
I'm aware that when a new game comes out, I have to be careful not to get caught up in post-launch blindness. It's a common trap that many can fall into, largely associated with the tremendous hype that builds before launch, promising a kick-ass experience. The hype-induced blindness follows soon after the game is frantically opened and provides a few sleepless days, followed by gigantic chunks lost in the later weeks - it is never enough. This blindness I refer to is the sub-conscious denial of flaws or a complete lack of acknowledgment regarding anything negative. I know that I've done it; I've seen my friends do it - that's the nature of the hype-machine excitement. It could be the post-launch blindness of a long awaited title; or it could just be that Super Smash Brothers Brawl is just damn good.
One of Brawl's strengths is the offering of one of, if not the most extensive self-referential content compiled in video game history. But Brawl goes well beyond Nintendo lore by ensuring a great fighting engine and highly engaging multiplayer combat. The combat isn't about pummeling your opponent until he's out of health, but instead damaging him until he's accrued enough damage percent so they may be sent flying higher and higher with every hit. The higher the damage, the more likely any fighter will be sent flying.
The levels revolve around any number of hazards, and each fighter has their strengths and weaknesses. Trying to maintain control of the level while avoiding high damage and finding that perfect nasty final blow sending your opponent spiraling to a satisfying end.
The basics the Smash Bros. franchise was designed on, Brawl does a great job capitalizing on the formula rather than changing it. Certain elements like Final Smashes (Finishers) for each character are introduced to the move palette. Assist trophies serve as a nice quirk when it comes to change ups in multiplayer as they offer a temporary ally who shares the same common goal of unbridled ass-whooping in whatever personality driven rage (be it Frank Yager from Mgs, or Mr. Resetti from Animal Crossing) when combined offer a wonderfully hilarious approach in the heat of battle.
The single player Subspace Emissary (SE) is beautifully presented, aurally and visually. With what I can recall as one of Nintendo's first attempts at true cinematics, a very real story (beyond single enemy battles with no continuity) persists, and does so rather elegantly, with only a single line of dialogue being muttered (thanks David Hayter). The overarching story does remain simplistic of course, with the characters of Brawl coinciding to fight a greater evil. The levels take place throughout a series of platforming levels divided by said cinematics and boss fights, and can be played co-operatively for some extra mileage.
I rather enjoyed the simple narrative displayed through the story telling, as I appreciated all of the characters coming together in rather unique circumstances (once again, a nice clashing of individual personalities into a whole). The problem I had with SE is that it does not rely on the presentation but the demeanor; and it is one of my few complaints about the game at all. Far from lackluster, the platforming elements do a good enough job to keep the player busy, but I felt never excited beyond completing them as a means to an end. I say that only in regards to the rather lofty order of platforming history Nintendo has, creating some of the most memorable ever to have been conceived, and when compared with their pixel perfect jumping and grand level design, SE just doesn't deliver the same level of quality. Whether it's the overall fluidity of the levels, or the rather excessive amount of time it can take to kill enemies on harder difficulties, it just didn't feel up to the "Nintendo standard". That being said, Brawl does provide the best example of integrated single player experience in a fighting game to date, and ironically only fails to captivate purely based on the very same high end single player material the game is celebrating, with a summarized provider of enjoyable, albeit watered down experience.
Containing an entirely fleshed out single player experience called Subspace Emissary to make sure anyone coming for the multiplayer has plenty of game to enjoy sans friends and a rather generous amount of extras in addition, a title this centered on multiplayer has little reason to add even further replay-ability. But Brawl does so in a rather surprisingly impressive manner, with several of the modes being co-op to boot.
With a multiplayer that is safely secure in quality, it's easy to see how this game separates itself from other simple Wii multiplayer (party) games. Those ever-memorable experiences where you and a buddy are forever screaming at each other about who smacked who are definitely part of the fun. Bucking the multiplayer trend, Brawl is one of the few throwbacks to split screen gaming that remains.
This is one of those games that spends far more time in your system longer than the box and it's because no matter how annoying the gameplay issue, Smash is quite simply an easy answer to the question, "What should we play?" Built in an extremely well-designed fighting engine, combined a few instances of luck to provide for some good laughs, and you have one of the premiere fighting games that's still synonymous with the best of multiplayer action today.
Smash Bros. has offered consistently tight controls to this point, and does little to sully the reputation its predecessor created. Nothing short of fast and responsive, the only surprise to most who will give the game enough time is the fighting style you develop with each unique character, and the immersive combat this will provoke. Though some changes have been made to a few more of the obscure techniques in the fighting moves, anyone with the time and care for his favorite gaming icon will do well to come up with a mixing of combos and develop a style all his own.
With four different ways to control, the absolute king of funny commentaries denotes only one of them is adequate in long-term play. The funny comes with the realization that it's a GameCube controller. The Wii-mote nunchuck combo is good, but fails to give complete control in consideration when performing aerial stunts and throwing objects; and the sideways Wii-mote itself seems like a step too far in retrospect, but is there for anyone with a taste for the exotic. I can't comment on the Classic controller, but I've never felt driven to use it outside of the demands of the virtual console, and that remains a poignant statement in the overview of controller statements for me in general.
The game does a great job of expanding its already large roster of characters. Along with the obvious nods to choices from some of Nintendo's flagship franchises such as Mario and Zelda, you'll also have a wide variety of other characters like choose from including Pokemon, Kirby, Starfox, and Fire Emblem just to name a few. Snake and Sonic appear as guest fighters. The pleasure comes from seeing what a fantastic job Sakurai's team did with leveling out the different strategies used by each character, and cut down the clones as much as possible. Melee was a good example of variety, but Brawl does an even better job at expanding the individuality of each of the characters - adding a positively distinct flavor - so that everyone is fun to use and feels as you'd expect within their own idiom, providing a great mesh among all of the existing characters.
The levels would not be the great testaments to nostalgia they are were it not for the proper music. With an impressive roster from the musicians like Mario and Zelda's arranger Koji Kondo, and other musicians adding some well deserved musical class from such notable works such as Mgs, Sonic, and NiGHTS. Even those present on works like Chrono Trigger, Grandia, and Kingdom Hearts make contributions (not from those games of course); the main title theme due in credit to Nobuo Uematsu for music selections. From the beginning your ears are treated to sounds guaranteed to never disappoint for even a second. Retro is redone, remixed, but never mutilated, and is easily is recognizable. The game boasts an impressive 300+ tracks; so, you'll never get tired of tunes outgrowing their welcome.
Another notable mode to speak of falls within the newest territory (heckle) for Nintendo is the online component, an inevitable destination for a big name multiplayer title. I would love to ramble and critique just how well they did with their big dive into the virtual arena except - I haven't been able to access it! Due to overwhelming player volumes, I tried to go online and alas, was unable to see how well it held up. I cannot comment on what I haven't tried, and only apologize for my lack of perspective. I hope that server issues remain as an early problem that follow suit with most if not all online games at launch, and offer something to a greater interest in Brawl's longevity.
The level editor Smash provided is a rather monumental surprise considering it allows original content to be shared among Wiis. A positive contribution for the beginning of user created content on this console. The feature is a welcome addition to any mind appreciative of ultimate creativity and customization, and more level editing pieces are available at your disposal with the extended use of the feature.
With so much entertainment to be offered in so many ways, some of the few downsides would only come in personal preference. Any seriously competitive fighting fan may feel left out on the grounds - the game never promises or delivers on a thousand different combos or minuscule timing windows, but that doesn't suggest a lack of depth within the game. Anybody not as interested in the extended "rehashes" of old Nintendo themes in a compilation may fail to be charmed by the game's material, but that doesn't mean the game missed entertaining allure. Any graphics whore will mock the visuals and say "not next gen for me", but that doesn't mean the game isn't beautiful on the Wii. Aside from the ironic nature of premium quality in single player, the game is a step up in every way from Melee, and will remain as one of the year's best in terms of lasting appeal, and the single most potent advocate to buy a Wii.
The game provided me with a huge array of memorable instances, from a great round of games with friends, to hilarious nuances in Subspace. My favorite gaming moment of the year thus far is where Snake's perfectly executed Codecs calls and he discusses all of the different combatants with great emphasis of their fighting ethics. Brawl will definitely be one of those titles that will be in the spotlight that is my gaming agenda for a great while, with the only real complaint that I can register in being that I don't have more time to play it. I would gladly shout Smash Brothers from the gaming rooftops, until all heard my righteous cries of merit. Cheers Brawl. Cheers.






