Thursday, 31 May 2012

DP Challenge Part 5/100 - Super Smash Bros Brawl


Game: Super Smash Bros Brawl

Ranking: 4/100

Average Score: 92.75%


Nintendo characters tool up to beat each other into submission for no apparent reason in this offering. Can I bring myself to drop kick a poor innocent Pokemon into the stratosphere? Yes, as it turns out. Yes I can.

'Come get some, bitches!'




Intro

The manual is concise and well-laid out, with an easily accessible list of moves. The objective is simple - smash your opponents off the screen. Why? Well… the game doesn't care, and neither should you, apparently. We are treated to a sweeping opening title sequence showing all the various characters, which gets bonus points for the joyfully ridiculous moment where Pikachu and Samus seemingly running for their lives in a spaceship. There are also a wealth of options to choose from - do you want to play the Adventure mode, the tournament mode, one-on-one? With friends or alone? Link up and play people online? The choice is yours. The bright, bold menu design is clean and easy to navigate.

However, nothing in the manual, opening sequence or menu tells me why all of our favourite Nintendo characters (and others they’ve decided to co-opt into the fray) are fighting to the death. It felt like being dropped into the mid-point of a story where everyone else has been in it from the start; the majestic music tells me this is an urgent event... but I have no idea why.

Game, would it really be that hard to add a semblance of a motive in the five minute silent opening cut-scene where every character does something majestic? It would be nice to know why we're throwing each other off platforms. Even the Streetfighter and Mortal Kombat games cobbled together a reason for their tournaments. You get a vague idea from the Story Mode of the motivation for the brawling, but it still seems to boil down to the Nintendo princesses enjoying getting their subjects into an arena to fight to the death for their entertainment. Perhaps there will be a sequel entitled 'Super Smash Bros: Revolution!'?          



Getting Going

The game is easy to get into, and the first couple of stages of the classic tournament are easy enough that the game allows you to get a feel for the controls. You progress from a single platform and one enemy to multiple enemies and several platforms, and this arrangement is changed at each stage, so you get a wide variety of fights. The story mode (Subspace Emissary) combines the brawl style of fighting with a platform element, and makes the gameplay a little more varied and a little more skill-based.

Sadly, it feels like no skill is involved whatsoever in the tournament stages. I got through the classic tournament by waggling the control stick and pressing A or B, which generally - but not always - got you through each stage. The frenetic pace of the game - although engaging - makes it very difficult to aim specific moves or plan out a strategy. There are many elements such as overpowered weapons or disappearing platforms which can cause unfair deaths - not just for you, but for the CPU opponents as well. This makes it not strictly cheap, but it means that sometimes you'll be close to dying but by chance an item will drop that allows you to despatch your opponent, or the level will tilt while you're winning and knock you clean out of the stage.

I think it would be nice to have fewer randomised events, or to perhaps be able to control the number that happen in a stage. The addition of items and events that can change the outcome of the fight are definitely a fun element, but if this were dialled down a bit, I think it would make the game feel a little more fair.   


'I shall fight for your entertainment no more!  Liberté, égalité, fraternité!'   



Fun

This game is certainly a lot of fun; it trades chiefly on the fact that you can pit your favourite Nintendo characters (plus some others) against each other, but the straight-forward controls coupled with the zany stages and moves mean that it doesn't need this gimmick to be an enjoyable game. There is something very satisfying about being able to smack a character off the screen, and the fact you can see the level of each character's damage means that you have a reminder of how close you are to being knocked into oblivion (the higher your damage, the easier it is for you to be hit out of the game like a baseball). The added gimmicks such a multiple opponents, giant version of opponents or metal versions psychologically up the ante before you even start a stage, and the fact you have elements of platforming and item collection mixed in with the beat-em-up style gives you a lot to concentrate on.

Alas, the game is a bit cheap! Often I have died in a stage for no good reason - an opponent got lucky and collected a game-breaking item, or the platform I was on sank into the ground. More often, I'd win a stage and find myself shouting, 'How did I win?' because I just shouldn't have, and somehow my last opponent got flung to the far corners of the earth.

The very elements of randomisation that serve to make it possible for you to turn the stage around if you're being annihilated do make the game a bit cheap; reducing some of these would make the gameplay feel a little more fair and in the player's control.



Visuals

The game does a good job of combining the fun and quirky art design of games like Super Mario Bros and Kirby alongside more the serious designs found in titles such as Zelda and Metroid. The different tones of the games are used in the stage design to great effect, and the incongruity of seeing Mario jump about on Starfox is more amusing than off-putting. Attacks which take more off a character's health tend to have explosions or light effects around them, which makes them look and feel more powerful than a standard move. There are interesting elements to some stages, where levels may scroll continually vertically (if you don't keep up, you lose), or fog descends over the stage and once it clears, you're in a different area altogether. Another good thing about the visual design is that the levels look relatively simple in terms of extraneous decoration - something that helps enormously when you're controlling a sometimes quite tiny character and trying to look out for all the other characters trying to attack. There are even assistant trophies that your opponents can grab which hinder your view of the screen - such as a Nintendo dog that keeps licking the screen. These nods to existing game titles do provide a little amusement as your winning streak is being impeded.

The problem with some of the more expansive stages, however, is that sometimes you can wonder where your character has disappeared to, and those valuable seconds spent searching usually mean you find your character as he or she is kicked repeatedly in the face.

It would be nice if the characters were just a smidgen bigger so you can spot them more easily in the larger stages, or keep the stages smaller but ever changing. There are several stages in Super Smash Bros Brawl that stick to roughly one screen, but completely change the surroundings and platform set-up on a regular basis, which creates varied obstacles without shrinking the characters to fit an expansive stage.


'Down, boy! Better yet, play dead.'



Intelligence

The opponents you battle with attack with unrelenting might; their behaviour matches that of someone who is fighting for their life in an arena - they come at you and leave you very little reacting time. This makes for a fast paced game where tactics have to be short and swift. Occasionally they even notice if you repeatedly spam one move and try to counter or dodge it.

Your opponents attack you. That's all they do; they find you and attack you. This makes perfect sense, but it becomes painfully clear that they don't seem to think much beyond that when you can go through a few moves until you find one that keeps working and spam your way to victory - not always, but more often than not. Unless someone collects a giant missile that cannot be dodged or a platform gives way under you, of course. In hard mode, the only difference is they will work hard to grab every power-up item available.

I'd like to see some of your opponents recognise repeated use of a manoeuvre and find a way to counter it. At the same time, this would need to be balanced with fewer randomised events, otherwise the game would be frustratingly difficult.



Immersion

The most absorbing part of the game as a single player is the Story mode; the mixture of fighting, platforming and silent cut scenes are nicely varied and interesting to play. The short, sharp feel of the tournament stages do leave you with an urge to keep going - or keep repeating a stage if you lose. The tournaments use the same stages, but randomise some of the opponents you face, so you do get a slightly different game if you replay the tournament section. Plus, each character handles slightly differently, so it's fun just to try out different characters beyond your favourites. The multiplayer options make it possible to play with your friends at home on online, and the issues of cheapness which can be frustration in single player mode add to the fun in multiplayer mode - it means that even the least experienced players have a chance of grabbing victory with a well-snatched bazooka.

Once you've completed one tournament, or the story mode, the only thing to really keep you coming back in single-player mode are the unlockables. I personally have never been a huge fan of this as a gameplay sweetener, and in this game, you find yourself repeating tournaments solely to unlock a new character. I also found myself wondering about some of the moves assigned to each character. Some of them fit remarkably well, such as Zelda's magically-influenced attacks and Kirby's absorption of opponents' moves, but when Mario started repeatedly headbutting poor Kirby during a fight, I started to wonder whether I'd simply missed the 'Super Mario Bros East-End Protection Racket' game.

Simply having more variety in the stages you battle in would be a good way of making the tournaments seem less repetitive, or including more bonus rounds to vary the action. With such a wide variety of characters representing many genres of games, there would be huge scope for bonus rounds besides the ‘destroy the targets!’ stages.


After you fight for a while, sometimes you receive random gifts in the area. Much like 'The Hunger Games'.



Camera

The camera is fairly static, but it will follow you if the stage scrolls at all - as the basic premise of the game is 'don't get knocked out of the stage', this makes perfect sense. If you disappear off the stage, a small circle tracks you. This allows you a chance of scrambling back onto the stage.

Unfortunately, the circle shows you which direction you are in relation to the stage, but not how far away you are. Also, when the camera zooms in and out to accommodate a unique hazard in the stage itself, it can make it difficult to see your character.

A little counter displaying how far you've fallen from the stage when you're off-screen would allow you to work out whether you have a chance to save yourself, but part of the frustrating fun can come from your desperate attempts to double jump back onto a ledge in the sheer hope that you won't die. 



Controls

The controls are reasonably responsive and pretty straight-forward; there are no control-stick breaking manoeuvres or thumb gymnastics required to pull off the special moves. You use one button and the control-stick for standard moves, one button and the control-stick for special moves and the two together allow you to grab an opponent. It's very easy to remember and makes executing moves second nature very quickly when using the Wii remote and nunchuck.

There are a few problems with the controls - I noticed on playing Sub-Space Emissary that I sometimes spent ages jumping up and down in front of doors before the game recognised I was trying to open it. In fact, on numerous occasions I thought I had to do something special to unlock the door and ended up back-tracking needlessly through the whole stage.

You could improve the controls by having a separate button for non-fight actions, but the risk there is that you would start to overcomplicate the mechanism when its simplicity is such a good feature.

'Now I shall cook you and eat you alive!' PEGI rated 12+


Ideas

The novelty factor of being able to play as your favourite video game characters and beat up other video game characters is a neat idea on its own, but there are plenty of other fun gimmicks as well. There are scores of unlockables - from characters to demos of old 8-bit NES games - and there's even a stage design so you can create your own levels to fight your friends on. The replay value has clearly been carefully considered, as well as the variety; if you want to have a quick match with friends, you can; if you want to do a reasonable length tournament, you can; if you want to get lost in a big story mode, the option is there as well. The cut scenes of the story mode are entertainingly tongue in cheek, and the fight moves fit the characters well. In tournament mode there are even the occasional bonus 'shoot the targets' levels to break up the brawl action. This game is a lot of fun and will no doubt keep you entertained for a good while. Except for the demos - they last around thirty seconds and as a result are fairly unplayable.

It isn't perfect, however. The controls are a bit wonky in the Story mode levels when it comes to handling things like doors. Some of the decisions on fight moves are mind-boggling. I played as Fox, who has a vast array of powerful special moves, but one of them causes him to do an instantaneous dash across three quarters of the screen, almost guaranteeing you'll fall off the edge of the stage and die. As the special moves are triggered by one button, it's very easy for this to keep happening in the middle of a brawl. Also, even in Story mode things start to get a bit samey - you climb a couple of platforms, you fight a gang of enemies; lather, rinse, repeat. There's only so much that the wide variety of level themes can do to detract from this.

Maybe it would be fun in story mode to have some levels that reflect the gameplay style of the team members you collect - for example, some straight platforming a la Mario, then maybe a mini adventure style level as per the Zelda series - interspersed between the brawl stages.


'But... But I'm not even a Nintendo character!'



Memory

The combination of beat-em-up action coupled with a little platforming and a shameless dollop of nostalgia is definitely appealing, and the gameplay is enjoyable both in single and multiplayer modes. This game will have you coming back to play a quick round or seven until you unlock everything there is to unlock and beyond. Also, how can you not love Kirby being able to eat opponents and absorb both their skills and their distinguishing features?

As well as being great fun and a little addictive, it's also enormously frustrating. From executing special moves that have a 75% chance of killing you, to matches where you stare at the screen in disbelief at how you lost - or even how you won - you will want to flagrantly disregard the warning screen and throw your Wii remote through the TV at least once.

I think just a little bit of thought regarding the practicality of the moves available and the environment used would have made this game close to perfect - fast dashing moves and tiny platforms don't mix.


Overall, I did find this game to be a lot of fun, and something I do keep having a quick play on now and then. The attention to detail regarding the characters and all the little game in-jokes I found highly entertaining, but this is thankfully just window-dressing to a well-thought out, easy to control game. Even if I couldn’t open doors in Subspace Emissary.

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