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Super Smash Bros. Brawl

by Michael Cole - February 5, 2008, 10:06 am EST
Total comments: 18

What is it like to play second fiddle?

As you may have read, our fearless site director has imported Brawl. Since I live a mere hour or so away, I was more than happy to visit with him at his abode for some quality football, pizza, and—most importantly—Smash Bros.

Steven already touched the basics in his initial impressions, so I thought I would dive into the game's adventure mode, the Subspace Emissary. The Subspace Emissary is a surprisingly lengthy adventure that weaves (almost) all of the game's characters into an inexplicable but utterly awesome series of platfomer-esque stages and battles. The story is told from a variety of perspectives as the game juggles disjoint character teams that slowly merge together. Since stages are tied to specific characters, the adventure mode also forces you to learn to use many of the characters at least well enough to complete a few stages. Many of the teams could have been lifted from horrible fan fiction, but Brawl's trophy-based universe presents the adventure gracefully enough to suspend infeasability and allow you to accept the absurdity of a Pikachu-and-Samus duo. To frame the various scenarios, most stages begin and end with fantastic cut-scenes that will have you both laughing and cheering.

Level design is straightforward but interesting, with mazes, switch puzzles, and mini-bosses to conquer. As you might expect from a Sakurai-directed title, the adventure mode's doors, ladders, and bonus rooms give off a distinctly Kirby vibe. By no means is that a bad thing. Especially of note are the bosses, which range from giant war machines of the emissary to old Nintendo favorites.

Perhaps the biggest addition for the adventure mode is co-operative play (which arguably is also a Kirby-ism). Smash Bros. is a very social game, and adding two-player co-op for the ten-hour adventure is much applauded. I played the Luigi to Steven's Mario for the lion's share of the Subspace Emissary, and overall I enjoyed spelunking through as sidekick.

However, the adventure mode isn't perfect. Firstly, it succumbs to one of Melee's pitfalls: adventure stages that uncomfortably clash with characters' shortcomings—on purpose. For example, in a (good) modern platformer a character wouldn't intentionally have a weak jump, but that is simply part of the Smash experience. I'm willing to accept that. However, the implementation of co-op is simply annoying at times. Sometimes the action moves too fast, leaving player two continually warping back on screen instead of playing. (Think Tails in Sonic 2.) Also, after Player 1 dies, the camera abruptly centers on where Player 1 respawns, which can be disorienting for the second player. More importantly, as far as I can tell, player two cannot opt out of playing after dying. This is a problem, since both players consume the same bin of lives/characters. If Player 1 dies and there are no more lives, it's Game Over, even if Player 2 is in perfect health. This was especially aggravating when both Steven and I died at aaaalmost the same time…but not quite, so we lost. Also, don’t expect having two players to make life easier, since you can easily lose lives twice as fast.

All in all, though, I can't complain too much about The Subspace Emissary. If the adventure mode were all there was to Brawl I would be very critical of its blemishes, but as a secondary mode it is very good. The premise is awesome, the stages are interesting, and the presentation is top-notch. Sharing the adventure with a friend is a great experience, even if the co-op fumbles at times.

Talkback

What is it like to play second fiddle?

http://www.nintendoworldreport.com/impressionsArt.cfm?artid=15222 As you may have read, our fearless site director has imported Brawl. Since I live a mere hour or so away, I was more than happy to visit with him at his abode for some quality football, pizza, and?most importantly?Smash Bros.





Steven already touched the basics in his initial impressions, so I thought I would dive into the game's adventure mode, the Subspace Emissary. The Subspace Emissary is a surprisingly lengthy adventure that weaves (almost) all of the game's characters into an inexplicable but utterly awesome series of platfomer-esque stages and battles. The story is told from a variety of perspectives as the game juggles disjoint character teams that slowly merge together. Since stages are tied to specific characters, the adventure mode also forces you to learn to use many of the characters at least well enough to complete a few stages. Many of the teams could have been lifted from horrible fan fiction, but Brawl's trophy-based universe presents the adventure gracefully enough to suspend infeasability and allow you to accept the absurdity of a Pikachu-and-Samus duo. To frame the various scenarios, most stages begin and end with fantastic cut-scenes that will have you both laughing and cheering.





Level design is straightforward but interesting, with mazes, switch puzzles, and mini-bosses to conquer. As you might expect from a Sakurai-directed title, the adventure mode's doors, ladders, and bonus rooms give off a distinctly Kirby vibe. By no means is that a bad thing. Especially of note are the bosses, which range from giant war machines of the emissary to old Nintendo favorites.





Perhaps the biggest addition for the adventure mode is co-operative play (which arguably is also a Kirby-ism). Smash Bros. is a very social game, and adding two-player co-op for the ten-hour adventure is much applauded. I played the Luigi to Steven's Mario for the lion's share of the Subspace Emissary, and overall I enjoyed spelunking through as sidekick.





However, the adventure mode isn't perfect. Firstly, it succumbs to one of Melee's pitfalls: adventure stages that uncomfortably clash with characters' shortcomings?on purpose. For example, in a (good) modern platformer a character wouldn't intentionally have a weak jump, but that is simply part of the Smash experience. I'm willing to accept that. However, the implementation of co-op is simply annoying at times. Sometimes the action moves too fast, leaving player two continually warping back on screen instead of playing. (Think Tails in Sonic 2.) Also, after Player 1 dies, the camera abruptly centers on where Player 1 respawns, which can be disorienting for the second player. More importantly, as far as I can tell, player two cannot opt out of playing after dying. This is a problem, since both players consume the same bin of lives/characters. If Player 1 dies and there are no more lives, it's Game Over, even if Player 2 is in perfect health. This was especially aggravating when both Steven and I died at aaaalmost the same time?but not quite, so we lost. Also, don?t expect having two players to make life easier, since you can easily lose lives twice as fast.





All in all, though, I can't complain too much about The Subspace Emissary. If the adventure mode were all there was to Brawl I would be very critical of its blemishes, but as a secondary mode it is very good. The premise is awesome, the stages are interesting, and the presentation is top-notch. Sharing the adventure with a friend is a great experience, even if the co-op fumbles at times.











Quote

Originally posted by: NewsBot

If Player 1 dies and there are no more lives, it's Game Over, even if Player 2 is in perfect health. This was especially aggravating when both Steven and I died at aaaalmost the same time?but not quite, so we lost. Also, don?t expect having two players to make life easier, since you can easily lose lives twice as fast.




Good. Even when playing co-op you have to be careful with how you spend your lives! I like how adding a second player doesn't automatically make the entire adventure a breeze.

vuduFebruary 05, 2008

Goddamn it. Not again.

PaleMike Gamin, Contributing EditorFebruary 05, 2008

I don't understand how this is happening...

GoldenPhoenixFebruary 05, 2008

Quote

Originally posted by: Pale
I don't understand how this is happening...




It is all explained here

PaleMike Gamin, Contributing EditorFebruary 05, 2008

Quote

Originally posted by: GoldenPhoenix
Quote

Originally posted by: Pale

I don't understand how this is happening...








It is all explained here




That didn't explain ANYTHING =P



Well, I fixed the stamp on the main site I think. But it didn't fix anything here. That's about as far as I'm gonna go... as I don't want to risk screwing things up even more.

vuduFebruary 05, 2008

Kairon should should just edit his post to include the impressions so people don't have to search through the page to find them.

PaleMike Gamin, Contributing EditorFebruary 05, 2008

Quote

Originally posted by: vudu
Kairon should should just edit his post to include the impressions so people don't have to search through the page to find them.




Done. People will still probably be a little confused. But it should make more sense now =P.

NinGurl69 *hugglesFebruary 05, 2008

SANITY EFFECT

18 DaysFebruary 05, 2008

Thanks for filling me in NewsBot!

THIS...ISN'T....HAPPENING!



Any comments on the article itself?

that Baby guyFebruary 05, 2008

It seems pretty accurate, it's fun, but it isn't the reason we like Brawl. It's definitely better than last time.



The stage builder is awesome. Windy, you need a stage I made. I can't tell if I need your Wii Friend Code or Brawl Friend Code. But you need it. Have you guys gotten every character?

The fact player 2 is totally dependant on Player 1 kind of baffles me. I expected that the co-op would play something like a more traditional multiplayer action game (Golden Axe, Gauntlet, Teenage Mutant Ninja Turtles games) where each player is equally dependant on the other for survival. The fact player 2 gets warped around the screen and dies once player 1 can't respawn is really odd.

that Baby guyFebruary 05, 2008

Well, it resembles the 2 player in the SNES Kirby games. Player 1 is the main guy. He can play by himself, and all that. The screen focuses on him, and player two can warp to him at any time, similar to Tails, yes, but much, much faster. Because the story mode relies on player one, the action focuses on player one. Consider player 2 a helper. If player 2 takes the last life, he's must defend player one. I know it doesn't seem to make sense on paper, but it really relies on team work, and it really does work pretty well for a co-op adventure system. That's the thing: You explore levels. They aren't just flat, straight paths, there's several levels with different places to explore, so it doesn't work for the screen to focus on both characters, because there's far too much movement.

ShyGuyFebruary 05, 2008

Sounds cool, gamers should get hyped about this game. face-icon-small-wink.gif I hope we get to hear more impressions from you and/or Windy in one of the podcasts.

NephilimFebruary 05, 2008

Quote

The fact player 2 is totally dependant on Player 1 kind of baffles me. I expected that the co-op would play something like a more traditional multiplayer action game (Golden Axe, Gauntlet, Teenage Mutant Ninja Turtles games) where each player is equally dependant on the other for survival. The fact player 2 gets warped around the screen and dies once player 1 can't respawn is really odd.




It will make more sense when u get the game, most of the story is around 1 strong character with another following

Only 1/4 do u get a wide selection

What the..happened.. to me?!?!?

KDR_11kFebruary 05, 2008

Can you tell us how to make import games work?

that Baby guyFebruary 05, 2008

There's currently two ways: Import a Wii or do something illegal. The first one is easy, you just put the game in, the second way is supposed to be a lot more confusing.

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Wii

Game Profile

Dairantou Smash Brothers X Box Art

Genre Fighting
Developer Game Arts
Players1 - 4
Online1 - 4

Worldwide Releases

na: Super Smash Bros. Brawl
Release Mar 09, 2008
PublisherNintendo
RatingTeen
jpn: Dairantou Smash Brothers X
Release Jan 31, 2008
PublisherNintendo
RatingAll Ages
eu: Super Smash Bros. Brawl
Release Jun 27, 2008
PublisherNintendo
aus: Super Smash Bros. Brawl
Release Jun 26, 2008
PublisherNintendo
RatingParental Guidance
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