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Friday, November 21, 2014

Game Time! Hands on with Super Smash Bros. (Part 1 of 2)


There are some game series that leave indelible marks on our generation.  Games were it is evidenced that all of a team’s heart, soul, and dedication went not only into getting it right, but making something truly fantastic.  A touchstone in gaming history.  Super Smash Bros. is one of those series.

Some of TW’s members are gearing up for the latest release in the series, the simply-titled Super Smash Bros. for Wii U/3DS, even to the extent of purchasing Nintendo’s much maligned, sales-challenged console.  The big N has given us a taste of this iteration of Smash already in the 3DS version and while it’s not perfect, it truly delivers on the SSB experience, albeit in compact form.


(Note:  Part I of this review will focus primarily on the 3DS version of the game as I have enough of a sample to make a fair assessment of the game.  Part II will come along after I get some hands-on time with the console version that is releasing today)



Unless you’ve lived in a panic bunker for the last 15½ years, you know what SSB is about.  A few score of Nintendo characters and some non-roster invitees like Sonic & Mega Man smack the crap out of each other until you can land that perfectly satisfying, super-powered attack (a “smash” attack) that launches your opponent off the stage.  Tweeks have been added throughout the games’ iterations such as extra attacks, items, play modes, characters, Final Smashes, etc., but the core formula remains.  You may ask yourself why anyone would keep paying money for basically the same game over and over again, but as John Madden himself would tell you, it’s because it works!


Forget Mewtwo, the character that should really be in Smash Bros?  Brett Favre.

Smash is very free-form, which at the time of its creation was a departure from the more restrictive boundaries of traditional fighters like Street Fighter, with their flat stages, vitality meters, and complex inputs.  It has a short learning curve, but a ridiculous amount of depth and opportunities to develop each character’s strategy and metagame.  That being said, let’s just focus on what’s relevant to the Smash Bros. layman, like ourselves.

In the 3DS Smash, single player mode is multifaceted, as always.  You can hone your skills and pick up goodies that explore Nintendo’s deep gaming history like trophies, or character customizations (available in single-player and local multiplayer only).  Minigames like Home Run Contest and Multi-Man Smash return, but ones like Target Smash have been replaced with a single-stage, Angry Birds-like concept where you launch a bomb at a target-laden stage to rack up points.  Call it a matter of personal preference, but I tend to like the character-specific Target Test and Board the Platform minigames from early in the series better.  They required a degree of mastery of each character’s moveset and offered great replay value.

Adventure/Story mode from Brawl is gone, replaced by Smash 3DS’s Smash Run mode, which lets you loose in a maze similar to Brawl’s story mode where you can build your character’s custom skill set and pick up unlockables before fighting in a randomized final battle.  It’s a good place to gather & test custom movesets, but lacking in overall depth.  Additionally, no story mode means no boss battles, and thus, no Boss Attack mode, one of my favorites from Brawl.

Taking it at it’s own merit, though, single-player mode offers good depth, though not as much as prior iterations.  Maybe it’s just due to system limitations and we’ll get some surprises on Wii U.  Still great fun though.  And after all, let’s not forget the real reason we play Smash…the killer multiplayer mode!

In Smash mode, the official name of the multiplayer mode, Nintendo has, in a reversal of previous policy, really taken the fan demand into consideration.  Most notable is the “For Glory” mode in online play.  This system most closely resembles modern tournament-style play, with no items, and flat, mono-leveled Final Destination-style stages (like the ones I was just badmouthing a few paragraphs ago for being too restrictive).  It’s just you and your skills vs. the opponent(s).  If you step into this mode in online play, though, be prepared to eat your teeth.


If you have any.

The player ranking system runs off of a mechanic called Global Smash Power (GSP) that rates your in-game performance vs. everyone else in the Smash-verse.  I honestly have no clue how this works in the game’s online matchmaking system or if the game really even has one, as one minute, you’re in a heated, even matchup, then next game your opponent is flipping you all over the stage, racking up over 100% damage in under 15 seconds, and meteor smashing you into the abyss while you try to figure out how to handle the sudden appearance of a size-14 boot up your sigmoid colon.


Well, either this kid’s been playing Smash Bros. or his ass is going camping.

The pool of opponents is much deeper than, say, Mario Kart 8, if just for the sheer fact that more people own 3DS’s.  It doesn’t seem like it’d be too hard to get an even pairing, but I’m by no means an expert on this sort of thing.  The flat stages in “For Glory” mode also seem to favor characters with high speed and sharp control (Greninja) or superior ground strength (Little Mac), at least at first glance.  As the metagame develops and patches are released, look for OP character complaints to taper.  Games can still be played in the traditional, frat-party style in “For Fun” mode with items and such.  And if you have enough people with 3DS’s, local multiplayer or online battles with friends provide their usual madcap fun.

As you can tell from above, the online experience isn’t perfect.  The lag that plagued Brawl is still prevalent in places with the 3DS version, especially shortly after release.  Battles will occasionally disconnect mid-match if game freezes up for too long.  It raises concerns for how well the HD version for Wii U will tolerate it.  Will economy-speed internet connections suffice like they do with the 3DS?  Will we be able to throttle down the frame rate or graphic definition to keep pace?  Will it be impossible to get a game in on day 1?  By the time you read this, we’ll have answers, but expect some headaches at least early on and after Christmas.  I can’t claim any great technical expertise and I know some of this is on the end user’s side of things, but…I dunno.  It’s 2014.  It seems even a company like Nintendo that’s been behind the times in online offerings shouldn’t be having a problem this noticeable with online play.

Wow, with as much focus as I’m putting on what’s wrong with multiplayer, it’s hard to tell that I honestly love it.  What it boils down to is having a game against a fellow Smasher anywhere in the world at pretty much any time.  If the price is enduring a few disconnects and slowdowns, so be it. 



So what’s the game like overall?  Well, for Smashing on the go, this thing is a must-have.  It’s a given that with less powerful handheld hardware, there’s something that feels held back.  But for pick-up-and-play, I don’t need a jam-packed game, just some great Smash action.  The game speed feels more natural than Brawl, though not as precise as Melee (long held by the pros as the series’ gold standard).  As we mentioned earlier, some pundits may ask how many times you can release essentially the same game and have players accept it, but this isn’t Call of Duty.  There’s not a new Smash Bros. every year, it’s a once (maybe twice) a decade event and the games themselves seem to celebrate that.  There’s no need to reinvent the wheel here, just stick with what you’re good at and add a little bit to it here and there.


Honestly, the only things we change with these games are the flavors of Mountain Dew and Doritos we market alongside them.

Director Masahiro Sakurai and his team pour their hearts and souls into these games and it shows, with Mr. Smash almost Urban Meyer-ing himself to death at one point during the development of Melee (click here if you’re not a sports fan and don’t get the reference).  Even when trying to balance health and social wellness a bit more this time around, Sakurai and co. have delivered on Smash 3DS and are poised to blow minds today when Smash U drops.  Nintendo’s hoping it will bring the Wii U back to relevance as it enters the third year of its life cycle.  The sales numbers will shake out over time, though.  Let’s just have some fun with Smash Bros. now…just like old times…

Look for Part Deux of this review when we take you to school on Smash U (ha!).  Think this review’s a little too gushy?  You’re probably right.  Check out this honest assessment of the Smash series instead!

All opinions expressed herein are solely those of The Claw and his real-life alter ego and do not necessarily reflect the views of Team Waynedale Gaming nor its member bloggers.


Currently Playing:  Really?  Did you even read this article?

Currently Painting:  eButcher—Khador Epic Warcaster

Currently Watching:  Metallica on Craig Ferguson!!!!!

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