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I have a troubled history with fighting games. Whilst I enjoy the
visceral, cartoonish bloodletting provided by the Mortal
Kombat series, it's always annoyed me that a skilled and practiced
players' efforts can usually be recreated by randomly mashing buttons.
However, there are two series' of fighting games that definitely
don't fall foul of this problem: Soul
Calibur and Smash Bros.
The
Smash Bros. ethos is surprisingly simple; take a number of characters
from various franchises (usually Nintendo ones) and pit them against
each other on a 2D battlefield. Smash Bros. was the game of choice
for owners of the N64 and the Gamecube because of its unmatched
fun factor and because it finally settled the question of who would
win in a four way contest between Mario, Kirby, Samus and Pikachu.
Now, after a long, long wait, Smash Bros. has finally made it onto
the Wii - except it hasn't, has it, because over here in Europe,
we have to wait until 27TH JUNE to get a game that is already
up and running, already translated into English and already selling
by the bucketload in the States. Nintendo have a reputation for
needlessly delaying the release of titles in Europe and it looks
like this latest generation of hardware isn't going to change that
- it's a minor miracle that Mario
Kart arrived when it did, although it doesn't make Brawl's insane
delay any more acceptable.
Although
the constant delays may be unforgivably annoying, when you do finally
get hold of Brawl, it's worth it. The game looks absolutely fantastic;
you'll be astonished that a game could look this good on the Wii.
I wouldn't be ashamed to say that SSBB is one of the best-looking
games I've ever played, and that is coming from a man who's played
Crysis at maximum visual
settings. From a technical standpoint, Brawl doesn't wow
you in the same way that Crysis and the like do - there are no fancy
tricks like HDR or complex shadows. The beauty of the game comes
from the design of the characters, the animation and the cartoony
yet complex graphical style. The sound design is no less excellent,
with meaty punches and explosions, but special mention must go to
the music. Main themes from all the major franchises on show (Zelda,
Kid Icarus, Mario, F-Zero, Starfox and Kirby, to name but a few)
have been recreated faithfully and you are constantly unlocking
more classic tracks as you go.
Most
of the game is quite overwhelming the first time you play it; if
you first play Brawl with three other players then the chances are
that you won't have a clue what's going on. The characters are easy
to identify in theory, but when the fighting really kicks off, all
the special effects and snazzy level designs make it hard for the
uninitiated to work out what on earth is happening. For this reason
it's a better plan to begin with the single player campaign - The
Subspace Emissary - at least until you get your bearings. This campaign
tells the story of a mysterious force invading a world that consists
entirely of heroes and villains from the various franchises included
in Brawl. The playable characters team up in a series of beautifully
animated cut scenes and attempt to hunt down whoever or whatever
is causing the chaos. The levels of The Subspace Emissary take the
form of side scrolling platforms, populated by various enemies ranging
from the Koopas from Mario to Ridley from the Metroid series. The
campaign is a great place to learn the ins and outs of the gameplay
and is surprisingly deep, also providing entertaining combinations
of characters to play with. Samus teams up with Pikachu on a spaceship
for instance, whilst Link wanders past Yoshi in the forest and the
two decide to go out and beat up bad guys together. It may read
like fan fiction on paper, but it's dealt with in a surprisingly
mature manner whilst including a pleasing amount of humour.
The
controls are simple and easy to get used to, but at no point will
you be using the Wiimote's motion sensors. The controls consist
entirely of analogue sticks/d-pad and hitting buttons, which may
seem like an odd decision at first, but Mortal Kombat: Armageddon
proved that the inclusion of motion controls in a game like this
is a fatal error. Once you've mastered the controls and have a faint
idea of what's going on, the game makes much more sense. In multiplayer
the idea is to bash multiple opponents with a variety of normal
and special moves until they are weak enough to knock them out of
the map entirely. Items such as Pokéballs and laser swords appear
periodically and can be used to effectively counter any player that
is dominating.
A
typical game begins with you and three chums selecting your characters
and then choosing an arena to fight on. These arenas range from
simple three-platform stages to intricate recreations of Link's
ship from Zelda: Phantom Hourglass. The twist in that particular
level comes when the ship crashes into a rock at a random point
during the level and begins to sink, making it a fight to survive
as well as a standard brawl. After a three-second countdown at the
start of the level, each player selects which of his opponents he
least likes the look of and lets fly with punches, kicks and special
attacks - and while the punches and kicks are more or less the same
for each character, the variety come in those wonderful specials.
Yoshi can eat people with his huge tongue and leave them trapped
in an egg for a few seconds, while Kirby flits about the map like
the weird pink cloud thing he is until over his target of choice,
whereupon he turns into a brick and crushes them. Other characters
dodge these moves or use a partially destructible shield to defend
themselves then counter by throwing their attacker or using a special
move of their own. It may sound simple, but with four players going
at it, as well as the environmental hazards presented by each stage,
it becomes very manic very quickly. Brawl offers quite a unique
experience within the fighting genre because it doesn't force you
to learn a seventy-two-page list of special moves for each character;
the emphasis is on instant action and accessibility, as well as
tremendous fun and great visual and audio flair.
The
really beautiful thing about the multiplayer, though, is that almost
everything is customizable. You can choose which items you want
to appear and exclude the rest, you can alter the scoring system,
give players handicaps, play with various special conditions - there's
even a level editor. The ethos of Brawl is to let you enjoy the
game the way you want, which further enhances a fun factor that's
already through the roof and into orbit.
Perhaps
the most impressive feature of Brawl though is the character roster.
Mario, Pikachu, Link, Zelda, Fox, Falco, Ness, Marth, Pikachu, Donkey
Kong and many more are all present and correct, but it's the new
additions that make Brawl extra special - Pit (from Kid Icarus)
Snake (from Metal
Gear Solid) and Sonic. Unfortunately, while Sonic is available,
his entrance is not one that has given me much joy; as a playable
character he is nothing short of superb, but he is locked by default
and in order to unlock him, you must complete The Subspace Emissary.
"What's the big deal?" you're probably wondering. "Complete the
single player campaign - you've all ready told us it's fun so what's
the problem?" Well, the bit I didn't yet tell you is that the last
level of the campaign is one of the worst levels I've ever come
across. It's called The Great Maze and its name should give you
a clue as to it entails. You need to find thirty-two hidden doors
across forty "rooms", which are linked by other doors, some of which
are hidden, some of which aren't. You are given a map that shows
where all the doors are, but only after you've already completed
three quarters of the maze. What is worse is that the "rooms" consist
entirely of stages that you've already played. They're not
small either; you'll be constantly backtracking to try and find
doors that you've missed. There is no reason for this level to exist
other than to make the campaign about six hours longer than it needs
to be and to massively frustrate anyone playing through it to the
point of suicide. It was only after some heavy reference to a walkthrough
that I finally managed to finish it. This wouldn't be too bad if
you could unlock characters like Jiggly Puff, Toon, Link and Sonic
easily without completing the campaign, but the assumption is made
that if you don't make it through this hulking morass of a level,
you're trying to do things the hard way and must take part in four
hundred offline multiplayer matches.
Thankfully,
though, for every downside to the game, there is an upside. The
epic quest to unlock Sonic is more than made up for by the presence
of an online multiplayer mode, a first for this series. Whilst not
quite as comprehensive as Mario Kart Wii's mode, it is still very
easy to use and guarantees you access to like-minded players at
any time of the day or night. Another downside can be found in the
new stages in Brawl, some of which are a little too visually overwhelming
for players to easily assess the state of play, but this is compensated
for by the inclusion of a selection of stages from past Smash Bros.
Games, as well as the stage editor, which is sure to turn out some
great new designs over the coming months.
Super
Smash Bros. Brawl offers incredible value for money - there are
masses of characters, levels and game modes to explore, the music
is fantastic, the gameplay is superb and the production values are
through the roof. The amount of content on offer means that you'll
still be playing this game years from now - just like other entries
in the series. It even has proper online multiplayer, for those
who are interested. All this adds up to an essential purpose for
anyone who enjoys local multiplayer and comes highly recommended
even for those that don't. This is the kind of game that the Wii
was made for - long lasting, highly entertaining, accessible and
addictive fun for casual and hardcore gamers alike.
Reviewed by Mike Morwood for AceGamez (All Rights Reserved).
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