Dissecting Why Super Smash
Bros. Brawl is the
Most Disappointing
Game Ever Made
Super Smash Bros.
Brawl is the most disappointing game in the history of Nintendo, and
therefore the history of video games.
Built up as the most hyped game of all time, Brawl delivered on many levels. On the
surface, we got what we wanted. But as you delve into the real knitty gritty,
(i.e.: everything that matters) it's an overstuffed mess of awful gameplay,
poorly made decisions and shattered dreams.
1. Sakuraaaaaaaaaiiiii!!
If there was a Mount Rushmore for
Nintendo, the faces included would be Shigeru Miyamoto, Gunpei Yokoi, Eiji Aonuma, and Masahiro Sakurai. That's right, Masahiro
belongs up there with the rest of Nintendo's legendary brass. Not only is
Sakurai the creator of Kirby, (and we really can't give him too much credit for
that because...well let's face it, Kirby is just a bunch of circles) he's also
one of the most valuable assets currently working for the Big N. He represents
the hardcore gamer, something Nintendo lost a long time ago. His repertoire of
titles (Brawl aside) panders to them
terribly. Sakurai's mantra is "give the player a buffet". This is a
great rule to develop games by, but he always inevitably puts far too much on
the buffet and the player's plate becomes overstuffed!
Sakurai is the director of all the Smash Bros. games, the be
all end all of any decisions and creative input that goes into them. This
hallowed position is a double edged sword: while he is responsible for coming
up with Smash's incredibly fresh take on the fighting game genre...he's also
responsible for tripping. (but more on that later) At the end of the day, he is
equally responsible for both everything that is good and everything that is bad
through the course of all that is Smash Bros.
But you can't blame the guy for tripping somewhere along the
line. (pun intended I guess?) The responsibility given to him was a heavy load:
take Nintendo's biggest names from its greatest franchises and put them all
together in something that gamers had been wanting for a long, long time. In
short, he delivers in almost every way. Almost every way. There's one
big exception, and it's Super Smash Bros.
Brawl.
2. History
When we were kids, we all had those discussions at
the lunch table: who would win in a fight? Link or Mario? Well, now we could
answer that question.
To fully understand why Brawl
is so disappointing, first we need to understand where it came from. Super Smash Bros. was released for the
Nintendo 64 in Japan
on January 21st, 1999.
Originally planned to be a Japanese exclusive, the bigwigs at Nintendo never
thought that it would actually take off into popularity.
What were they thinking? Was the formula of Smash Bros. that far away from
traditional fighters of the time that there was doubt that it would succeed?
Certainly if there's one reason why Smash
has been so successful its the departure from the normal conventions of the
fighting game genre. In Smash Bros.
you don't just beat your opponent into oblivion; you also have to send them
flying! Landing attacks racks up damage, and the more damage you take the
easier it is to send you out past the invisible boundaries on all sides of the
stage that equal death.
It's a lot like sumo wrestling when you think about it: push
your opponent out of bounds to disqualify them.
The combination of fresh gameplay along with an all star
cast of characters taken from Nintendo's storied history laid the framework for
success for Super Smash Bros. before
it even came stateside 3 months later in April of 1999. The game was a hit. The
four player madness led to many nights of friends duking it out as their
favorite characters, finally settling those old schoolyard squabbles. But it
hasn't aged well. It was a polygonal mess, and the clunky gameplay can be
attributed to the limitations of the N64.
There was a lot of room for improvement, and it wasn't long before
that improvement was delivered. Super
Smash Bros. Melee, released a scant 2 years after Smash 64 and slightly
after the launch of the Gamecube in 2001, seriously upped the ante. Faster,
tighter gameplay, an entirely overhauled physics engine and an improved single
player mode made Melee superior to
its predecessor in every way. More characters, more stages, the whole lot.
And Melee was the
true test to see if you had any grit. Furious, face paced gameplay made it a
competitive magnet. Its also a technical juggernaut; layer upon layer of
gameplay nuances that gave it replay value beyond everything established in the
simple framework of Smash 64.
Part of what made Melee
so great was that there were no preconceived notions of exactly where
improvements should be made. Surely aspects of the game that needed fine tuning
stuck out like sore thumbs such as the rudimentary graphics and limiting
character roster, but in terms of gameplay it was really from the minds of
Masahiro Sakurai and the development team at Hal Laboratory that would shape
Nintendo's newest franchise into what we know it as today.
Like Smash 64
before it, Melee was a hit. It fueled
the Gamecube (Nintendo's least successful home console) for years through the dangerous
competition of Sony's PlayStation 2 and Microsoft's X-Box. But much like the
limitations that the N64 imposed on the development of the original Smash
Bros., the incredibly anemic development time of Melee left a lot to be desired from Sakurai and his development
team.
Melee was
developed over the course of 13 months. In terms of game development, that's
really only the blink of an eye. Sakurai quoted the development period as being
"grueling" and lead him to live a "really destructive
lifestyle" in which he would work 40 hours straight, sleep for four, then
immediately go back to work. On the upside to this, the success of Smash 64 gave Sakurai the freedom to do
pretty much whatever he wanted with Melee,
granted it fit within the incredibly tight development window.
So what did Sakurai do with his complete creative control? "I
had created Smash Bros. to be my response to how hardcore-exclusive the
fighting game genre had become over the years. Melee is the sharpest game in the series." he wrote.
"It's pretty speedy all around and asks a lot of your coordination skills.
Fans of the first Smash Bros. got into it quickly, and it just felt really good
to play." (1Up)
The hardcore crowd is something that began to slowly drift
away from Nintendo around the time of Melee's
release, flocking to the new hardcore havens that Microsoft and Sony were
serving up to the gaming populace. Sakurai continues, "But why did I
target it so squarely toward people well-versed in videogames, then? That's why
I tried to aim for more of a happy medium with Brawl's play balance. There are three Smash Bros. games out now,
but even if I ever had a chance at another one, I doubt we'll ever see one
that's as geared toward hardcore gamers as Melee
was. Melee fans who played deep into
the game without any problems might have trouble understanding this, but Melee was just too difficult."
(1Up)
The difficult accessibility that most of Melee's audience lauds is a fault that
Sakurai wanted to smooth over with the next entry in the franchise, Super Smash Bros. Brawl. "If we want new people
from this generation of gamers to come in, then we need it accessible, simple,
and playable by anyone. You can't let yourself get preoccupied with nothing but
gameplay and balance details. That's where the core of the Smash Bros. concept lies, not on doggedly keeping the game the way
it was before." This sentiment, the one regret Sakurai has over the
masterpiece that is Super Smash Bros.
Melee, is the beginning of what would make Brawl one of the most divisive games in history.
3. Courting the Casual Audience
Moving past the failure of the Gamecube, Nintendo decided it
needed to change its image and sail the uncharted seas of casual gaming. They
believed there was an entire new audience to attain, one that vastly outnumbered
the hordes of the hardcore it helped nourish and grow in the 80's and 90's.
Their mission was easier said than done: sell consoles to
people who normally don't play video games. At E3 2006, Nintendo unveiled the
Wii to the world; the very first home console with motion controls. Nintendo
wanted to court non-gamers. It was a huge gamble, but it paid huge dividends. The
Wii quickly became the fastest selling console ever, and in the months
following its launch in November of 2006 Nintendo was unable to meet demand and
keep the system on store shelves. Today it is fast approaching the best selling
home console of all time, nipping at the heels of the previous king of the hill
the PlayStation 2.
The success of the Wii allowed Masahiro Sakurai the
breathing room he needed to craft his next great opus, Super Smash Bros. Brawl. It also fit into line with how he
envisioned the series: accessible, simple, and playable by anyone. Sakurai
wanted to make a game that both hardcore gamers could enjoy, but also appeal to
non-gamers without the intimidation of complex gameplay and mechanics. To all
of the hardcore who were eagerly awaiting the next installment of the franchise,
frothing at their mouths in anticipation, it was the complete opposite
direction any of them had expected the series to turn.
This is what preconceived notions do to all forms of media
that are held in deep, unfathomable anticipation.
4. The Dojo!! A.K.A. The Hype Machine That Killed
Brawl
The single greatest factor that lead to Brawl's massive
disappointment was the game's official website, the Super Smash Bros. Dojo. As
if having all of Nintendo's All Stars in one game wasn't enough to get people
riled up, the Dojo really fueled the hype machine into overdrive.
Every weekday the Dojo would update with a post regarding some aspect
of the game. Sometimes it would be an announcement of a new game mode or item
that would make an appearance, but what everybody was most interested in were
character announcements. The Smash Bros. roster is the game's strongest selling
point and seeing which character is going to be playable has always been the
most interesting part. Roster additions always trump stages, music and even
gameplay changes when it comes to Smash.
And that's what made the Dojo so interesting: the random nature of each
post's substance had people biting their nails in anticipation every day. The
site updated on Japan time, which meant
that here in the U.S. we had to wait
until around 2 or 3 AM (East Coast time) to see the update. I
wouldn't stay up every night to see the update, but on some nights I had the
Dojo in the back of my mind and couldn't help but stay up to see what was going
to be added to Smash Bros. next.
80% of the time the updates weren't interesting. Usually it would go
something like, "Oh hey, items are back! Shit, I need to be up for work in
4 hours..." The rest of the time however we got random character
announcements, and that's what everybody wanted to see. It was even exciting
when we got a glimpse of updated versions of returning veterans. "Oh snap,
Marth's coming back?! He looks so cool this time! Look at the detail!" In
the end however, the announcement of newcomers were the real draw and you never
knew exactly when you'd see one. It could happen any night. I remember the day
the Pokemon Trainer was announced. That one really came out of left field, and
the mechanics of how he worked blew a lot of minds. "You mean he controls
3 different characters?! Genius!"
How unfortunate that when we finally got our hands on the game we
quickly realized what a terrible gimmick the Pokemon Trainer was, and how alternating
between 3 different characters basically made him unplayable. It was the over
hype of the Dojo that made us believe that characters like the Pokemon Trainer
would be the best thing since sliced bread, but in reality would be a gameplay
experiment that failed miserably.
The posts on the Dojo usually went into a fair amount of detail.
Multiple screenshots visualized the new additions and paragraphs of text went
into detail on explaining how they worked. If the Dojo was less detailed and a
little more cryptic, would the hype train have ever left the station? Or
perhaps it just wouldn't have picked up speed? Its a really difficult path to
tread: you want to get information about your game out to the masses, but how
do you do so without driving people crazy with anticipation? That leads me to
put some of the blame on the gamers. I mean, how can you not? In the end the
amount of hype that's driven up about any form of media is always upheld
by the people. Sure, those behind whatever it is that's being hyped always
drive the train from the station, but its the people that incessantly feed it
coal to make it pick up speed.
The Dojo only did its job by informing us about the new aspects of Smash
Bros., but it certainly didn't do itself any favors by teasing us with a flood
of information in the form of trailers, musical clips and character reveals.
The way it did so built hype in the most archaic way possible; feed people
tidbits of information in the form of daily announcements that added to the
buffet of options Sakurai would give his players. It only makes sense that this
hype would naturally snowball as the game's intended release date approached.
5. Tripping and the Gameplay Casualties of "Blue
Ocean"
When March 8, 2008 arrived, gamers
in NA finally got their hands on Super Smash Bros. Brawl. Nearly a year
of daily updates from the Dojo built the game up in our minds to be something
it wasn't, and only after release were we able to actually play the game. Fans
immediately began to wail and moan that Smash Bros. was the latest casualty of
Nintendo's "Blue Ocean" strategy.
We all quickly realized that due to the massive, sudden influx of casual gamers
Brawl's gameplay was severely watered down from that of its predecessor,
Super Smash Bros. Melee.
But what if Sakurai was right? What if Melee was too
difficult for the general gaming population? Okay, I'll give him the benefit of
the doubt here. Even if that's the case, I don't think it justifies the over
simplification of Brawl's gameplay. One of the biggest complaints about Brawl
is that its too slow; the characters are all floaty, there's too much landing
lag and lag in general, and tripping...TRIPPING. Never before has any
competitive anything suffered such a difficult tribulation than Smash Bros. has
with tripping.
At any point during the game when your character begins to run or dash there is a chance that they will trip, fall over and be completely vulnerable to attack until they get back onto their feet. So you're basically punished for either trying to move/attack too fast or...well, some unlucky people get punished for no reason and just trip randomly. Watered down gameplay mechanics were bad enough, but tripping was a blatant red flag that shouted to all of the hardcore Smash Bros. elite that we should either get used to random punishment or go back and play Melee.
Overall gameplay mechanic changes weren't the only death knell for Brawl;
there were also more specific outlets for it's massive let down, and
they came in the form of playable characters.
6. Balance and the Meta
Knight Debacle
One of the biggest issues when developing any fighting game is balance.
This problem becomes compounded with every character added to the roster as the
amount of variables adds up in the form of different match-ups. This is an
understandable nightmare for development teams. I don't envy being the quality
control tester of a Smash Bros. game. Sakurai has stated on multiple occasions
that he does a lot of quality control and balance testing personally and on his
own time, proving the dedication he has to his craft and his immensely popular
creation. But is balance really at the forefront of his mind? I can't deny that
the man is a genius game developer, but some comments that he recently made in
his weekly column in Famitsu (a Japanese gaming publication) makes me
think differently.
This year sees the release of not one, but two new Smash Bros. games.
One will be for Nintendo's home console, the Wii U, and the other will be for
their juggernaut portable gaming system Nintendo 3DS. One of the newcomers,
Little Mac, looks oppressively OP in trailers and previews. When discussing the
nature of Little Mac's place in Smash Bros., Sakurai touches on the notion of
balance by saying, "Balancing a character comprised of opposing extremes
is always quite difficult. Depending on the style of match, he’ll either
clobber the competition or get completely shut out. He could even
become broken in some combat environments." (Famitsu) Um...any red
flags going up here?
He goes on to say, "However, when choosing a character, I want to
focus on whether he/she has some kind of special ability that no other
character does, and whether he/she contributes to making a better and more
enjoyable gaming experience. Compared to these two primary concerns, “balance”
and “fairness” are afterthoughts. I mean, hasn’t Smash Bros. always been
that kind of game? You get together with your friends, duke it out and have a
good laugh–that’s what the game is really about. It’s no fun if all the
characters are the same." (Famitsu) While I agree with Sakurai that Smash
is primarily for fun, his liberal stance on balance is to be lamented. Even in Melee,
a competitive juggernaut, 4 or 5 characters always stood out as the best in the
bunch.
Creative control and the director's chair give Sakurai the ultimate say
on which characters are OP and which characters suck, but there will always be
balance issues that slip through the cracks. From time to time, without
realizing it a game will be completed with little glitches and bugs that stow
away in the game's code and sneak by the development team.
But this is the future folks. We live in an age of instant data
transfer. Balance is still an issue, but its something that can be ailed as
time progresses and doesn't need to be locked down before "going
gold" and shipping for retail. Via the power of the internet, roster
adjustments toward the game's overall well being can be made at any time. Many
of the most popular fighting games use DLC and updates to adjust the inconsistencies
in their rosters, but Brawl did not. Nintendo is a very traditional
company, dead set and firm in their policies, one of which used to be (but has
since been remedied) "No DLC".
No DLC? Why? Well, in Nintendo's eyes a game that needs DLC is a game
that is incomplete and therefore shouldn't be released yet. They'd rather delay
a game to tweak it than release one that isn't finished. This is understandable
for certain genres, such as platformers or games with only a single player
experience, but fighting games in particular require DLC as a modern necessity.
Modern fighting games have grown to have rosters of 45+ characters, truly
massive in their ambitions. There's no way that developers can truly balance a game
in the stature of Smash during the period of development. Its only through
countless matches played by the community over the course of days, weeks and
months that all the nooks and crannies of a game can be explored. Leave it to
some asshole who is trying to deliberately find the easiest way to win to find
the glitches that need to be patched with DLC.
In the time since Brawl's release Nintendo has warmed up to the
notion of DLC by slowly easing into the modern era. Like I said, they're a very
traditional company (and very traditionally Japanese, which makes them even
more stubborn) so they need to be dragged kicking and screaming into modernity.
The Wii very rarely had DLC, but the 3DS and the Wii U have seen a constant
stream of both hardware and software adjustments via the internet.
I don't expect any development team to find all the inconsistencies in
the complex data they're developing, (especially in a game as deep as Smash)
but I do think that glaring balance issues absolutely need to be
adjusted. Enter Meta Knight.
A villain (and sometimes anti-hero) of the Kirby series, Meta Knight is
an original creation of Sakurai himself and hands down the strongest character
in Super Smash Bros. Brawl. The consensus is universal: Meta Knight is
plain unfair. With Meta Knight, not only does he have the power to fly but he
can chase and attack characters as they're recovering. Basically, he can
have the entire stage covered at all times. It's stupidly unfair. In a game
where your main objective is to recover I find it grossly irresponsible to allow
some characters to have the ability of near-unlimited flight. Meta Knight, Pit,
and R.O.B. are the biggest offenders here. Pit can fly underneath the stage and
move from one side to the other without batting an eye. R.O.B. can do something
kind of similar.
But why? Why is Meta Knight the best character in the game? Perhaps nepotism
is a factor? Was Meta Knight deliberately made superior to every other
character in the game on purpose just because he's Sakurai's little baby?
Perhaps we'll never know. If Sakurai's mantra of adding characters is based on
their uniqueness, what was Meta Knight's unique quality? Being superior? Why
Meta Knight is OP is irrelevant. The fact remains that he was pretty much
universally banned from tournaments and the like shortly into Brawl's
lifespan. Nobody wanted to play against Meta Knight in a game that people were
debating whether or not they wanted to play in general.
So if the tripping, sloppy gameplay mechanics and the crash of
over-hype made people start to think that Brawl sucked, then what do
they do? Do they go back and just keep playing Melee? We wanted to keep
a few things that Brawl actually delivered on, most notably its over the
top production values and larger character roster, but with the gameplay of Melee.
Thankfully, the Smash Bros. community was ready to step in and save the day.
7. Mod Nation
Smashers
Is Smash Bros. Brawl the most over-modded game of all time? Heh,
not even close, but the amount of modding and tinkering that the community did
with it is undeniable...and a little silly. Brawl Plus, Brawl Minus, Vanilla
Brawl, Balanced Brawl and Project M all swam in the pool of Brawl's
universal disappointment. They shared a common goal in attempting to make it
balanced and playable. The exception is Brawl Minus, whose goal was to make a
mockery of Brawl and have all the characters be as broken as possible.
This mountain of mods proves 2 things: Brawl's widely regarded
disappointment and the community's adamant conviction to get what it thought
was coming. I think we all had different notions of what Brawl would be
before it was released, and what it actually was turned out to be quite
different than what everybody imagined. Most of them were little pet projects
that materialized once people realized how easy it was to mod Brawl, but
one stands out: Project M.
The best way to describe Project M is this: its the game that Brawl should
have been. The game's official site describes it as "...a
community-made mod of Brawl inspired
by Super Smash Bros. Melee's gameplay
designed to add rich, technical gameplay to a balanced cast of characters while
additionally enhancing the speed of play." So basically, Project M takes
all the issues I complained about above and fixes them. Brawl's main issue, its maddeningly slow pace, is completely
erased. Characters not only move and fall faster, but a level of technicality
is added that was previously absolutely absent.
Although Project M uses the gameplay of Melee as a point of reference, matching it 1:1 is not its goal. It
is undeniably faster than Brawl, but
not an exact mirror of Melee. That's
a good thing; it allows Project M to retain its own uniqueness while still adhering
to the core essentials of Smash Bros.
It feels like a whole new game. Playing Project M for the first
time was like an adventure, trying out every character to see what changes had
been made. Moves were added in some cases and removed in others, all in the
name of balance and fun. For example, Pit no longer has the ability of
near-unlimited flight; he has a normal recovery like everybody else. Shitty
characters like Zelda and Lucas are now powerhouses, making them not only
playable but appealing.
But its not all about maintaining balance and allowing a
competitive atmosphere to flourish. Fun is a key factor in what makes Project M
so endearing. Since Smash 64, I've really
only played one character: Donkey Kong. The Melee
days were tough. He was at a terrible disadvantage compared to the rest of the
cast, but I stuck it out and played only him. (I dabble a little with Dr. Mario
as well, but not nearly as much) With Project M, I feel like all of the characters are fun and
appealing.
But that's not all. Character changes and balance weren't
the only things added to Brawl's
roster; entire characters were put back into the game! That's right, two
characters from Melee that were cut
in Brawl, Mewtwo and Roy,
are playable in Project M! Yes! YES! For many people Mewtwo represents Pokemon
right alongside Pikachu and Charizard. He's the original legendary, and now
Mewtwo is back...but unlike his appearance in Melee, now he doesn't suck! Similarly, Roy
is given many new abilities that allow him to rival Marth as the go-to Fire
Emblem swordsman.
The stages are edited in a way so that wacky and obtrusive
hazards are no longer a factor. Some people might find this boring, and that's
fair, but for serious Smashers this aspect of Project M is a Godsend. No longer
do we have a only 5 or 6 playable stages to choose from; now we have up to 20.
If anything, there are too many good
stages!
Like the Project M team states, "Project M aims to
capture the essence of what made Melee
a truly great game in our eyes." They've succeeded, and I hope they take
it to the nth degree.
I can't be a big enough cheerleader for Project M. If you've
never tried it, all you need are 3 things: a Wii, a copy of Brawl, and a 2GB SD card. (exactly
2GB...for some reason it won't work if you put it on a card that's bigger than
2GB) To download it, go to http://projectmgame.com/en/download
Please, do yourself a favor and go download Project M.
You'll never play Brawl again!
I seriously hope Sakurai is aware of Project M and has
played it, because he could learn a thing or two about the ideal Smash Bros.
experience.
8. You Must
Recover!! Redemption in the form of Cross-Platform Smash
However egregious the error, there's always room for redemption. Smash
Bros. is insanely popular, pretty much assuring a new entry on every single one
of Nintendo's consoles from this point forward. Case in point, this year sees
the release of Super Smash Bros. for Wii U and Super Smash Bros. for
Nintendo 3DS. (they really could have put more thought into those names)
This is Sakurai's chance at redemption. I may have qualms with how Brawl
turned out, but I can't villainize him. He may be responsible for tripping but
he's also responsible for all the great parts of Smash Bros. as well. I also
can't deny how much of a talented developer he is, a veteran of the gaming
industry.
The new games' releases are quickly approaching, and unlike the lead up
to Brawl Nintendo has given gamers and members of the media many chances
to play the new titles. Before it's release, Brawl was locked up like the
recipe for Coke. Perhaps they knew how much the game was going to suck and
didn't want to give us a chance to take it off of it's pedestal? Whatever the
case, Nintendo has been far more open about letting us demo these new games
than they did Brawl.
Since the release of Smash 64, Nintendo never really
acknowledged Smash Bros.' competitive scene. Recently however, they seemed to
have embraced it. Acting as a sponsor for Evo 2014 and proudly touting Melee's
lasting appeal among gamers, are they finally willing to commit to Smash Bros.'
competitive community or is it all just to score PR points with fans and
consumers regarding the release of the new games? Regardless of their current
intent, its still nice to see Nintendo finally show a side that we've always
wanted to see.
Through demos and pre-release tournaments we've been able to see a lot
of footage or even get a chance to give the new games a spin. The gameplay
overall is certainly faster than Brawl, but not quite as fast as Melee.
Characters are still a little floaty, but attacks happen in a fast and more
precise manner. Early in their development, Sakurai stated that tripping was
being taken out. Perhaps there's hope that he recognized Brawl's
missteps and is trying to make up for it?
The number one goal in any Smash Bros. game is to recover, and with
these new titles its Sakurai's chance to recovery.
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