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Post by Boo Destroyer on May 8, 2016 11:23:09 GMT -5
Full thread title: What is it with Smash and all these "big new modes" in each game only getting a few things right and failing miserably at others?
Here's something that's been driving me completely bonkers about Smash for a long time. Melee's Adventure Mode, Brawl's SSE, 3DS's Smash Run...All have some brilliant ideas behind them, but they're ultimately bogged down by other terrible things.
Melee: Adventure + Goes through Nintendo worlds - ...But only a few actual platforming levels, few enemies, and more regular fights
Brawl: Subspace + More robust platforming mechanics, enemy and boss system - ...But only a few Nintendo-related enemies and bosses and settings, and the story/cutscenes unnecessarily ate up a lot of space as a result
3DS: Smash Run + Finally gets Nintendo enemies right this time - Small, limited mode overall (Final battles are lame too), and can only fight said enemies in the main run
If there's one thing that legitimately pisses me off about Smash Bros., it's this.
Why couldn't all the good, right ideas come together in one place? I was hoping that Wii U's own mode would be an amalgamation of all those good parts, not some random throwaway board game. (And don't get me started on stage bosses) Or at least find one way to work in the enemies from Smash Run into the Wii U version, like a fourth match type: Enemy - Defeat the most to win.
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Post by Da Robot on May 9, 2016 4:18:23 GMT -5
Why couldn't all the good, right ideas come together in one place? I was hoping that Wii U's own mode would be an amalgamation of all those good parts, not some random throwaway board game. Might as well throw in this mode with the rest of them. Smash Tour (who's name I had to look up since I'm forgotten it as well). + At the end allows for fights where you change into a different character after being KO'ed (why can't this have been in the main game?) - Luck based? Not much variation (unlike Smash Run). I liked the idea behind Smash Run, but was disappointed to find you couldn't interact with the other fighter (for technical reasons) and how little warning there was over the final battle, so you couldn't prepare for it. I wouldn't mind seeing a refined version of it a future game, but would like to have the option of having the different types of battle accessible outside of Smash Run (Eg like your Enemy - Defeat the most to win idea). Adventure Mode in Melee starts off so well and then just goes downhill from there. Maybe there were bigger plans for it in development, who knows? It weird that not all of the platforming franchises didn't get their own exclusive original platforming level (Eg DK, Kirby, an original Ice Climber stage instead of just Icicle Mountain with enemies which was kind of OK). SSE seemed like a mode that had a lot of dev time and focus (for making things like Stickers) and then most people played till they completed the story (and character unlocks) and never went back to it (I know I'm one of them).
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Post by Shrikeswind on Nov 26, 2016 12:24:17 GMT -5
The main problem (though I realize I'm a couple months late mentioning this) is that Smash Bros' main focus is on multiplayer. This sort of thing happens to a lot of games like that - you get some huge expansive story and the thing everyone really plays it for is to beat each other up. I mean, two good examples here: Aside from No Russian, what do you know about Call of Duty's plot? And what's more memorable about Halo, the Christian allegory or the multiplayer? The same thing applies to Smash Bros. It's even possible that the lesson that Nintendo (broadly) and Sakurai (specifically) have taken from fan reaction to Smash Bros. single-player in the past - Adventure Mode was "Give us more platforming", Subspace was "Give us more Nintendo," and now it's likely they're getting "Give us more meat" for any future games.
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Post by Nester the Lark on Nov 26, 2016 15:10:41 GMT -5
Getting off on a slight tangent here, but...
Despite the fact that Smash 4 has more content than any previous game in the series, it all feels like "less than the sum of its parts" to me. Yes, it has a ton of single-player modes and mini-games, but it all just feels like a big mess of things slapped together. There really isn't a nucleus for it all to revolve around.
And while it is true that most people play Smash for the multiplayer, and that's where most of the focus is, I think having a "main campaign" of sorts helps tie everything together, and as Shrikes puts it, adds more meat. Otherwise, it kinda feels more like a collection of mini-games.
Capcom learned this the hard way when they launched Street Fighter V without any single-player mode whatsoever, and it upset a lot of people.
And Sakurai's reasoning for not having another Subspace Emissary type of mode was really lame. (Because he didn't want people to upload cutscenes to YouTube.)
As someone who tends to be more of a solo gamer, I would prefer to have a "main goal" rather than just a pile of random stuff.
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Post by Shrikeswind on Dec 17, 2016 14:35:53 GMT -5
Getting off on a slight tangent here, but... Despite the fact that Smash 4 has more content than any previous game in the series, it all feels like "less than the sum of its parts" to me. Yes, it has a ton of single-player modes and mini-games, but it all just feels like a big mess of things slapped together. There really isn't a nucleus for it all to revolve around. ... As someone who tends to be more of a solo gamer, I would prefer to have a "main goal" rather than just a pile of random stuff. This is actually SSE's strong point and the reason that Brawl has the best 1P mode in the series. It obviously is flawed, let's not pretend otherwise, but if Sakurai were to ask me how to improve SSB's singleplayer the absolute first suggestion is to do what he did for Brawl - just better. For all of my love of Smash Bros. I still find it important that a game have a core for the content to revolve around, which is not a strong point for Smash Bros. as a series, but SSE really did it well.
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Post by nocturnal YL on Dec 18, 2016 5:17:18 GMT -5
This is actually SSE's strong point and the reason that Brawl has the best 1P mode in the series. It obviously is flawed, let's not pretend otherwise, but if Sakurai were to ask me how to improve SSB's singleplayer the absolute first suggestion is to do what he did for Brawl - just better. For all of my love of Smash Bros. I still find it important that a game have a core for the content to revolve around, which is not a strong point for Smash Bros. as a series, but SSE really did it well. Your point reminds me of some multiplayer puzzle games. You obviously don't need a story to make the game fun, but taking it out will certainly make fans complain. The same applies to fighting games too, with a famous example being Street Fighter V. That said, I'm more of a fan of having small, unrelated stories (say, a more structured version of the Event Matches) than a single story. I suspect Subspace's sheer scale is why the fighters don't really feel like themselves.
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Post by Shrikeswind on Dec 18, 2016 14:13:44 GMT -5
That's something to consider, yes. I feel like by this point a version of Adventure Mode is kinda ingrained into SSB as a series (as it should be, IMO), even if it's still just æ mode in a game with more focus on multiplayer. It's important that it be done right, even if the most important aspect of the game (in this case, pummeling your friends with famous Nintendo video game characters) is what needs to be most refined - much like any game.
And hearing it said (or seeing it written I guess), I agree: Event Matches need to have a bit more structure - those have always been fun but man is it Vegan.
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