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Nitpicking about Smash Bros. Brawl

(Image taken from NeoGAF's Brawl screenshot thread)

Brawl has been out for two weeks and that's far too long to still be talking about something on the Internet, but I was waiting to finish unlocking all the major elements before putting this up. Blame the last character that took way too long to show up.

At any rate, this is a short list of annoyances and disappointments as I see them in the otherwise incredible Super Smash Bros. Brawl. None of it is game-breaking and I don't want to come across as one of those people who complains about every minute little detail, but at the same time one doesn't want to lavish a game entirely with praise without acknowledging that even the best work has faults.

As you might guess, the following post contains references to unlockable characters and stages if you're still waiting for your copy of the game to be shipped from Bolivia (or you're unfortunate enough to live in a PAL territory).

Subspace Enemies - The biggest missed opportunity in the game comes from the Subspace Emissary mode. Why make up a whole set of new, strangely Kingdom Hearts-esque enemies when you have an entire pantheon to draw from, sourced from multiple series? We do get goombas and koopas, but why not octoroks and moblins and waddle dees? If you're making a game based on nostalgia, what's the point of throwing in all sorts of new (rather generic looking) creatures that no one cares about?

Tabuu - And as long as I'm complaining about the opposing force in Subspace, why not go after the biggest one of them all. After it was revealed that Nintendo brought on Final Fantasy VII writer Kazushige Nojima to pen the "story" in Brawl, inevitable jokes followed that the game would end with fighting some ethereal, angelic creature with big magical wings. And then that is exactly what happened.

I realize my above complaint about using existing characters can't apply here, because Nintendo wouldn't want to pick one particular game's main bad guy as the head bad guy in Smash Bros. That's what they made Master Hand for. But they could have made up pretty much anything else and had it be better than Generic RPG God Figure #02603. His appearance has no build up or explanation (at least the Hands play into the overarching theme of each character being a trophy in a kid's toybox), and with his random teleportation and bag of stupidly overpowered attacks, he's not even any fun to fight.

Old and New - While Smash Bros. is known for being a celebration of Nintendo's history, they seem a little preoccupied with the far ends of the spectrum. Characters, stages and assist trophies are mostly either from recent history or the very early days, without much representation of the middle bits. Mid-90s series like Pilotwings, Waverace, Mario Paint, Battle Clash and Stunt Race FX are all but forgotten in favor of stages from the newest versions of Zelda and Fire Emblem and Pokemon along with a few retro throwbacks. I don't expect them to dedicate prime real estate to titles lost in obscurity (I gather that's what they made stickers for), but would it really be that tough to drop yet another Flat Zone stage in favor of, say, a stage set on Holiday Island from Pilotwings 64? And when you're really ready to kick it up a notch, you can push aside Mr. Resetti for the ultimate annoyance assist trophy: Make everything look like Red Alarm.

Clones - It's hard to complain about clones without sounding like one of those GameFAQs kids who gets angry that Megaman wasn't in the roster. But did we need Fox, Falco and Wolf? And if we did, couldn't there at least be more than one final smash between the three? The same goes for Ness and Lucas, who are at an almost Mario/Dr. Mario level of sameness.

Monkey Chicks - Seriously, two trophies of female Donkey Kong characters in hip huggers and little shorts is two too many.

Play This Masterpi--whoops you're done - Despite the fact that I've played most of these games within the last few years on an emulator, there is something special and extra nostalgic about playing them on a real TV in your living room. A shame then that the Masterpieces section of Brawl often limits you to less than a minute of playtime for each. I realize Nintendo doesn't want to cut into Virtual Console profits, as unfortunate as that is -- a selection of full versions of old games a la Animal Crossing would have been Goddamn fantastic -- but you're not going to lose any sales by letting people finish the first level. Hell, F-Zero cuts off just after you make one lap -- they feel that going around the same track a second time is giving too much away for free.

They also took Earthbound out for the American version, which is just silly.

Stickers - I like that they use the original art from various games over the years instead of just sticking to each character's current look. But unless I missed an instruction somewhere, there's no way to get a better look at each sticker short of buying a bigger TV.

And for as cool as I thought the idea of stickers was when I first learned about their stat-boosting power for Subspace, it turned out I never actually bothered to use them. They're only really helpful later on once you can start regularly picking the same characters over and over, but even then they seemed like more of a hassle than they were worth. Their only real usefulness is in going through again on harder difficulties or in making a grinding character to go back and get the stuff you missed.

And yet even that has limited appeal. In fact, Subspace In General could be listed as a disappointment. It seems like a large chunk of the disc for what is not a large chunk of the fun. There are good moments, like the Ridley boss fights, some old school platforming sections, and barrel blasting that is the closest we'll ever come to new Donkey Kong Country sequel. And of course, let us never forget the landmark scene involving Peach casually strolling along the deck of the Halberd as explosions go off and lasers fire all around her, the clarion moment in which it is finally revealed that she is functionally retarded.

But there is also a lot of dead space; too many times where the screen scrolling locks so you can stop and fight two dozen of the same boring enemies. There's also the Great Maze, which I didn't hate like some people but still exists mostly to make Subspace last longer. The mode is basically a jumble of different shades of gameplay -- some good, some not -- that doesn't add up to anything substantial.

They might as well have taken the Kingdom Hearts vibe to its fullest extent and made individual worlds representing various games (more akin to the Adventure mode levels in Melee) rather than Subspace levels that are just Metroid-ish or Mario-esque. I'm circling back to the first point now, but again it leads me to wonder why they went through the trouble of making so much original stuff for a game that's all about existing content. Especially when that original stuff is rather bland on its own.

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Comments

Agree wholeheartedly. Subspace Emissary, at first, had a lot of promise, I thought, but as it went on it began to show its true colors -- pretty bland. Certain aspects of it reminded me of Kirby Super Star; level-design, puzzles, the way enemies are dealt with in general, which was great because I love that game, but beyond nailing the aesthetics they didn't do much in terms of interesting platforming situations.

I'm also fairly disappointed with the new character choices. I've never liked Star Fox or playing as him in SSB, so I agree having Fox, Falco, and Wolf (a very anti-climactic final unlockable) was overkill. Why couldn't it have been Slippy, and then made him play totally differently? Lucario instead of Mewtwo is a "travesty", or just the fact that they kept Jigglypuff but took out Mewtwo. I never understood why Jigglypuff was in the series in the first place -- it's just a random Pokemon of no significance in any of the games. I find R.O.B. pretty boring too -- a peripheral that was slightly before my time, so there's no nostalgia factor there. They didn't follow up on as interesting an obscure novelty character as Mr. G&W was.

Personally, and I know some people are vehemently against this, I would've liked to have seen a LOT more third party characters rather than them beginning to scrape the bottom of the barrel of Nintendo characters.

Again, I have to punctuate it with "all very minor complaints"... but there are a lot of them. But for Super Smash Bros., even more of the same would've sufficed, so I'm very grateful they put the incredible amount of work into it that they did.

Seeing Solid Snake in the Pikmin universe while listening to that awesome remix of the Angel Island Zone theme was worth the price, alone.

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