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America - Front

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Review Scores

VGChartz Score
9.2
                         

Ratings

     

Alternative Names

Dairantou Smash Brothers X

大乱闘スマッシュ ブラザーズ X

Developer

Project Sora

Genre

Fighting

Release Dates

03/09/08 Nintendo
01/31/08 Nintendo
06/27/08 Nintendo

Friend Code

Community Stats

Owners: 2,571
Favorite: 185
Tracked: 15
Wishlist: 17
Now Playing: 67
 
9

Avg Community Rating:

 

16th Apr 2010 | 1,772 views 


ljlrj

User Score
10
                         

Presentation - 10
Gameplay - 10
Value - 10

We’ve waited a long time for this, gamers; seven long years and sixty-seven days to be exact. Since its release in December of 2001, we’ve all anticipated the sequel to the GameCube’s best selling title of all time, Super Smash Bros. Melee. From the fiery threads of suggestions, to polls, rumor, speculation, and finally confirmation, we’re at last upon the next generation of the beloved fighter’s sequel, Super Smash Bros. Brawl.

Now while I could provide you with a bits and pieces review, I prefer to flesh out a game that any reader may be on the fence about (though if you’re on that side of things with this title, you really must be new!). So settle down for a moment and I’ll provide you with step by step coverage of the multitude of features in Brawl.

What it’s all about

If you’re at all familiar with the Smash Bros. namesake, you know it’s all about one thing: fighting. What separates Smash Bros. from the typical Street Fighter and Soul Calibur genres, however, is the amount of liberation and simple, but deep gameplay it provides in its controls and expansive environments. While classic 2D beat-em-up games like Street Fighter inhibited free movement over any considerable amount of space, and fighters such as Soul Calibur persistently make you circle around and face your opponent in a true, dynamic 3D environment, Smash Bros. takes some of the best elements of both types and delivers a truly unique and addictive experience.

Paradox: Elaborate simplicity

No matter how great a game’s soundtrack or graphics are, its success always boils down to the single most important question of any game: Is it fun to play? Unlike most traditional fighters that have flourished in archaic, or “tried and true” 2D gameplay, Smash Bros. returns with the franchise’s same refreshingly simple control scheme.

Where, for example, in traditional 2D fighters where any newcomer can feasibly mash buttons and pull off some of the most powerful attacks a game has to offer (a la Street Fighter; Guilty Gear), Smash Bros. presents straight-forward and accessible move sets for each character in its roster, which means that everything you do in Smash is both easy to pull off and deliberate. Couple this accessibility with over a dozen different (and *mostly* unique) attacks per character, and different attributes as well, by the time you begin to master the basics you already know ahead of time what attack you want to pull and you know just how to do it at any given moment; all without having to memorize a dictionary of different button combinations.

Brawl delivers in every way what its predecessors did and then some in this department. The game is every bit as accessible as Melee, and veteran characters control largely like they always have. There are, however, some tweaks in the way players will encounter each other in their many bouts.

First, players familiar with the franchise will notice that they stay in the air longer than they did before, making aerial combat a larger factor than in the previous two games. Characters also seem to have been slowed down slightly, so that those of you accustomed to using fast characters in the previous installments will notice a difference. The last great difference that appears is that characters seem to last much longer than they did. You and your opponent will often find each other going into the 200 percentile damage range and recovering back to the fight without too much strain. So, in short, if you’re one who likes their combat short and sweet, prepare to sweat a little longer in your matches.

Count’em: Four Methods of Control

Perhaps you’re a seasoned vet with Smash, ready to get your game on with your trusty Gamecube controller. Then again, you may be a newcomer to the series ready to get in on the action with your Wii remote and/or Nunchuck to account for. In truth, you can use just about any controller out there that’s Wii compatible to play Brawl. When playing Brawl, you’re presented with the choice of fighting with the Wii-mote, Wii-mote/Nunchuck combo, Classic Controller, or the Gamecube controller, all of which work equally well in Brawl.

Wii-mote & Nunchuck Combo

Taking control of characters in Brawl with the Wii-remote and Nunchuck will likely feel awkward for seasoned vets and newcomers alike at first. With the D-pad and A button right next to one another in one hand and the B-trigger underneath, Brawl’s control scheme at first feels convoluted. However, the more you play Brawl with this controller combination the more and more comfortable it feels until you reach a point where the controls feel natural and liberating with the Wii-mote in one hand and the Nunchuck in the other.

Jumping, smashing, and maneuvering your character eventually feels as natural as it ever did, and perhaps even more so for some. For those of you worried that this combination would be too awkward, you can put your fears aside. In time you’ll probably learn to play with this combo as if it’s second nature.

Standalone Wii-mote

Playing Brawl with the Wii-mote alone is as solid a control scheme as any. In a way, this controller makes playing Brawl a bit reminiscent of the original NES, which should make the game less intimidating to newcomers. With the D-pad on the left and the 1 and 2 buttons on the right for special, basic and Smash attacks, one can effectively imagine what Brawl might have felt like on the NES. This is by no means a bad thing, though. Get over the aesthetics of the horizontal Wii-mote and playing Brawl with it feels natural right away.

Dodging, smashing, and jumping has a very quick learning curve compared to the Wii-mote/Nunchuck combo. That said, the buttons mapped to the grab ability for characters are in the least convenient of places in the center of the Wii-mote, just out of the reach of a player’s thumb. However, even that can be changed by customizing your controls in the game’s options. There’s not much negative to be said about a control scheme that is pick-up and play for most gamers. This, like combo before, is a control scheme that must be tried sooner or later. It doesn’t disappoint.

Classic Controller

Of the four methods of playing Brawl, the Classic Controller is without a doubt the closest resemblance to the Gamecube in terms of controls. In many ways it directly mimics the controls of the Gamecube right from the get-go. Its jump, shield/dodge, special, and basic attack button are almost all in the same general areas as they are on the Gamecube controller. In fact the only real differences are the locations of the joystick and D-pad (which switch places), as well as the Z-buttons (which are between the shoulder buttons rather than parallel to the right shoulder trigger). That said, the Classic Controller only has a couple of minor differences when compared to the Gamecube controller. The Z/grab buttons are located a bit out of reach of the index finger between the Classic Controller’s shoulder buttons.

Also, the Classic Controller feels incredibly small in average sized hands and a bit awkward in the sense that it never entirely feels like one has a complete grip on the pad. Unlike the Gamecube Controller, which provides solid handles for gripping the controller on each side, the Classic Controller is rounded unlike any Nintendo pad before it. That’s not to say that it isn’t a great choice given you may be a Wii owner with this controller but without a Gamecube controller. The Classic Controller is a definitely a solid alternative to its Gamecube counterpart for anyone without a Gamecube pad.

Gamecube Controller

Last on the list is the trusty Gamecube controller. For veterans this is likely the weapon of choice from the start. Why? Well that’s because absolutely nothing has changed in terms of how it controls characters from Smash Bros. Melee, save for the added taunts on the D-pad (if that counts as a change).

Playing Brawl doesn’t get any more familiar than with the Gamecube controller. It provides straight-forward pick up and play button placement that can be deduced in a matter of minutes, a comfortable grip, and a way for veterans to begin tearing through the game’s content unhindered by new control schemes. In fact, the Gamecube pad is even a little better than it previously was assuming that as a player you customize your controls to best suit you.

If you don’t already have a Gamecube controller or haven’t played a Smash game before, it’s in your best interest to pick one up at your local electronics retailer. This is how Brawl was meant to be played.

Game Modes Extravaganza

From the beginning, Brawl provides more game modes than most fighting games slapped together. From the new side-scrolling story mode, classic fighting mode, multi-man brawl, cruel brawl, break the targets, home-run contest, and event matches (to name some), Brawl has nigh-unlimited hours of replay ability in its modes. That is also to say a few of the game’s modes are even hidden. You’ll likely find yourself finagling with Brawl’s many modes for years to come. But how do some of them add up in quality?

Subspace Emissary

For the first time, Smash Bros. has something of a story with it. In the Subspace Emissary you’ll duke it out with new and familiar foes out to turn you into trophies in order to absorb the world into the mysterious subspace. In this mode, you’ll venture through a lengthy side-scrolling adventure which you can play alone or co-op with a friend. However you decide to play it, you’ll quickly discover the nostalgic tedium presented within, which may be a treat to seasoned gamers who miss truly punishing old-school platforming.

Subspace Emissary actually plays out very similarly to old-school Kirby games, and that’s not surprising considering the man behind Smash was also behind Kirby. With the doors at point A that lead to point B, which was the basic design between exploring past Kirby games, if you are a fan of older, though more punishing, Kirby platforming then Subspace should be a treat. Its cut-scenes alone are beautiful enough on their own to merit the frustration of the Subspace Emissary, not to mention that the game’s entire character roster can alternatively be unlocked through this mode.

In truth, the only bone to pick with Subspace Emissary is that its story seems to have been pieced together by a 9-year-old gamer with spur-of-the-moment ideas for what might be cool. In fact at one point, you will actually be able to watch what is happening and randomly say “And-and then Sonic was there! Yeah!”, and it will make perfect sense like nothing has even made sense before. That’s minor nit-picking for a game that would sell millions without a story-mode at all though. One can even use the stickers they find throughout their adventure to augment their attributes in story-mode if they so please. When it comes down to it, Subspace Emissary is a great addition to an already celebrated game and is really a blast when played with a friend.

Classic Mode

Classic fighting mode plays as it always has. It begins with a random battle and takes you through encounters with randomly chosen opponents (and allies in some cases) with sometimes different attributes. You’ll play break the targets and other familiar game modes within just like in past Smash titles as well. In the end players will encounter Master Hand (and Crazy Hand if you’re so inclined) for the final battle. Not much as changed here, and that’s a great thing! Classic fighting mode is as solid as ever and was an expected return. This is great a great mode for earning new trophies, stickers, and music. Some characters can be unlocked through this mode as well. Fight here if you’d like to sharpen your skills.

Event Mode

Event matches are also a welcomed return to Smash. These many mini-brawls provide you with pre-set conditions for winning. So, for example, you may need to defeat different colored Yoshis in a particular order to win. This mode, like Subspace and Classic, also has different difficulty settings. By going through the event matches you’ll unlock different trophies, music, stickers, and even stages! They also make for a great and entertaining romp with which any player can kill time.

Unlockables? Hundreds!

Characters and stages aren’t the only things to unlock in Brawl. Aside for those many extras alone, there are hundreds of trophies, stickers, and songs to unlock. Not to mention a hidden game mode or two to keep you busy. There’s even a menu in the game itself to help you keep up with some unlockables, while providing hints on how to unlock them as well! If you’re the type that’s a completist, one that gets a kick out of boasting about how much you’ve unlocked, or even if you need a goal for an hour or so, Brawl will keep you occupied for months or years to come.

A Feast For Your Ears

If you’re a fan of quality music in your games, then Brawl is out to shock and amaze. The scores and remixes of classic Nintendo themes are unprecedented for any game. For the sheer quantity of the soundtracks in Brawl (which is over 300) the quality of them all is just astonishing. Brawl’s soundtrack could easily be marketed on its own merit and meet massive success on store shelves. The game even provides you the ability to increase or decrease the likelihood of certain songs to play on the game’s many stages, which means you get to fight to your favorite tune for a specific setting. It doesn’t make fighting your buddy any more satisfying than having your song play on your stage as you whoop some tail, now does it?

Visuals Don’t Disappoint

The only Wii game to have come close to the graphical impressiveness of its competitors is by and large Super Mario Galaxy (for the sake of an example). For what the Wii is capable of, though, Brawl provides some satisfying visuals, most of which have been noticeably updated since the last game in the franchise. With component cables, the game looks even better as well.

In this department, Brawl doesn’t come short, but it can never provide the “wow” in terms of visuals that games like Metal Gear Solid 4, or Gears of War provide from Nintendo’s competitors. That said, the Wii has a single great one-up on Sony and Microsoft by providing its wide-screen feature in Brawl, which is a nice addition to an already amazing game. Brawl is nevertheless still a real treat to watch as you knock the sense out of your opponents.

Internet Isn’t Such a Smash

Save for battles with your friends, Brawl’s Wi-fi option has failed to satisfy. Given that the proximity of one’s close friends is more often than not hundreds of miles, depending on your connection speed, or your type of connection altogether, the quality of your internet experience with Brawl may not be the best.

In fact, many players joining random matches are experiencing a plethora of errors and disconnections from Brawl’s Wi-fi. It’s a shame too, but at least we get to play with our friends online, right? Hopefully Nintendo is working on improving its connectivity with Brawl’s online. Friend codes and lack of voice communication is the least of concerns to a quality gameplay experience in the end, considering Brawl is no different than any other online-enabled Nintendo game. Until connectivity is improved, though, this critic isn’t overly impressed.

Closing Comments

Brawl is an amazing gameplay experience. As a balanced fighter with tons of secrets and unlockables, it’s unmatched in quality. Its soundtrack is superb, and is a treat to just sit down and listen to at times. With a great many game modes to participate in, stage builder, and wi-fi to boot, its replayability is so far through the roof that some deity above must be wondering what’s poking them in the butt. Brawl is one of those once-a-generation titles that can’t be missed, and it’s been an experience seven years in the making. Was is worth the wait? Hell smashing yes.


Shipping Total

13,320,000 Units
As of: March 31st, 2020

Opinion (841)

CarriedLawyer45 posted 24/06/2020, 02:58
Improved Switch port? Would you buy it?
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TheDelBel posted 16/11/2019, 04:50
Played Brawl a lot when it first came out.
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160rmf posted 12/06/2017, 07:07
Nintendo financial data shows at 13.21 M. On a side note, Smash 4 outpaced Brawl. 3ds and Wii u versions combined managed to reach 13.92 M.
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atma998 posted 08/08/2016, 11:56
13.03M, may have a chance of outselling GTA III sitting at 13.10M.
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PAOerfulone posted 03/05/2016, 11:37
Aaaand and THERE IT IS!
13 MILLION
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Darwinianevolution posted 15/04/2016, 07:33
12.99m. Come on, Brawl, I know you can do it.
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