Author Topic: IMPRESSIONS: Super Smash Bros. Brawl  (Read 4634 times)

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Offline TheYoungerPlumber

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IMPRESSIONS: Super Smash Bros. Brawl
« on: February 05, 2008, 06:00:00 AM »
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.

::Michael "TYP" Cole
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Offline Kairon

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #1 on: February 05, 2008, 06:01:55 AM »
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.  
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline vudu

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #2 on: February 05, 2008, 06:04:31 AM »
Goddamn it.  Not again.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline Pale

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #3 on: February 05, 2008, 06:50:07 AM »
I don't understand how this is happening...
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Offline GoldenPhoenix

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #4 on: February 05, 2008, 06:53:28 AM »
Quote

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


It is all explained here
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Offline Pale

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #5 on: February 05, 2008, 07:00:13 AM »
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.
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Offline vudu

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #6 on: February 05, 2008, 07:01:17 AM »
Kairon should should just edit his post to include the impressions so people don't have to search through the page to find them.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline Pale

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #7 on: February 05, 2008, 07:09:56 AM »
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.
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Offline NinGurl69 *huggles

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #8 on: February 05, 2008, 09:43:41 AM »
SANITY EFFECT
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Offline 18 Days

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #9 on: February 05, 2008, 09:48:49 AM »
Thanks for filling me in NewsBot!
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Offline TheYoungerPlumber

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #10 on: February 05, 2008, 01:31:02 PM »
THIS...ISN'T....HAPPENING!

Any comments on the article itself?
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Offline that Baby guy

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #11 on: February 05, 2008, 02:29:17 PM »
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?

Offline Crimm

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #12 on: February 05, 2008, 02:32:40 PM »
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.
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Offline that Baby guy

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #13 on: February 05, 2008, 02:42:09 PM »
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.

Offline ShyGuy

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #14 on: February 05, 2008, 02:49:32 PM »
Sounds cool, gamers should get hyped about this game.  I hope we get to hear more impressions from you and/or Windy in one of the podcasts.

Offline Nephilim

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RE:IMPRESSIONS: Super Smash Bros. Brawl
« Reply #15 on: February 05, 2008, 08:05:45 PM »
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

Offline Kairon

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #16 on: February 05, 2008, 08:10:01 PM »
What the..happened.. to me?!?!?
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline KDR_11k

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #17 on: February 05, 2008, 09:33:31 PM »
Can you tell us how to make import games work?

Offline that Baby guy

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RE: IMPRESSIONS: Super Smash Bros. Brawl
« Reply #18 on: February 05, 2008, 10:07:59 PM »
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.