Home » Reviews » Super Smash Brothers Brawl Review

Super Smash Brothers Brawl Review

posted in: Reviews 2

Other single player distractions, such as the Home-Run Challenge and the Classic Mode, made their return, but they were just that: distractions. The core of what makes Brawl and any other Smash Brothers game worth owning is its multiplayer. Local Brawl mode offers the traditional four way tangos and provides many hours of hijinks with its myriad of gameplay options. Items on or off? Handicaps? Stock mode or time limit? Lots of options for all sorts of play styles. The only missing option I would have liked to see was the ability to omit stages from the level selection list. Donkey Kong’s stages are terrible – all of them. I wish I could replace them permanently with the stages I made through the in-game level editor.

If you lack local friends to Brawl with, you can always gamble with online Brawl. At the game’s launch: it was not so great, but now it’s playable. Just don’t expect it to be to silky smooth like local play. The lack of voice chat support puts a bit of a damper on the fun, but the four customizable in-game quick chat messages allow for rudimentary taunting and provoking. If you want the full range of Brawl’s gameplay options, it is recommend that you exchange friend codes with people; random battles are restricted to just 2 minute battles.

After several weeks of letting Brawl settle in, I can honestly say that I enjoy the Super Smash Brothers Brawl. A lot even. The addition of the floating Smash ball changes the game dramatically since everyone stops fighting each other and desperately seeks to bash that floating orb open. The owner of said Smash ball then becomes the most feared and/or hated individual in the game. Once I understood the addition of Smash ball as a gameplay mechanic, the rest fell into place. To me, the Smash Brothers franchise isn’t strictly a fighter, but a platforming fighter where your ability to move on the level is equally important as your ability to fight. The inclusion of items solidifies this notion as only the quickest can reach that oh so important “M” health item which randomly appeared.

I agree that items and the random nature of some of Brawl’s stages may interfere with the skilled and turn the tide of an all important battle, but it’s all about playing with your chances. Just because someone has the Smash ball three times in a three stock match doesn’t mean they automatically win; it just means that their chances of winning are higher. Besides, it gives the less skilled players a chance to even out the game and have their moment in the lime light.

Here is where I would normally recommend a stellar game like Super Smash Brothers Brawl to everyone, however this is not the case. There’s enough Nintendo history, trivia and paraphernalia to test the most die-hard fans and scare away the timid, but once you filter that away; you’ll be hard pressed to derive full enjoyment from Brawl –especially without someone to duke it out with. Still, Brawl’s ease of play, charming presentation and highly malleability is a fine example of what a good game should offer. So if you are a Nintendo fan looking to celebrate all things Nintendo, Super Smash Brothers Brawl should fit the bill. Just remember to bring a friend along for the fun.

For Fans Only

For more information, visit the official site.

2 Responses

  1. Forge
    | Reply

    I agree whole heartedly with your comments. One thing to add though is that even though Nintendo smoothed out the online dropping/lag issues, the online component itself could and should have been designed much better. The lack of statistics, stage sharing, leaderboards, overall structure says to me that online functionality was definitely tacked on. In the end I am glad that they refined friend-mode online enough that you can actually have fun connecting with friends. Heres to hoping that Mario Kart Wii will set the standard for acceptable online functionality on the wii.

  2. Forge
    | Reply

    oh the level editor is too limited too. It feels like a tease since you can get only a taste of the potential power it could have offered to the replayability factor. In a percect world they would have allowed the user to create and use any of the assets they saw in the game, including cloud platforms, putting spikes anywhere, reorienting spikes, scrolling the stage and camera, etc… but we’re talking another year or so of development time and this just isnt acceptable. If only Nintendo would continue developing downloadable patches to fix the overall concepts, but theres a better chance of the Ottawa Senators winning the playoffs this year than that happening

Leave a Reply