by ShadowXOR on 02/11/08 • 13 Comment(s)

The long anticipated third game in the Super Smash Bros. series will finally be in our hands come March 9 (don’t tell the Europeans though, they still don’t have a release date). Recently I had the pleasure of spending over six solid hours with this amazing game and I’m pleased to report that the wait has been worth it. A wide variety of levels and characters from all of your favorite games are represented here. As a Smash veteran I’ll be going into all the specifics you’re looking for as well as comparing it with the first two games in the series. Be warned that this article does contain character and level spoilers. Click below to continue reading as I go into more details regarding the game’s excellent multiplayer.
Very few games bring out such a level of fanaticism in gamers as Smash Bros. does. It’s truly a dream come true for any Nintendo fan, while also being a very unique fighter that would succeed even without the famous characters. Luckily, Nintendo gave us the best of both worlds. As soon as you begin playing you can see how polished every detail of the game is. Sakurai has admitted that while Melee was a bit rushed, they took their time with this game (hence the numerous delays). Every character in the game seems very unique and plays completely different. Even the few “clones” the game has all feel different enough that you’re glad they were included. The cloned Final Smashes are a bit disappointing, but that’s just me being picky. The slower but more powerful characters feel like they got a buff this time around so they aren’t as useless as in previous entries. With a fully charged smash attack, some of these powerhouses can take you out at VERY low percentages. Most of the newer characters were announced on the official website, the Smash Bros. DOJO!!.
An interesting new mechanic for Brawl is gliding. Winged characters such as Pit can glide through the air, gaining speed as they descend, or losing speed as they ascend. A basic (but damaging) strike can be performed by gliding toward an opponent and attacking, it’s a great opener. However, this ability isn’t quite as powerful as previously thought. All characters recovery abilities were majorly improved, making gliding a nice ability but far from overpowered. Unless a very aggressive player is edge guarding you, getting back is rarely a problem. When edge guarding you’re now required to jump out there instead of just charging up an attack on the edge since characters now “snap” onto the stage from further away. Since they receive a small amount of invincibility when they grab the edge, your attack you charged won’t do anything besides leave you open to a counterattack.

Brawl offers four different control schemes, so everyone should be able to find one that matches their style. The Wiimote only is a bit basic for an advanced players tastes, and appears to be aimed towards the casual players. A lot of advanced moves are difficult to pull off due to the lack of buttons, but on the other hand the small amount of buttons keeps things simple for those looking to play Brawl at the most basic level. The GameCube controller is still available for those that prefer something wired. I’m sure a lot of people will use it just because they’re used to it from the previous entry, Melee. The Wiimote & Nunchuck configuration seemed a bit awkward, however that could be due to the fact that I’m used to a more standard configuration. I would like to give this scheme more time but for the brief period that I used it was very confusing. Having the primary jump and block buttons on the Nunchuck just threw my brain for a loop. Since Brawl offers customizable controls, I think something more useful than the default configuration could be put together. The final option is the Classic Controller, which is my controller of choice so far. The default controls on this seemed strange as well but I took a small period of time to alter them. The joystick felt better than the GameCube, while still offering the ability to “c-stick” that some of the other controller options lack. The shoulder buttons also felt better and more accessible to me than the GameCube controller. It all comes down to options, and there is plenty for everybody.
Fans of the previous games will be very curious about the balance. Of course no one will really know how balanced it is until we have spent hundreds (or even thousands) of hours with the game. Though initial impressions lead me to believe it’s much better off than its predecessors. Fans of characters that were nerfed in Melee (Ness, Kirby, etc.) will be relieved to hear they’ve received some major improvements. Kirby now has more power and speed all around while retaining his trademark floats that let him come back from virtually anything. His infamous “drill kick” from the original is still toned down (reasonably so) but is much more useful than it was in Melee. Virtually no startup lag makes it much more viable in combat. Ness has also received delay reductions but both characters also benefit from the fact that Brawl is much “floatier” like the original. Some players (including myself) felt that characters from Melee dropped too quickly, making it feel as if you were Metal Mario from the original game. Brawl retains some of the improvements and options that Melee added such as up and down throws, sidestepping, side moves, etc. It appears to be the best of both worlds, melding everything Sakurai has learned in the last decade into the ultimate fighting game.
As one of the few that strongly disliked Melee, this game has brought back that amazing feeling the original game brought. When I had the pleasure of playing this game I was enjoying it in the company of some hardcore Melee players, who loved this game as well. It looks like it will be able to bring everyone together to enjoy this masterpiece. Online play and a level editor put the already high replay value through the roof. I don’t see why anyone that owns a Wii would not own this game. Trust me, this game is breathtaking, and I’ve only played the multiplayer. There is so much more content to be explored and enjoyed by all. Remember to post your Friend code on the forums so we can all have a round together! Be sure to leave any questions or comments for me below and I’ll answer them as soon as I can.
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