STAR FOX ZERO Review

It’s always great to see a franchise return after a rather long hiatus. Mario and Zelda are fortunate enough to get titles frequently, but it could take awhile for others. (Metroid for example.) In the case of Star Fox, it had been 10 years since the last main game. Yes, in 2011 there was the 3DS remake of 64, but the last new game in the series, Command, came out back in 2006. One could then imagine the immense hype when ZERO was announced. This would be the first home console game for the title character since Gamecube’s Assault back in 2005. This would also look to be a much needed addition to the Wii U, which lacks a large array of great titles. Zero brings the franchise back to its roots and attempts to be much like what Super Mario Galaxy was to 64. It contains many of the classic elements while being something new. Sadly, there are quite a few aspects holding it back from being called a “great” game.

One of the more interesting aspects is the game’s story mode. For awhile it was quite vague whether this would be some kind of reboot or not. Well, it definitely is. Whether or not that’s a good thing is up for debate. On one hand, it had been a long time since the previous game so it makes sense Nintendo would want to revamp the story for a new audience. On the other hand, starting over and erasing a rich history could be a bit alienating. On the onset Nintendo does a pretty good job setting up the story through a solid intro. It sets the tone and introduces the characters well. After that however is when the writing takes a turn for the dull side.

Despite being a reboot, the game assumes you know these characters. Because of this, there isn’t much in the way of character development. Most of the time, you can interchange any character for any line and it wouldn’t make a difference. Instead of great banter between the characters, we get generic dialogue such as “Way to go Fox!” and “Are you OK?” Even worst, Star Wolf appears for basically a non-role. Again, the game assumes you know these characters and the relationships between them. This kind of thinking doesn’t work for a reboot. Who is Star Wolf? Why does he look similar to Fox? Are they old enemies? Instead of answering these questions, the game speedily has the player do the missions with very few cutscenes or explanations. This leads me to the game’s biggest drawback: the length.

starfox010224161280jpg-c74e25_1280w

I personally would say any mainstream game (as in one that will cost you $60) should aim to be at least 8 hours. You can beat Zero in under half that. You can pick it up at 10 am and have it done before 2. That is unacceptable and makes it feel like we got half a game. It’s a shame because it has the making and look of an all-star title. The story is rich in concept, but the game doesn’t utilize it effectively. According to the intro Pigma pretended to be with the team, but was found to be a traitor working for Andross. The game could have spent some time on that aspect of the plot, because in theory that should be pretty deep. Instead, we have Pigma saying uninspired lines such as “Stop treating me like a pig roast!”

Adding more missions would have been a solid way to prolong the main mode, but that in itself wouldn’t have been enough to save the story. The game has excellent animation, some of the best graphics on the Wii U. It’s a shame it’s wasted on recycled radio scenes. Also adding more missions could have made the gameplay repetitive, so I think they should have brought back the on-foot patrol from the criminally underrated Assault. This way we could have had another gameplay element stopping the Arwing and Walker parts from becoming tedious. Of course, this would have only mattered if the game were longer. Sadly, you’re paying for half a game.

One more aspect of the writing worth discussing is Katt Monroe. As longtime fans know, Fox had a love interest named Krystal starting from back in Adventures. Sadly, Nintendo dropped the ball and ruined her in Command. I suppose the thought process here was to erase that and have someone else. The problem is that Katt appears out of nowhere. What’s even more strange is that she appears and Fox for some reason doesn’t say a word. It’s incredibly bizarre. Then, she reappears and hints at apparently knowing Falco at some point. Here Fox acknowledges her, but she disappears again for the rest of the game. Who was she? How does she know Falco? Was Fox simply awed by the pink color that he couldn’t speak? These are questions the mediocre writing leaves.

Perhaps the most controversial aspect of the game is the gameplay. Nintendo opted to use motion control with the Gamepad. Motion control isn’t inherently a bad thing, but often can take away from the core gameplay, making things unnecessarily complicated or worse: making what would be good gameplay broken. Here the game gives us two options: have motion control always on, or only when targeting. I’m really glad they added that second option, because to leave it on all the time is too “loose.” You’re bound to miss more with motion control always on, so there’s virtually no reason to keep it. With that said, the gameplay besides this is solid. It plays like how a Star Fox game should be. There are some instances where it feels like the controls are working against you (such as in the first battle against Pigma) but for the most part Nintendo has the player make excellent use of the cockpit in Gamepad view (plus fantastic use of both joysticks) and big screen TV view.

A good chunk of the missions are very well done and forces the player to strategize. Later you have the ability to shift from Arwing mode to Walker, which mixes up the way the player does things. Despite surprisingly appearing very little, the Landmaster is also put to fantastic use. There’s a sense of urgency and danger to most of the missions, starting right from the entrance to Corneria. This leads to perhaps the game’s biggest positive: a genuine difficulty. Even the most seasoned of players will have some trouble with a few of the boss fights. The Landmaster vs. Subterranean Weapon Scrapworm was very well done for example. The final boss was also challenging and I doubt many will be able to beat it on a first try. As a whole, the game harkens back to Nintendo’s glory days of providing legitimate challenges, which makes most of their modern entries, such as Yoshi’s Woolly World, look even worse.

Another strong positive is the game’s soundtrack. Nintendo is typically known for its great music, and this game is no different. Starting from the game’s intro it brings back many of the classic Star Fox themes for a new age. While Wolf was sadly underwritten and underused, at the very least his remixed theme song was a blast to hear. There’s also some excellent choir at the right times throughout the story. How about other modes? The game offers cooperative play, which is nice, but there should have been a separate “vs.” also. Assault had one of the greatest multiplayer modes from a Nintendo title, so it’s a shame we didn’t get something like that here. There’s also Arcade mode, but it’s essentially playing the entire game again. If there was a reward worth acquiring, it might be worth it, but the only other unlockable mode is Sound Test, which is incredibly disappointing.

starfoxzeroletsbackupthesquadrontrailerign-1459863720229_large

Overall, Zero has a lot of good features but too many drawbacks hindering what could have been a stellar product. $60 is a lot of money, so I expect something that’ll last a bit, not a game where one is able to complete in under 3 hours. The gameplay needs a little polishing, but I think the usage of a cockpit view working alongside a general view is brilliant, and to be fair it does work most of the time. (With motion controls turned off anyway.) The aerial and ground fights provide a solid challenge for old and new fans alike. The story sadly is incredibly lackluster. With more of an emphasis on writing, it could have at least made the short game more engaging on that front. Still, to call Zero a bad game would do it injustice, because it’s not. At its best, it provides a definitive Star Fox experience. It however lacks enough substance to be called anything other than “pretty okay.”

6.5/10

Pokkén Tournament Review

Pokkén is a concept I’ve always wanted to see in the Pokemon series. The games are famous for their turn based gameplay which has endured over 30 years since Red came out, but it’s always great to see different takes on a series. Zelda jumped into the beat ’em up genre with Hyrule Warriors recently and Sonic had Sonic the Fighters. While turn-based will always be the staple of Pokemon, I’m thrilled to see an installment with a more intense backdrop. For the first time we can see the Pokemon not subdued by trainer commands and battle it out like Digimon. Tournament takes the Tekken engine and puts a really unique spin on it. Like Super Smash Bros., this is a game that is simple enough for anyone to enjoy but is also very technical for those who enjoy competitive play.

Since Pokken is inspired by Tekken’s gameplay, it has more in common with Street Fighter than Smash Bros. On the onset the player can have fun just button mashing in local play. But once you play competitively with people that know what they’re doing, things get truly interesting. One can see that a lot of thought was put into the fighting mechanics and character movesets. Grabs negate shields and counterattacks goes through just about all others. Then there’s the excellent use of support Pokemon. The large amount of choices there from Fennekin to Eevee are impressive. “Synergy” has the ability to change the momentum of the match and secure a win. The split second strategies one has to come up with are never ending in this fantastic gameplay.

Let’s jump into the fighters. Pokken grabs characters from all throughout the generations. The game features 16 of them. Now this wouldn’t be a bad number if they were just the starters. But this is all the game features, which is disappointing. The only two unlockables are both Mewtwos. In a world where Smash Bros. can start with over 30 characters, we shouldn’t be seeing such a low amount from such a rich universe as Pokemon. (Since the game originally appeared in arcades is probably the reason for this, which in that case more characters could have been developed for the Wii U port.)

Pikachu-Libre-pokken-tournament-39221244-290-262

The actual roster ranges from fantastic to questionable. We know the greats (Charizard, Blaziken, and Pikachu for example) but one has to imagine how we got Chandelure and not say Blastoise. (When you look at the cast as a whole, there is a severe lack of water types and an overabundance of fire types.) Pikachu Libre at first was a bizarre inclusion. I was annoyed in the beginning because clones shouldn’t exist in a franchise where there’s hundreds of characters to choose from. Libre however has a completely different moveset than Pikachu, so I must give props to Bandai Namco for not taking the easy way out. Libre in this case is welcome, although I think it would have been better if she had been Raichu instead. (That way we get a new character and representation for the criminally underrated Pikachu third form.) Each of the movesets are diverse and you’ll have fun trying each one out whether it be for fun or seeking to find your main for competitive play.

Another annoyance with having so few characters is that in the game’s single player mode one is going to be battling the same Pokemon multiple times. This is one of the reasons that makes Ferrum League sometimes boring to get through. The League, while nothing outstanding, at least gives something for the single player to do offline. The opening tournaments are incredibly easy, and the difficulty goes up during the third one. This mode is often not that exciting sadly and one definitely doesn’t feel motivated to get through it all in one sitting. (Considering also if you lose at some point in a tournament, you have to start over from it.) The game does give this mode a much needed boost of excitement after the first tournament with an incredible CGI cutscene. This is also a tease since we could have been getting excitement like that instead of the ongoing formulaic tournament.

The game features what one would expect: local 2-player, online, single player, and practice. As a whole it can be lacking. There’s no survival mode and not much to unlock outside of achievement titles and attire for your avatar. After one completes Ferrum League, there isn’t much to do besides online play. So, let’s discuss that part. Nintendo only recently jumped into the online format, and Pokken could be the best yet with it. Unlike Smash Bros., there’s an actual leaderboard system. You can see your worldwide and regional ranks. Hopefully future competitive games from the company utilize this. Also unlike Smash about 95% of the time the matches play smoothly. There is lag sometimes unfortunately, but it doesn’t render matches unplayable and isn’t too much of a factor.

The soundtrack blends into the fights very well. While it would have been nice to have some remixes of the classic themes, these are some really great ones for during battles. (Perhaps the best is Dragon’s Nest.) Like Street Fighter and Tekken, the stages aren’t really a factor. To put it bluntly, the stages in those games are virtually all the same, just recolored backgrounds. There’s nothing wrong with this: this kind of gameplay doesn’t really allow for stage hazards. Pokken’s has some nice, bright backgrounds such as Magikarp Festival to the darker ones such as Haunted House. Apparently some have bigger rings, but it’s hard to tell in-battle.

pokken-tournament-pokemon-shadow-mewtwo

Overall, Pokken Tournament is a dream come to life for many. Pokemon in frantic, high quality fighting gameplay is a fantastic concept this game makes great use of. Each of the characters have a diverse moveset and the actual battling always provides a blast as the opponent seeks to overpower & outwit the other. The Wii U now has two great 1st party fighting games: Super Smash Bros. and this one. As an arcade title it deserves a 9, maybe even a 10. But as a $60 Wii U port it feels a little bare-bones. The lack of modes and short character roster are the reasons for that. The enthusiastic narrator Nia is always nice to have around (even if she can become annoying talking every second in Ferrum League) but even she can’t bring the excitement once one completes the League and sees there isn’t much to do afterward outside of online ranking. (For many however, online ranking is all one needs.) These drawbacks don’t take away from the fact that Pokken is one of the finest fighting games out there. It takes the close intensity of a Street Fighter battle and adds a Poke-touch. It’s a must have for fighting game and Pokemon fans.

8/10

BEYOND: TWO SOULS Review

BEYOND TWO: SOULS is a peculiar game. There have been very few of what is called “interactive dramas.” HEAVY RAIN is the other major one in recent times, but also there’s been Telltale’s THE WALKING DEAD Seasons. Those games offer many different paths based on the decisions the player makes. For the most part, that isn’t the case with Beyond. The only times when decisions really matter is in the climax. This is my first complaint: it would have been better as a movie. Then there’s many things wrong about the story later on. This is not to say Beyond is a bad experience, because for awhile Jodie’s story is really engaging. By the time the credits roll however the player is left feeling unsatisfied and contemplating why a good chunk of the game was even relevant.

The story follows a girl named Jodie Holmes and an entity which is linked to her named Aiden. One of the most interesting aspects of the plot is that instead of telling it the normal linear way, progression is almost always out of order. We jump for example from Jodie’s CIA days to the time she was a little girl. This system works, because it smartly provides bits and pieces into her life and how they connect. Looking back, it was also a good way to balance out action and the more subdued childhood life. The story is well thought out for most of the game.

Now like I said earlier I feel this game would have been better as an actual movie. Why is that? The game has us do meaningless things multiple times such as Jodie turning left and right on her bed. Later as she prepares for a date she takes a shower. (Thankfully that part is optional.) Truly, I do not understand how this stuff is relevant to the story. In The Walking Dead almost every decision you make has an impact throughout the entire game. In Beyond, often it doesn’t really matter what you pick. For example, way later in the story Nathan asks Jodie for him to talk to his dead wife and daughter again. You’re given the option to accept the request or decline. Even if you decline, Jodie still ends up doing it anyway.

news_photo_65356_1436467258

It is possible for a game to feel like a cinematic experience and have actual gameplay. THE LAST OF US is naturally the perfect example. Its story watches like a 5-star movie and the gameplay is just as fantastic. The few instances in Beyond where there’s stakes in the gameplay is far too little to appreciate. In the chapter The Mission we have Jodie spying, stealthily taking out opponents, and using Aiden’s psychic abilities to progress. The idea of using Aiden in these type of circumstances was really neat, which is why it’s disappointing most of the game doesn’t utilize this concept. Instead, we get a chapter with Jodie being a rebellious teenager. That chapter you can remove and it won’t have any effect on the game at all.

The best chapter was The Condenser. It felt like a horror experience as we see Jodie go into this scientific building turned slaughter house as she battles these malicious spirit monsters. Their dimension, the “Infraworld” becomes the central part of the story in the climax. Nathan’s character goes a 180 here. I understand the idea, but at the same time it felt inconsistent. In The Condenser which is way after Jodie had him talk with his deceased wife and daughter, he tells her to destroy the portal so the monsters can’t escape into our world. Yet by the end he’s completely lost it, as in he’s created a new portal. It’s inconsistent. An even worst negative is also in the climax. Nathan eventually shoots himself, but then a moment later is seen with his wife and daughter. Jodie smiles at that and later tells Ryan that Nathan “found his peace.” So according to this logic, basically committing suicide leads to peace and is a moment to smile at.

Huh?

There’s even more wrong with the climax. The final two decisions comes down to this blue light and this dark light. Well obviously that would mean that blue is good and black is evil, right? Not quite. The blue light would have Jodie go “beyond” and she would turn into wind, stars, and the universe. What kind of lunacy is that? The black one called “life” would have her go back to the land of the living. Why this is colored dark the world may never know. Also, the trope of the military being shady is long overdone. They literally offer Jodie a deal, and then…they abduct her anyway? This entire sequence was painful to watch. The big plot twist with Aiden was done very well, even if the idea was explained rather quickly.

beyondtwoulaunch_610

Instead of getting this we get playing snowball fights with kids

As a whole the story does succeed in showcasing the tough life Jodie has to live as an X-Man a child/teen/adult whom can command power. She is likable, which is especially necessary since she basically has to carry the game. Ellen Page did a great job voicing her. If there’s one thing that’s distracting however, it’s the constant usage of swearing. I really don’t think anyone talks like that in real life. The chapters vary in length; some can just be 10 minutes while some can go up to one hour. Because of this, the game is reasonably paced. The soundtrack is solid. The themes which play during the quick-time events add to the intensity.

Overall, BEYOND: TWO SOULS is an interesting experience. The story mode is well written most of the time. The game however features a lot of meaningless tasks and not enough of the intriguing gameplay mechanics. Going around in CIA mode taking out enemies with a psychic power, battling insidious entities, and driving around in a motorcycle provides the most entertainment, but those are sandwiched in-between a lot of exposition. A lot of the chapters however are very good, such as Homeless. But Jodie delivering a baby there, her playing with Barbie dolls, turning left and right in bed, why would we want to do this stuff? The game ends with a look at the future. The monsters are invading the world and Jodie is in this cool heroine outfit with a sword. That’s the game I would have rather played.

5.5/10

Super Smash Bros. For Wii U – A Retrospective

The latest Super Smash Bros. released a little over a year ago. First of course the 3DS version came out, which was certainly fun. The big one however is the one that could be played on the TV screen, which was the long awaited Wii U version. You can find this game being played at some of the biggest fighting game tournaments on the planet, such as EVO and CEO. The series is endearing mainly because we get to see Mario, Link, Pikachu and thanks to Brawl even Sonic duke it out. Since Sakurai officially stated in the last Smash Nintendo Direct that there would be no more DLC or patches coming, I thought it would be good to take a fresh look at the game after all this time.

First, the Gameplay

The main reason why one buys a fighting game is for its gameplay. This of course can be applied for most games, but mainly fighting ones. (For example on the flip side, one buys Beyond Two Souls not for its gameplay, but for its intriguing story.) Smash has kept the formula identical from the first one on the 64 17 years ago. Even to this day, it’s remarkable how unique and frantic the gameplay is. Usually with 2D fighters the characters are closed in with little space to move. (Street Fighter, Mortal Kombat, Guilty Gear.) But in Smash the characters are generally portrayed small in comparison to the big environment. This gives the player freedom to move around and plan strategies as opposed to just button mashing. The concept of rolling adds another dimension. Another thing is the way a character wins. In the default mode, a character wins not by draining health, but by sending them out of the stage. (Basically a ring out.) The goal is to keep building up damage until one is able to use a powerful attack to send the opponent away. It’s a unique system, and a fun one.

screen-21

The gameplay is so good that over the years copycats or games trying emulate the feel of it have surfaced. Some are okay (TMNT Smashup) but some are just bad. (PlayStation All-Stars.) Even with the okay ones, they’re never as good. So the question is why play an average game like Cartoon Network: Punch Time Explosion when you can play the real deal? Unless one is a big fan of a series, there’s virtually no reason to play any of the emulators.

After playing Smash for Wii U this long, I’m definitely inclined to say that it has just about perfected the formula. After going back to Brawl, Melee, and 64 over the last year, they just feel, for a lack of a better word, dated. I have immense respect for each individual entry and their unique differences. The latest version I feel however combines all the best elements of the entries and removes/alters the worst ones. Brawl for example introduced the concept of tripping. When it first came out it was noticeable, but now after playing Wii U it is supremely noticeable and just bad when going back to it. Interestingly, Brawl also plays slower than Melee. Wii U combines the quickness of Melee and and slowness of Brawl for peak efficiency. One could argue that Melee’s extremely fast gameplay makes it more of a hardcore experience, which could be true. There is no denying however that Wii U is the most easily accessible for newcomers. Characters don’t die as fast, and the addition of  “Max Rage” gives a player down even a hundred damage a shot at making a comeback.

Character balance has always been a key feature in fighting games. Sadly some games feature at least one overpowered character which gives him/her an advantage over others. (Kratos in PlayStation All-Stars.) Smash Bros. has for the most part kept it well balanced. There are however some obvious imperfections. In Melee Pichu’s attacks literally harm the little guy, so there’s no reason why one would want to play as him when Pikachu basically does the same things with no aftereffects. In Brawl Meta Knight had some very overpowered attacks and recovery options which literally made him banned for sometime in competitive play. The new game, while not perfect in this regard, definitely is the best when it comes balance and improvements. For example, I’ve played Mario since 64, and it’s easy to notice the big differences between him in the previous three games and here. Simply put, he plays better. Like I said however, there are some things which aren’t perfect. Mewtwo is so severely light that a counter with Corrin at even under 50% damage is dangerous. (Thankfully, an unexpected balance patch fixed that.) Still, just about each character is on fair ground and brings something unique to the table, which is incredible considering the large amount of characters in the game.

All in all, while maybe not as intense as Melee, I think the gameplay here is certainly the most fun.

screen-2

OFFLINE FEATURES

Smash and all other fighting games are made under the premise that you will be battling other people. A game however isn’t a complete package without features one can do by himself/herself. Classic Mode has been a staple in Smash since the very beginning. It’s a fun take on Arcade mode as the player battles through different characters and eventually comes face-to-face with Master Hand. Wii U might have the best one yet, if only because of the twist at the end: Master Core. This fight on higher difficulty settings gives an incredible challenge to even the most seasoned of players. Of course, Classic Mode can become repetitive after awhile, so what else do we have? Like in the previous two games, there’s a lot of fun modes such as Home Run Contest and Multi-Man Mode. Break the Targets also returns in a new form, but is actually far less engaging than previous installments, being basically Angry Birds.

Melee introduced another mode alongside Classic known as Adventure Mode. In the aforementioned game it was fun as it had the players go through dungeons & unique situations such as battling the ReDead in Hyrule, running into the Metal Brothers, and finally battling Giga Bowser. It was a fun sequence of events. Brawl however did something few fighting games have done: provide a cinematic story mode. The Subspace Emissary brought together the characters with incredible cutscenes and an engaging plot. (Which was written by Kazushige Nojima, the Final Fantasy VII writer himself!) This set the bar which few fighting games have raised since. Sadly, Wii U is part of those. Apparently Sakurai didn’t want to do another Subspace-like mode because “Cutscenes can be leaked to YouTube.” That was one of the silliest things I had ever heard. Going by that logic, not many games should have story modes. Instead here we get modes like Crazy Orders, Master Orders, and Smash Tour. The prior two, like Classic, can get repetitive. Smash Tour is only fun with a few others, otherwise alone it greatly drags on. Really, I don’t think anyone would have minded if those three things were replaced by a proper Adventure Mode.

little mac

ONLINE

Playing games online has been a staple for many years now, but it wasn’t until the DS when Nintendo started making use of the technology. Brawl was the first Smash to utilize online features. Sadly if you were looking to play with three others there would almost always be brutal lag. Plus, there wasn’t any kind of trophy or ranking system, which is sad when compared to the online of PlayStation and Xbox. The new game sort of fixes this with the addition of For Glory. For Glory is great in that it provides a fast way to have a one-on-one, doubles, or free-for-for all. Matches literally come usually less than a few seconds. Sadly again there’s virtually no ranking system. We can see our win percentage and our victories/losses, but there’s no way to compare. There’s no sense of leaderboards, which is a true shame. Nintendo really needs to embrace the competitive aspect and let go of the notion that this is a party game.

Later in the game’s life cycle a free update included the addition of Tournament Mode. This was greatly anticipated, because not everyone can make it to in-person tourneys. Sadly, Tournament Mode ended up being a disappointment. The main thing is that the way to win besides KOing the opponent off the stage is to do the most damage. This system has proven broken to the point where you’re not even sure sometimes if you’ve won. It can be fun once in awhile, but it’s just really a wasted opportunity. To add even more disappointment, the tournaments a player can host aren’t even real tournaments. If Nintendo had given more freedom to the players in this mode, the complaints would have quieted down.

The absolute worst aspect however of online is that lag is present. It isn’t there all the time, but you’ll almost certainly run into it on a daily basis, sometimes to the point where even the inputs are delayed. You won’t find this almost at all on Sony or Microsoft fighting games. Nintendo truly deserves a thumbs down for not providing dedicated servers. At the very least, playing online with friends always provides some of the most fun one can have.

CHARACTERS AND STAGES

pehyw1ndwmbgli7dveff

The main appeal of crossovers naturally are having characters whom don’t normally interact come together. In the case of Smash, it’s a dream to be able to have Mario duke it out with Sonic. This game features the largest cast yet, and that’s not even counting the DLC fighters. The most impressive aspect as I mentioned earlier is that just about every character brings something unique to the table. From PAC-MAN’s mix-ups with his fruit selection to Mega Man’s onslaught of projectiles, there’s an amazing variety. It’s still not perfect however. The logic in having some of these characters in it is questionable. For example, Marth and Lucina literally have the same exact moveset. At least with Mario and Doctor Mario they’re at different speeds and have a couple of different attacks. That’s not the case here. One of Olimar’s alt costumes is Alph, and Bowser Jr. has seven different alt costume characters, but they don’t take up different slots. There’s no reason why Lucina couldn’t have been an alt to Marth; she’s the definition of wasted space. It’s the same with Pit and Dark Pit. How does Dark Pit get to be in the game and Dark Samus (a character whom has appeared in three games) just an Assist Trophy?

Despite some of these complaints, the cast is still impressive. It’s fun learning the different movesets, and then picking your main. There’s never been a fighting game with characters as diverse as in here. Now, let’s talk a little bit about the DLC characters.

Mewtwo, Lucas, Ryu, Cloud, Bayonetta, and Corrin are the downloadable fighters. Interestingly Nintendo had always been seemingly against the concept of DLC until recently. DLC has definitely worked out for this game. I do not understand why if Lucas and Mewtwo can be brought back, Wolf couldn’t make it. Corrin to me is still questionable, since Fire Emblem already has enough representatives while Metroid still only has one. (Zero Suit doesn’t count as a separate character in my book.) Having Ryu and Cloud definitely makes up for that. It’s intriguing how Smash has managed to acquire so many third party characters. At this rate, we’ll have Master Chief interacting with Crash Bandicoot in the next one.

How can I forget the Mii Fighters? We have Mii Brawler, Mii Swordfighter, and Mii Gunner. They’re fun little additions but I don’t think anyone would have minded if we got 1 real character over them.

On the outside the stage selection looks impressive. When you look at them individually however you can see that at least half of them are old. Hyrule Temple and Castle Siege are must-haves of course, but do we really need two Mario circuits? And Earthbound’s only stage is an old one? This aspect of the game appears more on the lazy side. This is not to deny the fact that there are some impressive new additions. Orbital Gate Assault always provides an intense amount of fun, and Palutena’s Temple surpasses Hyrule Temple for Smash’s biggest stage! (Not to mention the unique Great Cave Offensive.)

DLC also added a few new additions. 64 got an especially amount of love, bringing back Peach Castle, Temple, and Dreamland. While each stage we got was unique and fun, it seems like there could have been a lot more put there since the “extra” section looks like it can hold a bunch.

screen-88

CUSTOMS

Customs might be the most controversial aspect of the game. On the outside the concept is fun: we get to see different versions of the attacks for the characters. (Mario can shoot a giant, slow fireball or a tiny quick one for example.) These are fun with friends, but the question ever since the backlash at last year’s EVO is should they be allowed in competitive play? I’m inclined to say no, because it’s virtually impossible to train against custom movesets. (They aren’t allowed on For Glory for example.) So while customs is definitely a fun thing, I don’t think anyone will really miss it too much if the next game didn’t have it.

COMPETITIVE SCENE

I’ve been a gamer for over 15 years, yet I’ve almost never been in actual competitive play, until this game. (I did however participate and win a local Brawl tournament back in the day.) So it’s been quite interesting to be part of tournaments such as KTAR, and soon APEX. It’s a shame Nintendo, or at least Sakurai, seemingly wants the game to not be in competitive play. There are tournaments all over, which shows just how much of a cultural impact the series has. I attend a bi-weekly tourney at a Friendly’s restaurant some minutes away, and it’s always great to test my ability against others. Even if you’re a casual player, I think it would be good to attend at least one tournament. It’s always a worthwhile experience.

Like all fan-bases, nothing is perfect. Almost at every tournament scene you will find people whom get “salty” and make it an annoyance  to play against. Instead of helping out other players and giving advice, sometimes the very experienced and winners can have a superiority attitude, which is unfortunately found a lot on the Smash Ladder website. Despite these things, the community is still great to be a part of. What beats talking Smash?

Everything Else!

Brawl introduced the idea of creating your own levels to fight on in the form of Stage Builder. It was really neat, and Wii U took it another step since we can actually draw the stage out. This has led to incredible creations such as pixel art and remakes of older stages, such as Corneria. While I do miss the ability to add ice platforms, moving platforms, and ladders, the possibilities for drawing make up for it. The music selection is, as always, fantastic. We have a healthy mix of originals and remixes. The items are some of the best yet. We have for example Master Balls in addition to the normal Pokemon ones. (Seeing Goldeen pop out of a Master always brings quality laughter.) The most monumental item however must be the S-Flag, which completely changes the game every time it appears.

________________________________________________________________

Super Smash Bros. is one of the few games a people can go hours and hours playing without the fun level dropping. As a whole package it lacks in a few areas, but at its core the gameplay is some of the best, if not the very best in the genre. Almost every day I play online with my cousins and the fun never for a moment ceases. A little over a year later and the game has only grown. If you haven’t picked it up yet, it’s definitely one of the biggest highlights on the console.

pac man s