Post by Boo Destroyer on Oct 14, 2012 12:46:27 GMT -5
I thought I could stir up some more discussion on these parts of the board, get something going. At the risk of pulling a Teev here...
Remember how in the days of the Dojo, we all got so excited for what this adventure mode had to offer us? But then we get to it all finalized…While we all like Smash Bros. as a way of getting together most of Nintendo's biggest hits, this huge part of the game doesn't even take advantage of that. I know a lot of you were just as disappointed in SSE.
Some of you may have noticed that I've bitched about this mode in the past at times, but here I'll get more into just how bad it really was.
There was the abundant amount of cutscenes, and how well played out they were, but that was exactly the reason everything else about SSE suffered. Too much production time went into those that it didn't even do any favors for the quality of SSE as a game.
Note that it didn't even have anything like franchise representation in mind.
Seriously, it's like they just took the characters and threw them into someone else's world. The only things that made Subspace Emissary "Smash Bros." at all were the characters you play as, the occasional Mario enemy (as few as they were), and the five (!) Nintendo-relevant bosses (two of which were the same motherfucker retooled).
It was all just randomly thrown together without even a shred of rhyme or reason or any second thoughts put into it; Like they just went "Eh, screw it" and dashed right through it as hastily as they could without thinking twice about it. A poor man's Kingdom Hearts, if you will. (Yeah, I just went there) Was the Brawl team(s) not experienced enough to push it further or what?
Overall Gameplay
Poorly designed and poorly thought out all over. No, Nintendo, using the Smash Bros. engine for a side-scrolling format does not work at all. When you're caught in a group of enemies and want to move on, getting thrown to the side of the screen and KO'd doesn't bode well for a side-scroller. Use the HP system instead.
Level design was terrible too. Aside from the bland look, a lot of them did nothing to stand out. They weren't even designed to take advantage of any character abilities. Way too long, way too many enemy waves to deal with (Even being scroll-halted to do so in most cases). No replayability and no challenge either.
The Great Maze can fuck all the way off. No, I don't want to retread parts of every previous level in the game for who knows how long just to finish it already. Enough said.
All this coming from someone who went through SSE a few times, back again to collect everything remaining in there, and never touched it again. Ever.
The World/Setting
Or at least as close to a "world" as barren and empty shit like "The Desert", "The Plain", and "The Glacial Peak" can get. There were literally only two or three exceptions to this, but that was it.
Nobody wants to know about this Tabuu and Ancient Minister stuff. (At least in a game like this) Was it really too much to include more stuff from actual Nintendo titles and try to blend them together into whatever works? (Even the map screen itself was completely unorganized beyond belief) This was where Melee's adventure mode was so much better.
Enemies
You know this one by now. All these retarded-looking "Primid" dipsticks (among others) and only a few Mario enemies.
While I understand the need for a unique kind of enemy force and that Smash Bros. needed something to supplement its gameplay, way too much stock was put into it. Smash Bros. isn't necessarily about blatantly cramming in every Nintendo game ever made, but where were any of the Zelda enemies, Metroid enemies, Kirby enemies, Kid Icarus enemies, and so on? Does the gameplay with most of them in their original games not work as well in Smash Bros. or what? This would have made the trophy stand-catching experience much more enjoyable, but no…
Speaking of, they should have saved all these Subspace guys for Kid Icarus: Uprising instead; Could have worked a lot better in a 3D environment too. Hell, a lot of the enemies in that game look and feel a lot like the rest of these Subspace guys anyway.
Not only was the choice of enemies way off, but even their AI/programming was atrocious. Kirby and King Dedede can't even swallow them, Yoshi's B button tongue special only regularly attacks them… (I'm not even joking. Try these and see for yourself.)
Bosses
Now I'm still in disbelief over this one. It's like they weren't even trying on this:
-The most sporadic Mario boss of all (Lame Piranha Plant that nobody likes)
-The most random choice of Pokemon (I still question Rayquaza as a boss here. Not enough Pokeball space in Brawl or what?)
-Villain of a random franchise like Mother/EB (I guess he was okay, but still)
-TWO RIDLEYS
-Nothing from Zelda (Okay, they're always different with damn near every game most of the time…)
-Nothing from Kirby
-Who the HELL are Duon and Galleom?
And you're probably wondering, how does a boss selection like THIS make any sense at all? And why were they the only ones? (And why so few of them? Is it because of stuff like the Great Maze and Boss Battles mode? Maybe?) Either way, I don't see how a choice of bosses like this doesn't make anyone go "…That's it? Really?".
The gameplay with them wasn't even interesting either. Just run right up to them and keep recklessly hammering away at them until all their stamina is gone while avoiding the occasional attack. Boring.
There were some points in some levels that could have been a good spot to face even more bosses, but those were used up by either fighting waves of enemies or regular fights. Who actually wants to fight a giant shadow Diddy Kong?
And then there was the final boss, who was this stupid fucking Dr. Manhattan lookalike with butterfly wings. You've gotta be kidding me. Did they really just think that this was a good idea? No. Just no.
This or the enemies. I can't tell which is the bigger insult of the two.
Miscellaneous
Even the sticker power-up thing didn't make any sense. I don't know where to begin on this one. Did these really help for anyone? Even on Intense?
There are a few parts where you can make different decisions that could affect the rest of the adventure. Mario/Kirby in the beginning, Peach/Zelda from Petey Piranha, and Meta Knight/Lucario. Say, could this possibly entail some sort of "choose your own adventure" deal?!
Except…no wait, it's just an even bigger waste of cutscene space, involving nothing but some characters switching places. (I had to start a new file for THIS? Fuck off.)
The Story
I'll give you just this short version:
The fact that they had to write a whole section on the Dojo that says, "We're sorry we're so horrible at storytelling, so here's an explanation of it all AFTER you beat the game!"
If you have to resort to something like that, then you've done it all wrong.
Yeah, that's as far as I'll go now.
Now I'd be all for a new, improved adventure mode in the next Smash Bros. I'd be cool with that. (Namco-Bandai can do it!) But it seriously needs to be miles better than the awful, half-baked abortion that is SSE. "Come join all your favorite Nintendo characters as they fend off against an enemy force that nobody's ever even heard of before! Save for a few exceptions! All in this dry, barren world with nothing notable on it!" Ugh…Better than Melee's adventure mode? That too had a ton of faults, but they were nowhere near on the same level as SSE in terms of being effortless and poorly executed.
tl;dr SSE had tons of potential for something big with tons of Nintendo-relevant goodies, but it all ended up getting wasted on that godawful Tabuu bullfuck. They weren't even trying worth shit on the Nintendo/Smash Bros. part of it. A complete waste of effort, disc space, and development time. It's like they didn't actually enjoy working on this part of Brawl.
They should have used said Tabuu nonsense in Kid Icarus: Uprising instead. No, better yet, that game was basically Sora Ltd.'s way of apologizing for this disposable, half-finished clusterfuck. And perfectly acceptable, at that.
...Or maybe it was all just my inner wanky fanboy expecting too much out of it.
The only other thing that I do give it credit for is that it made "real characters" out of R.O.B. and Mr. Game & Watch. If you know how those two really work, then the Subspace premise isn't too bad. Just would've been a lot less hated if it was used in a different game, so says the general consensus.
Remember how in the days of the Dojo, we all got so excited for what this adventure mode had to offer us? But then we get to it all finalized…While we all like Smash Bros. as a way of getting together most of Nintendo's biggest hits, this huge part of the game doesn't even take advantage of that. I know a lot of you were just as disappointed in SSE.
Some of you may have noticed that I've bitched about this mode in the past at times, but here I'll get more into just how bad it really was.
There was the abundant amount of cutscenes, and how well played out they were, but that was exactly the reason everything else about SSE suffered. Too much production time went into those that it didn't even do any favors for the quality of SSE as a game.
Note that it didn't even have anything like franchise representation in mind.
Seriously, it's like they just took the characters and threw them into someone else's world. The only things that made Subspace Emissary "Smash Bros." at all were the characters you play as, the occasional Mario enemy (as few as they were), and the five (!) Nintendo-relevant bosses (two of which were the same motherfucker retooled).
It was all just randomly thrown together without even a shred of rhyme or reason or any second thoughts put into it; Like they just went "Eh, screw it" and dashed right through it as hastily as they could without thinking twice about it. A poor man's Kingdom Hearts, if you will. (Yeah, I just went there) Was the Brawl team(s) not experienced enough to push it further or what?
Overall Gameplay
Poorly designed and poorly thought out all over. No, Nintendo, using the Smash Bros. engine for a side-scrolling format does not work at all. When you're caught in a group of enemies and want to move on, getting thrown to the side of the screen and KO'd doesn't bode well for a side-scroller. Use the HP system instead.
Level design was terrible too. Aside from the bland look, a lot of them did nothing to stand out. They weren't even designed to take advantage of any character abilities. Way too long, way too many enemy waves to deal with (Even being scroll-halted to do so in most cases). No replayability and no challenge either.
The Great Maze can fuck all the way off. No, I don't want to retread parts of every previous level in the game for who knows how long just to finish it already. Enough said.
All this coming from someone who went through SSE a few times, back again to collect everything remaining in there, and never touched it again. Ever.
The World/Setting
Or at least as close to a "world" as barren and empty shit like "The Desert", "The Plain", and "The Glacial Peak" can get. There were literally only two or three exceptions to this, but that was it.
Nobody wants to know about this Tabuu and Ancient Minister stuff. (At least in a game like this) Was it really too much to include more stuff from actual Nintendo titles and try to blend them together into whatever works? (Even the map screen itself was completely unorganized beyond belief) This was where Melee's adventure mode was so much better.
Enemies
You know this one by now. All these retarded-looking "Primid" dipsticks (among others) and only a few Mario enemies.
While I understand the need for a unique kind of enemy force and that Smash Bros. needed something to supplement its gameplay, way too much stock was put into it. Smash Bros. isn't necessarily about blatantly cramming in every Nintendo game ever made, but where were any of the Zelda enemies, Metroid enemies, Kirby enemies, Kid Icarus enemies, and so on? Does the gameplay with most of them in their original games not work as well in Smash Bros. or what? This would have made the trophy stand-catching experience much more enjoyable, but no…
Speaking of, they should have saved all these Subspace guys for Kid Icarus: Uprising instead; Could have worked a lot better in a 3D environment too. Hell, a lot of the enemies in that game look and feel a lot like the rest of these Subspace guys anyway.
Not only was the choice of enemies way off, but even their AI/programming was atrocious. Kirby and King Dedede can't even swallow them, Yoshi's B button tongue special only regularly attacks them… (I'm not even joking. Try these and see for yourself.)
Bosses
Now I'm still in disbelief over this one. It's like they weren't even trying on this:
-The most sporadic Mario boss of all (Lame Piranha Plant that nobody likes)
-The most random choice of Pokemon (I still question Rayquaza as a boss here. Not enough Pokeball space in Brawl or what?)
-Villain of a random franchise like Mother/EB (I guess he was okay, but still)
-TWO RIDLEYS
-Nothing from Zelda (Okay, they're always different with damn near every game most of the time…)
-Nothing from Kirby
-Who the HELL are Duon and Galleom?
And you're probably wondering, how does a boss selection like THIS make any sense at all? And why were they the only ones? (And why so few of them? Is it because of stuff like the Great Maze and Boss Battles mode? Maybe?) Either way, I don't see how a choice of bosses like this doesn't make anyone go "…That's it? Really?".
The gameplay with them wasn't even interesting either. Just run right up to them and keep recklessly hammering away at them until all their stamina is gone while avoiding the occasional attack. Boring.
There were some points in some levels that could have been a good spot to face even more bosses, but those were used up by either fighting waves of enemies or regular fights. Who actually wants to fight a giant shadow Diddy Kong?
And then there was the final boss, who was this stupid fucking Dr. Manhattan lookalike with butterfly wings. You've gotta be kidding me. Did they really just think that this was a good idea? No. Just no.
This or the enemies. I can't tell which is the bigger insult of the two.
Miscellaneous
Even the sticker power-up thing didn't make any sense. I don't know where to begin on this one. Did these really help for anyone? Even on Intense?
There are a few parts where you can make different decisions that could affect the rest of the adventure. Mario/Kirby in the beginning, Peach/Zelda from Petey Piranha, and Meta Knight/Lucario. Say, could this possibly entail some sort of "choose your own adventure" deal?!
Except…no wait, it's just an even bigger waste of cutscene space, involving nothing but some characters switching places. (I had to start a new file for THIS? Fuck off.)
The Story
I'll give you just this short version:
The fact that they had to write a whole section on the Dojo that says, "We're sorry we're so horrible at storytelling, so here's an explanation of it all AFTER you beat the game!"
If you have to resort to something like that, then you've done it all wrong.
Yeah, that's as far as I'll go now.
Now I'd be all for a new, improved adventure mode in the next Smash Bros. I'd be cool with that. (Namco-Bandai can do it!) But it seriously needs to be miles better than the awful, half-baked abortion that is SSE. "Come join all your favorite Nintendo characters as they fend off against an enemy force that nobody's ever even heard of before! Save for a few exceptions! All in this dry, barren world with nothing notable on it!" Ugh…Better than Melee's adventure mode? That too had a ton of faults, but they were nowhere near on the same level as SSE in terms of being effortless and poorly executed.
tl;dr SSE had tons of potential for something big with tons of Nintendo-relevant goodies, but it all ended up getting wasted on that godawful Tabuu bullfuck. They weren't even trying worth shit on the Nintendo/Smash Bros. part of it. A complete waste of effort, disc space, and development time. It's like they didn't actually enjoy working on this part of Brawl.
They should have used said Tabuu nonsense in Kid Icarus: Uprising instead. No, better yet, that game was basically Sora Ltd.'s way of apologizing for this disposable, half-finished clusterfuck. And perfectly acceptable, at that.
...Or maybe it was all just my inner wanky fanboy expecting too much out of it.
The only other thing that I do give it credit for is that it made "real characters" out of R.O.B. and Mr. Game & Watch. If you know how those two really work, then the Subspace premise isn't too bad. Just would've been a lot less hated if it was used in a different game, so says the general consensus.