, and the prominent sense of cynicism I had adopted during the growing pains of adolescence had affected my gaming habits. For two years of high school, until I graduated, I practically left the gaming world behind in favor of indulging in other interests of mine such as music and film. My intention in sharing this revelation is that I assumed that Nintendo’s brand had evolved at the same rate of rapidity as my life. New releases from Nintendo hadn’t been a concern of mine since I purchased an Xbox 360 in 2009 and joined my friends in the expletive-filled trenches of online gaming and Nintendo Power became a glad-hand, corporate shill of its former self. Upon playing Smash 4, I expected that I’d be alienated by all of the new Nintendo content the game would be highlighting and that playing it would serve as an educational tool for all that was trendy with Nintendo. Sadly enough, Smash 4 rather conveyed to me that poor Nintendo was experiencing a dry spell and only a crumb of the content represented was unfamiliar to me. Still, at this point, Nintendo could supplement their fallow streak of tepid splashes in the gaming zeitgeist by scrounging up a wider array from gaming’s past.

Can I just take a moment to express my utter disgust at the fourth entry’s name? Instead of continuing the pattern of finding synonyms for melee to convey how rambunctious the bouts between Nintendo’s characters are, the developers opted for a god-awful pun that will never hesitate to make my tongue shudder upon saying it. I’d snarkily ask how hard it is to find a thesaurus (quarrel, skirmish; I’d be over the hill if the game was called Super Smash Bros. Donnybrook.), but really; I admit that “Smash 4…” may be an appropriate title from a practical standpoint. The corny wordplay is actually used to differentiate between the console release of Smash 4 on the Wii U and the handheld version of the game on the 3DS. Yes, Smash 4’s greatest point of innovation is that one finally could kick the shit out of Sonic as Mario (or vice versa) while on their morning commute, during a hearty bowel movement, or if they’re feeling reasonably antisocial around a family reunion. In the time that I had turned my head away from Nintendo, what astounded me when I shifted my gaze back was that a handheld system could competently support a Super Smash Bros. game in its three-dimensional splendor. As novel as a mobile Smash Bros. game is, I ultimately decided on the console version because the impetus to purchase every subsequent Nintendo console is based entirely on its Super Smash Bros. entry (for me at least). That’s why the Wii U version is also going to serve as the base for this review. While sticking with the blocky piece of hardware that is confined to a home television isn’t as hip or convenient, rendering any game on a console as opposed to a handheld is always going to come with a few nifty perks. For one, Smash 4 on the Wii U is the first game in the series depicted in glossy HD, truly a landmark feature that ushers it into the modern age of gaming. Obviously, high definition helps all of the characters we adore shine like diamonds, especially since Brawl had adopted that murkier shade that seemingly plagued every game in its generation. On top of that, the developers decided not to let the natural 720p visual fidelity simply speak for itself, as they rendered Smash 4’s graphics with cel-shading. Like with most video games rendered in this animated aesthetic, Smash 4 looks lively and effervescent. One cannot discern every seam of Mario’s overalls anymore, but applying a realistic graphical tint to a game revolving around a collective of Nintendo’s cartoonish characters duking it out was always a misguided decision on Brawl’s part.

But the charming, buoyant visuals are but a mere perk of Smash 4. I think it goes without saying that the core aspect of Super Smash Bros. that causes fans to hyperventilate is the prospect of who is going to join the Smash Bros. roster among Nintendo’s revered cabinet of characters. As far as broadening the representation of a franchise that already exists within the Smash Bros. canon, everyone could figure that Mario and Pokemon would again be the highest priority for another character stimulus. Fan favorite fully evolved water starter Greninja from the (then) latest iteration of Pokemon games will now swiftly swing past unsuspecting combatants with his slippery, amphibian reflexes akin to the Japanese agents of ninjutsu his name alludes to. For Mario, Super Mario Galaxy offers its entry exclusive; the mother of the cosmos Rosalina, who is accompanied by one of her squishy Luma guardians she can use as an accessory for long-range damage. Technically, the implementation of the Koopalings hovering around in their mechanized clown cars as skins for Bowser’s legitimate son, Bowser Jr., swells Mario’s representation and the total roster with EIGHT characters. To my surprise, the preexisting franchise that exports (technically) its characters as prominently as Nintendo’s top-earning captains is Fire Emblem. If what was a Japanese-exclusive series merely represented in Melee as a lark or an eastern brag has surpassed its obscure status and has been promoted to an executive position among the likes of Mario and Pokemon in the time I was estranged from Nintendo, five total representatives in Smash Bros. seems like enough logical evidence to infer it. Anyways, the gender-neutral sorcerer Robin revels in summoning elemental spells to damage foes from a distance, while Lucina is essentially a gender-swapped Marth. I groan at the continued influx of clone characters seeping into Smash Bros. after I thought they had learned their lesson from Melee. Dr. Mario’s significant footnote as the first returning character to Smash 4 after a one-game absence conveys that they’ve learned absolutely nothing. At least Dark Pit, the edgy, mirror image foil to Kid Icarus’s protagonist, Pit, offers a noticeable level of variation on the saintly original. Speaking of Kid Icarus, the fully-characterized goddess Lady Palutena from Uprising extends the presence of her series as well, now that a new entry has given the series more than one personable character in the first place.

The slew of new characters that are bound to generate more excitement are ones that represent a deferred Nintendo IP, and the ones that the developers have chosen to further highlight their illustrious history range from essential to…interesting. The first trailer for Smash 4 saw a male villager from Animal Crossing snatching up Mario in his bug-catching net, and the representative from Nintendo’s homespun simulation series can be adjusted to several other shades of the avatar if the base male doesn’t fit your fancy. I can’t imagine anyone clamoring for a reminder of Nintendo’s whole peripheral fitness craze that came with the casual audience of the Wii, yet both the anemic male and female Wii Fit Trainer is here to pump you up and remind you to stretch your calf muscles. Representatives dug up from Nintendo’s archives are the plucky Little Mac from Punch-Out, as well as a combination of a familiar basset hound attached to a mallard as a combined duo called “Duck Hunt.” Shulk from Xenoblade Chronicles seems to be the sole representative from a franchise that debuted during the timespan between Brawl and Smash 4’s development, and his status as a proper Nintendo brand figure is debatable.

While digging deeper into Nintendo’s vault for some fresh faces is neat, Brawl showcased an exhilarating evolutionary aspect of the series by including Sonic and Solid Snake. The category of characters that fans expressed the greatest excitement for were the potential third-party gets, and Smash 4 has acquired two that rival the reputability of the ones from Brawl. Nintendo’s partnership with Bandai Namco for the task of developing Smash 4 practically calls for their mascot, Pac-Man, to enter the fray, and the 3D iteration seen in Pac-Man World is the choice depiction for the seminal, pie-shaped glutton. One of my wishlist characters, Mega Man, is the other gaming icon visiting from beyond the Nintendo pond, and his inclusion is the one announcement that sparked ecstatic feelings within me. I’m glad that Nintendo and Capcom have let bygones be bygones (look up “the Capcom five” for a quick laugh) and settled on an agreement to let their robot boy out to play, who is a requisite third-party pick as far as I’m concerned.

Because the roster is gargantuan at this point, Smash 4 unfortunately had to trim down some selections from the roster. The licensing rights for Solid Snake evidently expired, the afterthought of Wolf to include another villain wasn’t expanded upon, and the saddest omission is the Ice Climbers due to some technical discrepancies in the 3DS version. How else are the couple going to pay the bills if they’ve been axed from Smash Bros.? Deleting the trio of pokemon commanded by a Pokemon Trainer has been slimmed down to a solo Charizard, which is a commendable shift on all fronts. One might be wondering why I’ve neglected to mention a missing Lucas, who is probably absent so Nintendo can backpedal and create a Mandela effect for American audiences knowledgeable of Mother 3’s existence. The reality is that he’s merely unavailable on the base roster. Another innovation Smash 4 debuts is expanding the total number of playable characters beyond the confines of in-game unlockables to the realm of DLC, and Lucas soon became purchasable as supplemental content for a small fee. Suspending the brief absence of Lucas is certainly relieving, but I was really jazzed when the DLC granted both Mewtwo and Roy a second wind after I expected them to be indefinite Melee exclusives. But let’s be real here: the full potency of DLC is not limited to resurrecting old fighters. The possibilities of DLC content that made every fan erect with anticipation was the prospect of doubling, no, tripling the number of third-party characters. Firstly, Smash Bros. was practically the only crossover fighting series that Ryu from Street Fighter was denied entry from up until this point, so he’s a shoo-in. Cloud from Final Fantasy VII and “Dante in drag,” aka Bayonetta, are certainly bound to shock and awe. Concerning the unorthodox foreign guests invited to the shindig via DLC, I mentioned when speaking on Brawl that Nintendo seemed to neglect the movesets of both Sonic and Snake comparatively to their own flesh and blood IPs. Considering Cloud’s super move meter that the player can manually charge and Bayonetta’s slow motion counter maneuver with an incredibly long window of sluggishness for those entrapped, the developers overcompensated and put some serious juggernauts for Nintendo’s characters to watch out for. Oh, and I guess adding the therianthropic dragon Corrin also made for a neat DLC purchase, even if it means that Smash 4 will be bursting at the seams with Fire Emblem representatives.

The developers thought that both versions of Smash 4 sharing the exact amount of characters was an inalienable factor that should bond the two. Regarding the stages, however, the selections couldn’t have been any more dissimilar. Unfortunately, I think the Wii U version received the short end of the stick with its new stages. No, the Wii U version does not suffer because the developers proposed to create stages “based on console-related games” and “handheld titles” for each version respectively. Where the enhanced graphical power of a fully-fledged home console is a blessing for the Wii U version, the developer’s inability to restrain themselves from crafting stages that flaunt the superior hardware equally amounts to a curse. The majority of Smash 4’s stages on the Wii U are a collective of the busiest, bothersome, and bombastic 2D fighting arenas across the entire series. Firstly, a select few stages in Smash 4 bring out a colossal, antagonistic character related to the series the stage stems from, and their presence has designated their arenas as “boss stages.” Ridley, Metal Face, and my arch nemesis, The Yellow Devil, will join the player who tests their might in their domain like a yappy little mutt submitting to the alpha dog who bites them on the nape of the neck. Beneficial as these bosses can be, I can’t think of anything more distracting or unfair than an outlying contender introducing themselves with neutral stakes in the battle at hand. They supersede the element of a regular stage hazard to the point where they eclipse the bout entirely, and no one signs up for Smash Bros. to fight giant NPCs like its Monster Hunter. This isn’t to say that the other stages introduced in Smash 4 don’t include features that will prove fatal if the player isn’t fearfully cautious. The WarioWare-inspired stage “Gamer” emulates a common sensation of staying up past one’s bedtime as a child to covertly play games or engage in some other activity while the tension of being caught by a parental figure looms overhead. The arena is the room of the hyperactive video game savant 9-Volt, but the fighters are the ones who pay for his disobedience. His mother’s watchful gaze will stun anyone in its sight and deal out an inordinate amount of damage. The “Peckish Aristocrab” is sure to knock the block off of any contacting fighter in “Garden of Hope,” and the eclectic array of Pokemon types found in the “Kalos Pokemon League” will inconvenience everyone with their elemental abilities. As fervent as the opposition towards scrolling stages as the Smash Bros community has vocally expressed, the pervasive complaints have not halted the production of them for future Smash Bros. releases. I didn’t mind the scrolling stages in Melee, but now I regret not standing valiantly with my Smash brethren to protest Poke Floats and Icicle Mountain when they were relevant. Their scrolling stage offspring featured here in Smash 4 is significantly worse, unchecked by the developers as if they are totally unaware of how maligned these types of stages really are. PAC-Land is a faithful depiction of the arcade game of its namesake, but the journey through the three levels doesn’t exactly gel with the flow of combat in a fighting game. Likewise, taking the player on a grand tour of a Star Fox level in “Orbital Gate Assault” is fine and dandy rendered in the rail shooter genre, but the extreme firepower of an ongoing space battle encompassing both the foregrounds and background of the stage practically makes surviving the stage the objective. A Smash Bros. depiction of “The Great Cave Offensive” hides all pretenses of glorified stage gimmicks as the first legitimate novelty stage. Still, one doesn’t have to settle for Punch-Out’s “Boxing Ring” or the curved “Mario Galaxy” for a fight with no distractions to speak of. Somehow, the new implementation of the “omega stages” displays an understanding from the developers that Smash Bros. fans simply wish to duke it out on a still platform suspended over oblivion with a Smash Bros. franchise theme in the background as a wallpaper.

I didn’t make the correlation between Sakurai’s relationship with Kid Icarus: Uprising when I first played Smash 4. Upon playing Uprising for the first time last year, I stated in my review that the game was so exemplary that Kid Icarus should headline the next Smash Bros. game with the popular IPs serving as opening acts. Of course, this statement was somewhat glib because realistically, placing Kid Icarus front and center in a Smash Bros. game would’ve been career suicide for Sakurai. However, besides the gorgeous (and exceedingly large) Palutena’s temple immaculate enough to be the subject of a Sistine Chapel painting by one of the Italian Renaissance masters, Sakurai integrates features from his misunderstood bundle of joy into minor facets of Smash Bros. such as the items. The blustering Ore Club, the mannered X Bomb, and the handy back shield all appear from Pit’s sole 3D iteration to highlight Uprising’s existence. Smash 4 also includes Link’s Beetle and the Gust Bellows gadgets from Skyward Sword as complementary offensive tools, as they were arguably the most admirable aspect of that particular Zelda title. The charging Cucco chickens and bombchus from the respected, older Zelda titles also appear as items too. The chain of fireballs that rotate clockwise in Bowser’s Castle from the first Super Mario Bros. game is weaponized like a sword, the beehive the Villager unknowingly knocks out of trees in their Animal Crossing community will swarm fighters with irritating stings, and the Boss Galaga ship that sucked in the player’s ship in the classic Namco arcade title will abduct a fighter and carry them off-screen. Sakurai takes further opportunity to extend the occupancy of Kid Icarus: Uprising in Smash Bros. by adding supporting characters from the game like Phosphora and Magnus as attacking assist trophies, as well as other notable secondary figures from Nintendo’s other franchises like Ghirahim from The Legend of Zelda (Skyward Sword), a Starman enemy from Earthbound, and the Chain Chomp tethered to the ground by a stake from Bob-Omb Battlefield in Super Mario 64. I recognize maybe a couple of the new Pokemon that emerge from their pocket-sized cocoons, for I abandoned that franchise long before I passed by Nintendo entirely. Still, whenever I’m feeling freaky and decide to press the on switch to unleash the items, I become well acquainted with Pokemon like Zoroark and Abomasnow because of getting upset at their pension to dish out far more damage than should be allowed. This is discounting the fact that most of the new additions to the Pokeball item are vigorous legendary Pokemon, who seem to appear as frequently as the regular Pokeballs despite their synonymous status with rarity. Still, it doesn’t seem to matter because every item I’ve mentioned in this paragraph offers enough combative potency for the player to use as a crux to victory. The items the series has stacked since the first game have officially overstepped the boundaries of supplementing the combat to overshadow it completely to total reliance. Fortunately, honest players should find the base combat using only the character's movesets to be far more agreeable than the flighty controls in Brawl. It feels as if the developers have finally honed the pacing and balance of combat they’ve always wanted.

It’s especially opportune for Smash 4’s platform fighting gameplay to feel so adroit and nimble because it doesn’t have the spectacle of a Subspace Emissary campaign to fall back on. Miyamoto pulled the plug on offering another side-scrolling story mode because, and I quote, “people were uploading the cutscenes on YouTube and spoiling it for others.” I’d poke fun at Nintendo’s supreme leader for being a fuddy-duddy luddite except for the fact that I watched the Subspace Emissary’s cutscenes exactly in this fashion because the ache of experiencing the game in some capacity was paining me. I was not disappointed that another Subspace Emissary wasn’t awaiting me on the menu, for Smash 4 still supplies plenty of new ideas intended to accentuate the essentials of Smash Bros. while the Subspace Emissary admittedly distracted from them. The difficulty of the tried and true Classic Mode is split into specific 0.10 decimals points, and conquering the randomized challenges in the harder regions of the scale will unlock an additional boss fought after Master Hand that will even prolong the climax of Classic Mode into a whirlwind of another level to be finished. The trophy gallery’s visual representation of highlighting information on the history of Nintendo’s various franchises and their characters is displayed as a museum exhibition with the best sense of organization thus far. For fresh features unseen beforehand, the player can create their own fighter using a Mii, rounding out the total roster with a character whose moveset is in conjunction with shooting, brawling, and sword tropes as the collective “Mii Fighter” figure. I’d protest this feature in Smash Bros. because my own creations are usually my standby fighter in any other game in the genre, but I suppose this factor of Nintendo history should be featured in some sort and this is the most creative way to implement it. Other than the character customizability, the other new subgame is something I do not recommend trying. “Smash Tour,” a minigame that mirrors the board game gameplay of Mario Party, is by far the most half-assed, boring, long-winded, and unfair extra mode featured across any Smash Bros. game. The fact that it’s featured so prominently on the main menu signals how much faith the developers had in this, which is just embarrassing on all fronts.

It’s about time that Nintendo recognizes that the demographic for their Smash Bros. series can be likened to a group of cats. You can buy your feline friend a bed advertised as state-of-the-art in kitty comfort, but the ungrateful furball will always tend to rest inside the box that the expensive piece of furniture came in. Because the fourth Smash Bros. title didn’t expand on the narrative-intensive campaign that Brawl offered as what seemed to be a vital point of progress in the series, I assumed that Smash 4 would take the time to emphasize the basics of Smash Bros. to craft a game that would make the hardcore Melee purists get with the times and update their Smash Bros. habits. In the finished product, the developers perhaps injected too much content into its base with the items, stages, and unnecessary features to the point of an overdose. I don’t think Smash 4 is going to make the Melee loyalists trade in their CRTVs anytime soon and put away their Gamecube for the (then) newest Nintendo console. Still, those who give every subsequent Smash title a trying chance will find it smoother and more complementary as a bonafide fighting game than Brawl. That is if one manually omits all of the excess themselves, which is a conscious effort I did more fastidiously than in any Smash Bros. game before. I guess this results from a series that only accumulates properties and ideas instead of picking and choosing them to indicate the full extent of how Nintendo has grown. After all these years, Nintendo's history is getting too prodigious to curate in one game.

(Originally uploaded to Glitchwave on 7/24/2024)





















[Image from igdb.com]


Super Smash Bros. for 3DS 

Category: Alternate Version

Platforms: 3DS

Release Date: September 12, 2014


Anyone could take a guess that the version of Smash 4 on the 3DS would be mechanically subpar compared to the one on the Wii U. Even four gaming generations later after the original Gameboy debuted the dichotomy of a handheld’s inferiority, the relationship still persists. Fortunately, Sakurai was well aware that he couldn’t sell the 3DS version the same way as its console counterpart, and he'd be damned if people were simply going to view it as an appetizer before the main course due to its earlier release date. To compensate for its limitations, Sakurai decided to funnel practically all of the A-grade material as exclusive content for this version. The stages are far more agreeable as arenas for fighting, and the “handheld oriented” prerogative somehow gives these stages a bit more recognizability. What leap of logic Sakurai jumped to when deciding that Gerudo Valley was from a handheld game is beyond me, and I’m pretty certain that the ethereal world of Magicant from Mother/Earthbound were both depicted with pixelated console hardware. Still, whether or not the decisions based on this directive make an ounce of sense, at least it generated a slew of much more favorable stages. Smash Run should be the envy of all Wii U owners as this arcade 2D platformer features a cavalcade of enemies from various franchises to defeat. This mode alone almost makes the Wii U version the squalid second banana. Actually, the fuzzier visuals with the pervasively blotchy tint isn’t really uglier, but I suppose it would be hard to discern between the male and female Ice Climbers. Anyone want to trade their 3DS for my Wii U?

Wednesday, March 29, 2023

Super Smash Bros. Brawl Review

 (Originally published to Glitchwave on 3/28/2023)














[Image from glitchwave.com]


Super Smash Bros. Brawl

Developer: Hal Laboratory, Sora, Game Arts

Publisher: Nintendo

Genre(s): Fighting, Beat em' Up

Platforms: Wii

Release Date: January 31, 2008


There were plenty of reasons to be excited about the Nintendo Wii. Nintendo’s third 3D home console expressed that Nintendo was not interested in joining the rat race of making game graphics indiscernible from flesh and blood human beings in cinematic constructs like their competitors Sony and Microsoft. Instead, Nintendo decided to define its brand with stark innovation for yet another gaming generation. Either this decision was due to the company’s artistic integrity still burning like the eighth day of the lit menorah, or they hung up the towel on market domination after seeing how badly the PS2 and Xbox bulldozed the Gamecube in sales over the prior five-year period. While Nintendo was still willing to exceed gaming expectations, they were now careful not to alienate a considerably large portion of their audience like they did with their previous system. In fact, the Wii’s radical foundation served as a vessel to rope in large swathes of unlikely demographics who before the Wii wouldn’t be caught dead playing video games. The Wii’s signature motion controls were fluid, responsive, and surprisingly functional in emulating tons of peripheral objects. Grandparents everywhere were magnetized to Nintendo’s newest creation, seemingly making themselves unaware in their state of elatement that they once decried video games as the prime gateway for degeneracy and overall loserdom for their grandchildren’s generation. While not receiving as much flack for my hobby from my grandparents was a lovely aspect of the Wii’s appeal, the motion controls were not the console’s chief selling point for me. Whether or not the Wii was a console with a unique gimmick at its helm was ultimately superfluous to me. Since the Gamecube, I have purchased every subsequent Nintendo console on the basis of each of them releasing a new Super Smash Bros. title. When I flipped through the pages of the July 2006 issue of Nintendo Power reporting that year’s E3 coverage, the first glimpses of Super Smash Bros. Brawl struck a powerful chord of anticipation that I hadn't, not then or since, resonated as strongly with me with anything else.

I also had to hold that sense of anticipation for a long time after that because Nintendo kept blue-balling me with a series of delays. Brawl was granted a more lenient window of development time compared to Melee, much to the relief of creative director Masahiro Sakurai, who could’ve succumbed to a stress-induced aneurysm during the strenuous development cycle of the previous game. As much as I value the mental well-being of this brilliant man, pre-teen me still pouted and groaned at every announcement that Brawl was still in production. Finally, in early 2008, Sakurai added the finishing touches to his next masterwork, and voila: actually playing Brawl was a tangible prospect, and it was so close to me that I could taste it. Once my wistful dream became a reality after yearning patiently for two years, Brawl fully delivered on my wild expectations and became my cardinal game when I got a hankering for some Smash Bros for a lengthy stretch of time. I briefly returned to Melee on occasion, but Brawl simply offered more content to keep me enamored with it.

However, I seemed to be in the minority as others who waited for Brawl with bated breath absorbed the fresh lark of the new Smash Bros. experience on the Wii and quickly reverted back to permanently playing Melee, saying sayonara to Brawl indefinitely. You see Brawl is the first Smash Bros. entry that fans labeled as a regression in overall quality. The wonderful accident that was Melee inadvertently became the pinnacle of Smash Bros. fighting mechanics, much to the chagrin of Nintendo who wanted their collective IP kerfuffle to be as approachable as humanly possible. The less strained development time gave Sakurai the opportunity to shape Brawl into the Smash game that Nintendo wanted, which probably would’ve been an agreeable product if Melee hadn’t blown off the hinges of accessibility to give free rein for hardcore fighting game fans to flourish. Funny enough, Brawl’s legacy was legitimized via a now-defunct fan-made mod titled “Project M,” which is essentially Brawl with the mechanics of Melee. Since that mod was unsurprisingly eradicated by Nintendo, fans are simply content with Melee or any of the newer Smash titles since Brawl’s release. I find Brawl’s negative retroactive reputation to be unfair. Admittedly, Melee is the superior fighting game, but to claim that the franchise’s potential peaked at its second entry is ridiculous. At its core, the prerogative of Super Smash Bros. is to celebrate Nintendo as the most recognizable brand in the gaming industry. Because the company has a storied history and keeps releasing titles of IPs new and old between the years of each Smash Bros. game, Brawl’s obligation to chronicle Nintendo’s recent achievements still meant that the game inherently still had something to offer.

What better way to expound on the previous Smash Bros. title than to add more characters into the fray? At this point in the series, one could argue that Melee included all of the remaining essentials that should’ve been represented in the first game, plus a handful of esoteric relics and exclusive eastern characters thrown in to befuddle us, westerners. While every new inclusion to the Smash Bros. family is a blessing (except for Pichu), the types of characters in consideration tend to fall into a select number of categories. Firstly, there’s the matter of new prime protagonists to represent the IPs that have been created since the release of the last Smash Bros. title. Sadly, Olimar from Pikmin seems to be the only representative here from an IP that debuted on the Gamecube. Characters that emerged on the Gamecube from pre-existing franchises such as the westernized Fire Emblem protagonist Ike and Link’s cel-shaded self from The Wind Waker make their first appearance, but is this really all the Gamecube has to offer in terms of new IP representation? Personally, I’d be over the hill if I got the chance to whack Mario with the power cord of a proportionally-sized Chibi Robo, but I digress. Wario technically counts as a representative from the then-new WarioWare franchise, as his base look is his biker-clad outfit as opposed to his yellow and purple garb that mirrors Mario. Secondly, there’s the initiative to expand the presence of a franchise of a Smash veteran who’s been acting as a lone wolf up until now. Meta Knight and King Dedede are no-brainers from Kirby, Wolf from Star Fox fills in the much-needed presence of Nintendo’s antagonists in the roster, and how long can Donkey Kong go without having his little buddy Diddy Kong by his side (Fun fact: Diddy is also the first Smash character not to have been made by a Japanese developer. True shit)? Pokemon’s presence in the roster was already quite abundant, but the addition of a Pokemon Trainer plays with a loophole that lets the player shift between Squirtle, Ivysaur, and Charizard on one character slot. Pokemon Nintendo evidently fumbled awkwardly around adding more characters from Metroid as their solution was to shift Samus from her distinguishing power suit to her exposed Zero Suit from Metroid: Zero Mission, whose skin-tight material leaves nothing to the imagination (but I’m not complaining!). Thirdly, the position of unearthed, obscure artifact joining the likes of Ice Climbers and Mr. Game and Watch is Pit and R.O.B., a protagonist from the NES who hadn’t been graced by Nintendo’s light since 1991 and a haphazard NES peripheral respectively. Lucas manages to fit every category simultaneously as the most recent character of the bunch at the time and the second character from the Mother series from a Japanese exclusive title that no one in the west is (legally) allowed to play. Tsk-tsk, Nintendo, you fucking tease. Brawl also marks the first Smash game to omit a few fighters from past titles, namely redundant clones such as Dr. Mario and Pichu. I guess Mewtwo and Young Link were replaced by Lucario and Toon Link as more updated representatives. I’m terribly sorry if Roy was your boy in Melee, though.

Already, the Brawl lineup of playable characters surpasses Melees in both quantity and quality. In addition to increasing the stacked roster by the three tenets, Brawl surpasses the potential of Melee’s cast of playable characters by adding a fourth category that really pumped everyone’s nads. For the first time in Smash Bros. history, third-party characters were assorted into the mix. This remarkable new privilege enraptured all of us eager Smash fans as the possibilities seemed extraordinary, but everyone’s expectations were at least reasonable back then. The two visitors to Nintendoland with VIP passes were Konami’s Solid Snake from Metal Gear Solid and Sega’s blue wonder Sonic the Hedgehog. Finally, the fans of Nintendo and Sega could duke it out as their system of choice’s mascot and settle the score. In execution, however, these star-studded visitors weren’t treated with the same level of love by the developers as their own children. Snake’s projectile-latent moveset is more obtuse to operate than any other character’s, and Sonic repeating his classic spin dash for at least three attack variations is the epitome of undercooked. It’s a damn shame, but their novel place in the game is still welcome for obvious reasons.

If every Smash Bros. game is an updated exhibit of Nintendo’s growing lineage, then Brawl was sorely needed in this regard. It’s almost hard to believe that Brawl is a Wii game, or perhaps conversely, it’s hard to believe that Melee is a Gamecube game. Releasing at the Gamecube’s infancy meant that Melee could only chronicle all of the Nintendo releases before the console’s launch, with a few properties from fellow early releases like Luigi’s Mansion and Animal Crossing featured as trophies as “sneak previews.” An entire console generation had passed and then some between Melee and Brawl, so there was a plethora of material to include, even if Nintendo would have you believe that the “lukewarm reception” of the Gamecube era bankrupted the company. While the entire roster may not bolster the past six years accordingly, Brawl’s new stages carry the sense that much has happened since Melee’s release. The entire hub of Isle Delfino, Mario’s mishap-filled vacation destination from Sunshine, is fully displayed via a floating stage with platforms stopping periodically like the player is being given a grand tour. The eponymous setting from Luigi’s solo adventure is seated on a perilous peak as the characters fight in its murky mezzanines. A number of rooms are detailed exquisitely, and knocking at its support beams will make the eerie estate crumble like the house of Usher. Sailing on Tetra’s pirate ship in a cel-shaded sea and being interrupted by the stampede of King Bulbin on the Bridge of Eldin speak for both mainline Zelda games on the Gamecube, and the cylindrical stage of the tutorial boss from Metroid Prime makes a distinction from Prime to the other Metroid titles. The stage itself is kind of lame, however, with the grotesque Parasite Queen in the background as the stage while it occasionally flips.

Now that I mention it, Brawl has the most divisive batch of new stages out of all the Smash Bros. titles thus far. I’d consider “The Pirate Ship”, “Delfino Plaza”, and “Pictochat” to be some of the finest Nintendo-themed arenas for their characters to fight in, but too many of Brawl’s stages are egregiously designed in one way or another. The auto-scrolling of “Rumble Falls” is just another case of the maligned “Icicle Mountain” from Melee, and it’s not any better when the screen is scrolling horizontally in the depleted-looking World 1-1 replica of “Mushroomy Kingdom.” I’d be hard-pressed to refer to the loyal Donkey Kong arcade tribute “75m” and the psychedelic “Hanenbow” as stages because they lack any solid ground, and I’m an unapologetic Poke Floats defender. “New Pork City” takes the sprawling design aspect from the “Hyrule Temple” stage and bloats it to the point where the characters are microscopic under the scope of the dystopian city. Both Norfair and Spear Pillar have hazards that are far too deadly to dance around. No wonder everyone seems to love the simplistic aerial Animal Crossing town view stage “Smashville.” The only new stage that emulates a chaotic Smash stage well is “WarioWare Inc.” which integrates the random microgame lobby from the series with a Smash stage ingeniously.

Several people have already aired their grievances about Brawl's obvious shortcomings, so I’ll keep them brief. Yes, the combat is floatier and fosters defensive play to a fault. Also, I’m sure the person on the development team who conjured up the bafflingly ill-conceived tripping mechanic has been fired and tried for his crimes as harshly as the Nazis in Nuremberg. I share the same negative sentiments with both of these controversies, but my specific qualm that has gone unnoticed by most pertains to the items that were introduced. Adding new characters will always be acceptable, for the player can only play as one character at a time. However, in the case of adding more tools into the mix, the controlled chaos of combat oversteps its bounds. Running into a Bob-omb in Melee made everyone panic but now, Mario’s enemy is joined by the Smart Bomb from Star Fox, whose impact is more extensive than the blunt force of the walking explosive. Wrecking Crew’s hammer is also joined by its more bourgeois brother, the Golden Hammer, which comes with its own separate gag and jingle along with dealing far more damage. The Pokemon selection that appears has been updated to feature Pokemon from both Ruby/Sapphire and Diamond/Pearl, and the number of legendary types with overpowered attacks has only been added onto to increase the likelihood of having to duck and cover from their deadliness. On top of the Pokeballs, a new item called an Assist Trophy appears in an opaque trophy stand to aid the player in battle when summoned. The only difference is that the figure that pops out could be a character from a number of franchises, such as the original iteration of Andross, Ness’s nerd friend Jeff, and even characters whose franchises aren’t represented in the roster like Isaac from Golden Sun. It’s a consolation prize to be featured in a Smash Bros. game despite their relative insignificance. Like the Pokeballs, many of these Assist Trophies are far too capable of doing massive damage, and I’m convinced some like the screen-dominating Nintendog and Mr. Resetti were included to troll the player. Not a great pitch for the new idea, Nintendo.

Among all of these new items used to blast Nintendo’s characters to kingdom come is the cherry on top of the chaos. Once or twice in battle, a floating Smash Bros. logo will materialize and float aimlessly around the stage, accompanied by the gasps of the audience to signify its immense power. Catching the logo and breaking it open will unlock a character’s “Final Smash,” a super move that deals an astronomical amount of damage when the player presses the B button. Some are a wide burst of energy like Mario’s inferno and Samus's cannon blast, others are controlled manually like the three Star Fox tanks and Wario’s stronger garlic-chomping alter ego, and some need precision like Link’s Triforce combo and Captain Falcon running you down with the Blue Falcon. Others such as Donkey Kong’s tepid jam band bongo playing and Luigi’s psychedelic dance feel like the developers slapped some of these onto the characters without any real consideration. My overall point with the new items, especially the Final Smash balls, is that the use of items can now give one player an unfair advantage over the other. One could argue that this was the same case for the items in the previous games and that discussing the items in a Smash Bros. game is superfluous because only scrubs keep them on. As someone who didn’t mind the items in small doses, the alarming rate of easy-to-obtain weapons of mass destruction is unfair. It's another mark of the developers making Smash Bros. more frivolous, but I’m never amused when I lose my winning lead to one of these damned things.

Besides the standard brawling, if you will, is a bevy of extra content that supplements every Smash Bros. game. Classic Mode is still a random roulette of characters until the player reaches the apex point of Master Hand and possibly Crazy Hand, Event Matches set up scenarios with a specific context, and All-Star is a tense bout in defeating every playable character between rounds, now organized in series order instead of randomly like in Melee. A multitude of trophies is still curated in a menu, although the means of unlocking them take the form of a high-stakes minigame involving using the player’s accumulative total of coins as ammunition and shooting the trophies that appear on the board. Stickers act similarly to trophies as a catalog of Nintendo characters, but they are far less interesting. Target Test, Home-Run Contest, and Multi-Man Melee Brawl all return, but each is either a watered-down version of itself or adds nothing of value. Anything extra that Brawl adds to keep the player involved that wasn’t in Melee tends to be quite underwhelming. The Stage Maker feature sounds promising, but all it provides the player are the most rudimentary shapes and hazards possible. I bet Nintendo never figured that the player could still render a stage shaped entirely like a cock and balls with the little resources they gave them, which was bar none the most popular custom stage design. Masterpieces showcase a number of older Nintendo releases that involve the playable character’s past adventures, and it offers a solid selection of games. It seems cool while you’re in the moment until you realize that Nintendo isn’t going to give these games away for free, so they yank the player out of the demo faster than chewing gum loses its flavor. Why bother at that point?

All of these halfhearted modes that Brawl adds are fully compensated with one “extra mode” featured in Brawl that cements its legacy among its fellow Smash Bros. titles, and that’s the Adventure Mode, titled “The Subspace Emissary.” If I had to wager a guess, this colossal campaign was the reason why Brawl’s release date was frequently postponed. What was the amusing novelty of a crossover between Nintendo’s characters that shaped the identity of the series has transcended its place as a simplified fighting game into something of a cinematic, epic crusade with Nintendo’s characters at the helm.

It’s difficult to summarize the plot points of the Subspace Emissary’s story despite how grandiose a scale it sets itself on. This is mostly due to Nintendo’s characters persisting on the minimal yelps, cries, and squeals they all emit as opposed to spoken dialogue. Exposition throughout the whole campaign is expressed through mostly silent Peachisms (solving a skirmish with a cup of piping hot tea), Captain Falconisms (murdering a tribe of Pikmin in a flashy, cloddish manner), Warioisms (farting and picking his nose), etc. to further the plot. Still, I think I can detail the events eloquently enough to make sense of them. The villainous characters in Nintendo’s universe are executing a diabolical scheme to obliterate the world with an arsenal of black hole time bombs. Ganondorf and or Master Hand seem to be at the top of the excursions' villainous chain of command, overseeing the process from his dark domain. Meanwhile, other villains such as Bowser, King Dedede, and Wario are using a cannon whose arrow-shaped projectiles kill all of the Nintendo heroes that would stop their evil deeds, or at least immobilize them indefinitely into trophies and round them up. The first instance of this is when Meta Knight’s Battleship Halberd looms overheard and rains down the Plasmid grunts for Mario and Kirby to fight. A veiled figure called the Ancient Minister sets one bomb that engulfs the arena into a black void of nothing. Wario also uses the cannon on either Zelda or Peach as Kirby escapes with the one that survives. This conflict scene is essentially what occurs at each moment in the story, only with a different pairing of Nintendo characters (ie. Samus and Pikachu, Diddy Kong and Fox, Lucas and Pokemon Trainer, etc.) as all of the groups eventually rendezvous by circumstance. Also, each of the villains realizes how dumb this mission is and joins the rebellion. I can’t criticize the plot too harshly given the intrinsic flaws of a plot that involves all of these different characters interacting with each other. However, the sheer notion of all these characters interacting with each other in this context is also the campaign’s charm, even if it is fan service.

I love the Subspace Emissary or at least the overall execution of its gameplay. The 2D axis the series has always implemented for fighting translates into the beat em’ up/2D platformer as smoothly as slipping on a sock. Defeating the army of unique enemies never feels unnatural, but it does wear on the player after a while. The Subspace Emissary takes approximately ten hours to complete, and fighting the foes that the developers crafted for this campaign overstay their welcome after they halt progress to kick them into the dirt for the umpteenth time. Some call the Plasmids and their fellow allies in the evil army to be generic, but the large variety of them keeps their encounters relatively fresh. That being said, I’m not giving the same clemency to these levels. I’m not convinced that these levels all encompass a “Nintendoland” where all the characters reside. All the spirited and wondrous backdrops found across Nintendo’s library are subtracted into dull depictions that rely on the most base level of tropes to vaguely recreate something of a familiar Nintendo foreground. Even worse, the ending section, “The Great Maze,” is an amalgamation of every level that takes about half the length of the total campaign. It goes without saying that this section is a total slog.

Fortunately, a greater sense of inspiration in The Subspace Emissary is with its bosses. Unlike the unrecognizable legions of foot soldiers scattered around, most of the bosses will strike a sense of intimacy. Petey Piranha captures Peach and Zelda at the beginning, Porky (yes, his real cannon name) will bully Ness and Lucas in his spider mech, and Ridley will be fought twice in his normal form and his metal coat of armor from Metroid Prime. Is legendary Pokemon Rayquaza considered a “villain?” If not, the Loch Ness Monster Pokemon of the lake still makes for an engaging boss. I still like the bosses the developers made for the game because, like the others, they still offer a challenge with a diverse move set to learn and overcome. At the very end of the campaign, we learn that all the Nintendo villains were nothing but red herrings, and the vengeful God-Like being of Tabuu was pulling the proverbial strings. He displays his omnipotent might on everyone which makes him seem unbeatable. That is until Sonic the fucking Hedgehog pulls a Deus Ex Machina before he deals the final blow. I don’t care if this trope is contrived and stupid, this is the only way to introduce Sonic in his debut Smash title. Then, the player has to vanquish the malevolent force, and he’s no picnic. He’s a damage sponge with many unpredictable forms, one being a series of flashes that will kill the player on contact. Once he’s defeated, the land reverts to its normal state, signified by the shot of a shimmering sunset by a body of water.

We all need to stop pretending that Melee didn’t have any faults and that Brawl was a misguided sequel that couldn’t surpass “perfection.” Super Smash. Bros Brawl was a logical step in progress for a Smash Bros. sequel, and the mark of a successor in a series based on recounting the celebrated history of the most successful video game company of all time needs to up the ante. Nintendo’s attempts to craft a more casual experience by slightly altering the gameplay isn’t a big detractor (except for tripping. What the fuck were they thinking?) because it still reproduces the appeal of Smash Bros. However, Brawl might signal a point where it would’ve been wise to show restraint in the additions, and the more involved stages and lethal items should be subtracted the same as the clone characters were from the roster. As of now, Brawl is a unique outlier in the series because the ambitious Subspace Emissary campaign, or at least something of its caliber, wasn’t recreated for any of the future titles. As flawed as the campaign was, it still hits a zenith point of crossover potential that no other Smash game has recreated. Ideally, every subsequent Smash Bros. game is intended to be bigger and better than the previous ones but no matter how they augment future releases in terms of content, I will always return to Brawl, the black sheep of the series, for this reason.

Friday, September 9, 2022

Super Smash Bros. Melee Review

 (Originally published to Glitchwave on 11/21/2021)












[Image from glitchwave.com]


Super Smash Bros. Melee

Developer: HAL Laboratory

Publisher: Nintendo

Genre(s): Fighting

Platforms: GCN

Release Date: November 21, 2001




If my reviews were any source of evidence, video games have been a substantial aspect of my life since I was a kid. I’ve reviewed many games that have shaped my love for the medium and have passionately explained why I adore them in great detail. All of these years later, I’m not sure there is one video game that I can confidently call my absolute favorite. After all, I’m naturally indecisive because I have the same difficulties with determining my favorites for albums and films. I have about 15-25 games that are close to my heart, and I will emphatically rave about them if given the chance, and the same goes for 15-25 albums and films as well. However, people in conversation prefer that the other party keep their favorites limited to only one for the sake of not rambling like a complete lunatic. Of course, this proves to be a challenge because I can’t just pick the one to rule them all. Whenever I have to do this, my criteria are not based on enjoyment alone; otherwise, I’d just tell the person the last new game I played that pleased me, which changes every so often. A favorite game has to resonate with me for a long while, influence the types of games I play, and have a general impact on me that withstands every new game that comes my way. Overall, my favorite game with this criteria is Super Smash Bros. Melee.

Super Smash Bros. Melee may not be the game that elicits the greatest amount of joy from me, nor is it the game I am the most masterful in. Melee now has one of the most popular competitive scenes in gaming, and the people who compete in these tournaments would wipe the floor with me. They’d probably show signs of skepticism if I told them that I consider Melee to be my favorite game of all time, even more so upon telling them that I mainly play Ultimate now for my Smash Bros. fix. With all of this in mind, why is Super Smash Bros. Melee the one game I champion above the rest? Because Super Smash Bros. Melee was the game that introduced me to the wonderful world of gaming. Before playing Melee, I wasn’t even slightly aware of Nintendo, its massive role in the gaming industry, or any of the history of these characters or the company as a whole (or any other game company for that matter). I first played Melee in 2003, the peak year of my Pokemon obsession. This meant that I naturally recognized all of the playable Pokemon characters and all of the Pokemon that emerge from the Pokeball items, something that caught my interest with this game. While I was completely enamored with Pokemon, I didn’t correlate the franchise with its videogame roots. Pokemon was so all-encompassing that it seemed removed from the world of Nintendo, even though I was playing Pokemon Silver at the time. Give me a break; I was seven years old. As for the other characters, Fox and Falco were familiar because I had a friend who has Star Fox 64, I knew Kirby from commercials, and I vaguely recognized Donkey Kong from his horrendous cartoon series. Besides these few characters, none of the others were even remotely familiar to me, not even Mario or Link. What better way to introduce someone to all of these characters than a game that combines all of them at once? It’s ironic, considering the Super Smash Bros. franchise is meant to curate Nintendo’s franchises for those already familiar with them, especially starting with Melee. The first Super Smash Bros. was meant as a lark to showcase a simplified fighting game with 2D platformer-Esque gameplay, incorporating recognizable characters as a selling point. The sequel had plenty to improve upon, using the simplicity of the first game as a template, and the direction of Melee veered towards making the series a celebration of Nintendo’s properties.

The opening of Melee before the start screen is a clear indication of this direction. I’m not entirely sure if this is due to a preserved wonderment due to nostalgia, but the opening sequence of Super Smash Bros. Melee is probably the most grandiose, bombastic intros in any video game I’ve seen. A nameless hand reaches for what looks like a plastic figure of Mario mounted to a stand and flings him up into the stratosphere, accompanied by a dynamic orchestral score. The Mario figure twinkles in mid-flight and becomes engulfed in a light that brings the figure to life. It’s sort of a series continuation of presenting the familiar characters as inanimate objects fueled by vague magic, but they are figurines on stands instead of ragdoll-like toys. The opening sequence then briefly highlights the other playable characters in more recognizable backdrops than the ones from the first game’s intro with more cinematic pacing. The opening ends with a literal bang as the narrator triumphantly announces the game. Unlike the opening of the first game, this grand opening is much more referential regarding the represented characters. Link, Zelda, and Ganondorf put their hands together to highlight the triforce symbols, Samus is fighting Ridley, and Ness teleports to a city street, blowing past the Runaway Five with Mr. Saturn under his hat. Tons of recognizable Pokemon from the first two generations are present in a wide group shot, and Captain Falcon boots Samurai Goroh off the Big Blue racecourse. The opening of the first game felt like any original characters could’ve been made in the place of any familiar ones. Still, all of the references present here further illustrate the direction to make Smash Bros. more about the familiar characters and less about the premise of a simple fighting game. The intro is a joy to watch. Even my ignorant, seven-year-old self, who was mostly unfamiliar with any of the references, was in awe of the magnificent scale here nonetheless.

Super Smash Bros. Melee was also a complete nightmare to develop. Creative director Masahiro Sakurai was allegedly on the verge of a mental breakdown of biblical proportions while developing this game. Considering the short development time between the first game and Melee, I wouldn’t blame Sakurai for feeling especially distressed. He was most likely also pressured to finish Melee by a certain deadline, pressured into making Melee a launch title for the Gamecube. He failed this deadline, but only by a month. People who purchased the Gamecube at its inception had to be patient and play Luigi’s Mansion in the meantime. Because of this case of development hell, Super Smash Bros. Melee exudes the quality of being unrefined. It’s leagues better than the first game on the N64 by a stark mile, but the fighting gameplay Melee offers has always been unhinged. However, this is not a point of contention with the game, as Melee’s gameplay is a factor that makes it the resounding favorite for most fans of the series. The foundation that the first game presented is clear as day, but there has been a substantial amount of improvement.

Movement coinciding with the controls was stiff and restrained in the first game, and the typical N64 framerate did not help matters in this regard. In Melee, the characters generally move in such a slippery fashion that it feels as if the developers should have implemented a broken button (especially for Captain Falcon), aided by a framerate as smooth as Princess Peach’s legs. The characters are given the same bevy of moves as in the first game, but with new additions that make a difference. Each character has a new special move triggered simultaneously moving left and right. For example, Mario whips out his cape from Super Mario World to deflect projectiles, Samus launches a missile, and Fox performs a lightning-quick dash attack. The more important addition are smash attacks, more powerful versions of standard A-button attacks that can be charged to deal more damage. Each character has the same number of smash attacks for each direction of movement and is the best finishing move to defeat an opponent. There are two types of shields, a heavy one made to defend against strong attacks and a lighter one that is more durable. There is even an air-defense move triggered by the same button as the shield, which can also be used as a lift. These additions to the combat were intentional, but the competitive players of this game have discovered a plethora of more difficult moves by exploiting the game’s mechanics. Moves like the wavedash, the chain grab, and the shield break combo give the player the freedom to maximize a certain potential beyond the intended skill set. This could not have been possible in a fighting game with a more polished, streamlined approach to combat. Yet, the game doesn’t alienate the casual audience that this game was intended for. I sure as hell don’t know how to execute any of the “advanced moves,” but I still feel relatively adept nonetheless.

A great way to further celebrate Nintendo’s illustrious history is to expand the roster of playable characters. This is arguably the selling point of each Smash Bros. game, but Melee was the first to exercise this possibility. All twelve characters from the first game are here, along with 13 (technically 14) new characters to expand the Smash Bros. roster. There was already enough room to extend upon the selection of Nintendo characters from the first game, as only offering twelve seemed rather paltry. All the characters (except for Jigglypuff) were clear representatives of Nintendo’s staple franchises, so at least there weren’t any confusing filler characters. Melee’s directive regarding the roster was to extend the presence of the franchises already established in the first game. Bowser and Peach were obvious choices to include from the Super Mario franchise. Ganondorf and Zelda’s inclusion extends her franchise along with her alternate persona, Sheik, who has a completely different moveset from Zelda. Mewtwo and Pichu are here to represent Pokemon and Falco represents Star Fox. The only new characters representing a previously unincluded franchise are Marth and Roy from Fire Emblem. At the time, the franchise hadn’t been released outside of Japan, but Marth and Roy’s inclusion in Melee gave their series enough worldwide notoriety to garner being released in the west.

Ice Climbers and Mr. Game and Watch are two obscure characters from the crevices of Nintendo’s early history, and including more of these would become a common practice in subsequent entries. 26 playable characters seem like a satisfying number without going overboard, but there are an abundant amount of filler characters here in the vein of “clone characters.” These clone characters have the same movesets as other characters, making their inclusion in the game much less impactful. Characters like Falco and Roy are understandably similar to the other characters from the same franchise, and at least they have established characters with their discernible quirks. I have no idea why Ganondorf is a heavier clone of Captain Falcon. My childhood ignorance led me to believe that Ganondorf was from the F-Zero franchise for some time because of this. The more egregious clone characters are Dr. Mario, Young Link, and Pichu due to essentially being the same as another character with no substantial, discernible characterization making them useless (especially Pichu. His quirk of hurting himself is at least loyal to the source of the Pokemon, but it is the worst quirk to have in a fighting game along with being one of the lightest characters). While many of these new characters are somewhat disappointing, unlocking them is one of the most satisfying aspects of Melee. Eleven characters can be unlocked through very specific requirements, and doing all these (even leaving the console on for hours to unlock Mewtwo) feels very rewarding. I wish they implemented this in future Smash Bros. titles.

The same expansion tactic to highlight Nintendo’s franchises went towards the stages. Each franchise gets at least two stages, with Ice Climbers and Mr. Game and Watch only getting one. Even a few of the stages from the first game are present as unlockable stages. The new stages in Melee are much more hectic and present a much more hazardous environment. Rainbow Cruise is a tour around the Super Mario 64 level based on platforms that fall on the player. Superflat World takes place inside of a Game and Watch, which features slick, slippery oil spills and falling tools. Brinstar Depths takes place on a slab of earth positioned over a dim river of lava, where a nightmarishly realistic-looking Kraid will rotate the stage in a random direction. Using the stages from the previous game as a reference, these stages have greatly evolved past looking like a standard series of platforms with a game’s theme adding character to them. Overall, the selection of stages present in Melee is collectively my favorite out of all of the Smash Bros. games. They all strike a perfect blend of being relatively simple by design but offering a reserved number of stage hazards to make them much more interesting. Some of my favorites include Termina’s Great Bay, Onett, Mute City, and Corneria. I have no discrepancies with any stages because I feel the more hazardous levels still strike a balance between being simple and chaotic enough to the point where it’s not too overwhelming.

Some people have reservations about certain stages like Pokefloats and Icicle Mountain, while some exclusively play on Final Destination with great fervor, but that’s a tangent for another time. For those who play with items, all of the familiar ones from the first game make a return except for the bouncer. Most of the new items that appear are references to the character’s franchises, like the myriad of Mario-related items like the mushrooms and the shells. The warp star from Kirby will send the player upward and crash down on their opponents with great impact. New Pokemon from Gold and Silver, like Scizor and Bellossom, appear from the Pokeballs. The motion-sensor bomb and the new cloaking device are said to be from a “top-secret game,” but anyone who owned an N64 will recognize they’re from Perfect Dark. Sorry, I had to veil this reveal for legal purposes just like Nintendo did.

Super Smash Bros. Melee also offers a great variety that the previous game did not. If the player ever gets tired of fighting timed or stock matches, Melee offers an eclectic choice of different modes. Coin matches where the objective is to grab the most coins and a performance mode that scores one’s varied movesets while fighting are positioned alongside the standard modes, but I’ve always found these two pointless. “Special Melee,” on the other hand, gives the player plenty of options to make Melee completely bonkers. There’s a stamina mode where the percentage meter goes down instead of up (which I’m not sure why this doesn’t take the place of coin match), sudden death mode which puts the player on pins and needles, and giant and tiny mode that plays with size, lighting and slo-mo mode that play with speed, and a fixed camera that lets the player see the game from a different perspective. There are some useless modes like an invisible mode and single-button mode, but there are plenty of options here, so the player never has to play them. Tournament mode can have up to 64 combatants competing for the top spot, and I wish this mode made a return for the Smash Bros. games with online capabilities.

Super Smash Bros. Melee also offers a smattering of single-player options, most of which are required to unlock most of everything in the game. The standard classic mode makes a return and is designed almost exactly like the previous game. The only deviation is the debut of Crazy Hand, the more erratic version of Master Hand with a different moveset. Both acting together can be hectic, but the player has to meet certain requirements to fight Crazy Hand alongside Master Hand. The new Adventure Mode is the more consistent but less meat and potatoes version of the classic mode. Adventure mode offers sections that are designed like levels in a 2D platformer and are based on the source material levels from Nintendo franchises. The player will stomp on Goombas and Koopas on a Mario-centric level, navigate through a dungeon filled with Like-Likes, Redeads, and Octorocks akin to Zelda, escape Brinstar on the verge of explosion, and run across F-Zero’s Big Blue racecourse while avoiding the racers.

Other than these four levels, the rest of this mode is Classic mode with a more consistent trajectory. The mode has a lot of unfulfilled potential. The end of Adventure Mode caps off with a fight against Giga Bowser, a new, intimidating version of Bowser that debuts in this game. Similar to meeting Crazy Hand, certain requirements must be fulfilled, which can be fairly difficult to meet. Without fighting Giga Bowser, Adventure Mode feels rather anticlimactic. The new All-Star mode pits the player against all 25 characters, progressively fighting more than one at a time as they move forward. The player also has to do this without dying, giving them a serene place of respite with three heart containers in between matches. All-Star is quite difficult and not a mode that I play often. Mini-games like Target Test make a return, and each character has unique levels, a definite improvement from the first game. The Home-Run contest features an indestructible sandbag to use the home run bat to launch the wide-eyed sack as far as possible. In my experience, this game is only enjoyable with certain characters. Multi-man Melee features modes based on fighting the wireframes from the Adventure mode. I’m content with any of these modes besides Cruel Melee, which is intended to troll the player.

The most interesting single-player mode that Melee offers is Event Match, curated fights based on a plethora of conditions. There are a whopping 51 of them, and completing them all feels in tandem with completing the game in a narrative sense. Some of the events coincide with themes based on the characters like Mario keeping Peach away from Bowser, Link fighting Dark Link and Ganondorf, and Captain Falcon running on Big Blue at a lightning-fast pace. Some recurring events involve fighting on top of an unlockable trophy and fighting a series of characters under a time limit every tenth event. The events get progressively harder, with some later events serving as the hardest challenges Melee offers. The last event is a fight against the Ganondorf, Mewtwo, and Giga Bowser, the villainous characters of Super Smash Bros Melee with their AI cranked to eleven with only three lives to spare. This event match is the penultimate fight in the game, and I like everyone else, cheesed this with Jigglypuff’s rest move. With this strategy, I still had to contend with both Ganondorf and Mewtwo, and the victory I eventually came to was still by the skin of my teeth. After managing this, a triumphant music track was unlocked, and I felt incredibly satisfied.

The final new mode Melee implements to further highlight Nintendo’s history is the Trophy Mode. Many people find this mode distracting or useless, but I adore it. Throughout the game, the player will unlock these figurines based on familiar properties from the represented franchises. Playing through Classic, Adventure, and All-Star modes will unlock character trophies, while some trophies are earned through certain conditions. Most other trophies are purchased by feeding coins to a slot machine, and a random trophy will appear. The more coins the player offers, the better likelihood of receiving a new trophy. These trophies are displayed with detailed descriptions like the character bios in the first game. There are 290 trophies in total, which include playable characters, items, and characters from Nintendo franchises with represented characters. Some trophies are from Nintendo franchises not represented in Melee, like Pit from Kid Icarus, Balloon Fighter, Japanese exclusive games, and upcoming titles like Pikmin and Animal Crossing. Trophy mode feels like a curated museum, a place to absorb knowledge about Nintendo’s illustrious history and the games they’ve made. Adding new characters is one thing, but the trophies feel more like Nintendo celebrating themselves and the work they’ve done.

After Masahiro Sakurai’s dedication to the point of exhaustion, he released Melee on the new Nintendo system with crossed fingers, hyperventilating that he had just screwed the Smash Bros. series due to running out of time. He knew that even though he worked as diligently as possible, the finished product would be rushed, disappointing gamers everywhere. However, Super Smash Bros. Melee turned out to be a beautiful accident, up there with the advent of penicillin and the microwave. There are obvious instances where the game is rushed which, include some of the single-player modes, but the unrefined gameplay Melee offered was unintentionally a godsend. It was so revolutionary that it still resonates with players today, with Melee, a 20-year-old game at this point, being one of the most played video games today. Its endearing mistakes have proved to be for its benefit.

Meanwhile, the features that Sakurai intended are such an improvement over the first game that it’s like graduating from riding a tricycle to trying to jump a canyon with a motorcycle. It made Super Smash Bros. on the N64 irrelevant. Melee had so much to offer and was more than just the novel idea of pitting Nintendo characters against each other. Melee solidified Super Smash Bros. as a legitimate franchise removed from all the ones it represents. It all the while was a celebration that proved why Nintendo has been the king of gaming for so long. While other games personally give me a surge of sweet nostalgia and resonate with me years later, none of them were or are as impactful as Melee was. It simultaneously introduced me to a fluid game that was tons of fun and the world of gaming in general, something I can only credit Super Smash Bros. Melee for doing.

Spyro 2: Ripto's Rage Review

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