4 Different Reviewers – 4 Different Reviews
Joe Cribari
Founder of Even Matchup Gaming, Host of “Get on My Level 2014″ MLG Qualifier, Canadian Smash Bros Community Leader
With what is poised to be the most successful Super Smash Bros. release ever, Smash 3DS has a lot of hype to live up to. As a long time tournament player, Smash 3DS, to me, signals the start of a completely new chapter of Smash history that can vastly grow the SSB fanbase. With the up-rise of Smash eSports in 2014, this game can potentially change the entire landscape of the fighter genre if it is well received. We know the fans love and support the series but one question is on everyone’s mind; how well does the game translate to a portable system? In short, the game is amazing. It impressively manages to capture the electric essence of Smash without sacrificing too much of the depth it offers by being on a portable system.
The biggest highlight of the game in my opinion is the massive character roster. With 49 unique fighters to choose from, there is a play style available that almost any fighting game fan will find themselves drawn to; whether it be rush down, zoning, or something in between. The new Smash Bros has a good balance between offense and defense, seeming to reward players who can manage to excel in either area. Gameplay remains accessible and there is enough competitive flair to entice the dedicated collective of veteran smashers. It may not play the same as Melee or Brawl, but Smash 3DS has a fresh dynamic that is accessible and also challenging. Compared to the E3 2014 build, landing lag on aerials has been significantly decreased so players hoping for more fast-paced gameplay can breathe a sigh of relief. It also feels extremely satisfying every time you land a hit. The freeze frames on moves are reminiscent of traditional fighters–moves connect with much more “oomf!” This, combined with the games fantastic visual design and animations make the action taking place especially captivating. Controls are surprisingly fluid considering the tiny joystick and it is also important to note that custom controls will allow you to find a control scheme suited to you. You do not have the same precision compared to the GameCube controller of course but you still feel confident in the control you have over your fighter.
A drawback of Super Smash Brothers Brawl was it’s limited online multiplayer options, and Smash Bros. 3DS has made strides to improve upon Brawl’s previous matchmaking system. Players who prefer to play Smash recreationally will enjoy the “For Fun” mode and those looking for more of a challenge will feel at home with 1 versus 1 no item ranked matches featured in “For Glory”. We still do not have complete freedom over how we can choose to fight an opponent that isn’t on our friends list, or a true online leaderboard, but hey, it’s a pretty good step in the right direction.
Regardless of the hurdles you will have to overcome with the circle pad and online play, this is still portable Smash. Being able to play Smash anywhere pretty much solidifies Smash Bros 3DS as a must have for any fan. Smash 3DS has a great mix of chaos and balance; I believe it will prove itself as a very satisfying purchase for Smash Bros. enthusiasts. Super Smash Bros. is perfect for on-to-go playthroughs, and has found a nice home on the Nintendo 3DS. It’s time to settle it in Smash anywhere you go.
9.5/10
Dakota Lasky
Director/Producer of Apex Tournament Series, Top 16 Smash Bros Players at Nintendo E3 Invitational
Smash 3DS starts on a strong foot with its culmination of clashing generations, as veteran characters attempt to ward off the enhanced utility and power of the newcomers, many of which come prepped with character-specific systems like Robin’s magic or Duck Hunt Dog’s tin cans. To my surprise, the returning cast, who have changed very little in the grand scheme of things, are able to hold their own against the next generation. Upon this recognition, I knew there would rarely be a dull moment in Smash 3DS.
The starting roster already features quite a selection of unique fighters, from close-quarters supreme Little Mac to the dreadfully effective Rosalina & Luma, but it isn’t until the full roster – 51 characters including the three Mii Figher types – that the diverse selection becomes practically overwhelming. There are more than enough characters to fit any kind of playstyle or personal preference.
Then again, this isn’t new to the Smash series. The difference now is that multiple kinds of fighter are viable in play as opposed to simply the ones who can move the fastest and land the most hits. Heavy hitters like Bowser and King Dedede are some of the most potent threats in the game thanks to a number of subtle changes made to the game’s engine, systems, and stage design. Larger blast zones and removal of chaingrabs universally increase viability across the roster, allowing for a larger frequency of different matchups.
Indeed, Smash Bros. for 3DS is a game about subtle changes. Many design choices are clearly modifications of the ways of Super Smash Bros. Brawl, and they often go far beyond the removal of chaingrabbing or even tripping. More often than not, they are positive changes.
It’s clear that the developers wanted to make offensive play more appealing by offering more incentives to approach and deal damage, such as the removal of grab armor, a mechanic found in previous Smash games that gave invulnerability frames to grabs. Now, players do not have to fear being grabbed while attempting to land an attack. The addition of substantial cooldowns upon airdodging into the stage also helps create a more offensive game, as players can no longer land on the ground safely with an airdodge.
On the other hand, the developers oddly decided to change how characters are affected by attacks while in shield. In previous Smash games, if a player is holding their shield at the edge of a platform or the stage, they can be pushed off if an opponent’s attack lands cleanly. This provided incentive for players to attack offensively against players in their shield in certain positions, as players who are pushed off stages/platforms in their shield are put into a vulnerable position. Players can stay in shield at an edge without fear of moving, giving them stronger defender’s advantage. It’s quite frustrating to land a smash attack on someone’s shield while on the ledge, only to be awkwardly on top of the opponent who would be otherwise falling off-stage and giving me a better position. Pushing someone off the stage would also incorporate the new ledge mechanics, but alas, a missed opportunity.
Without platforms or unique stage gimmicks to create a presence, matches on Final Destination can devolve into one of the players standing at a edge with their shields ready, looking to land a back-throw. Of course, you can try to roll around them to get behind them, which is a good option considering how absurdly fast and good rolling is in this game. Though buffed, rolls are thankfully still punishable, especially with the increased speed across most of the cast.
Speaking of Final Destination, prepare to duel your foes on this stage over and over again. Not only is For Glory mode played with only Final Destination and its many variants, but the vast-majority of non-Final Destination stages are borderline unplayable. Creative stage design is thrown out for over-powered stage hazards and stages where you can barely have a clean fight with your opponent. Further, the endless matches on Final Destination leaves an empty place in one’s soul after quite some time. The developers would have made more effective use of their time creating better stages that foster fun gameplay with fresh stage constructions and platform placement.
Instead, I found much of the fun packed into Smash 3DS by way of learning the intricacies of my characters and learning how to duke it out against specific enemies. While fast-paced, the game still remains an open sandbox of strategies and combinations like the Smash series has always been. Smash 3DS rewards not only quick decisions and reactions, but also forethought, conditioning, and planning. Watching high-level Smash 3DS is like watching an extremely intense game of Rock-Paper-Scissors, in which each player is constantly trying to counter their opponent’s options with a better one or a direct counter, and finding ways to breach their opponent’s approaches, patterns, and defense.
Smash 3DS is not about the combo, but the hard read, conjuring a truly exhilarating experience joined by the ridiculous amounts of KO power in many individual attacks. Correctly punishing a roll with a charged smash attack or tracing an opponent’s descent to punish their landing feels extremely satisfying and rewarding. The game is much more enjoyable when you let your brain play alongside your hands. Thankfully, the game provides ample opportunity for most of the cast to combo and follow-up on some attacks and throws. More importantly, however, Smash 3DS rewards fast and smart behavior.
If you’re a Smash veteran, a lot of that will be pretty familiar to you, and overall the game does feel very familiar and comfortable with itself in its entirety. There is no appeal to the grandiose like with Brawl’s choir chanting theme or the drama of the Subspace Emissary. Smash 3DS is about getting you right into the action, whether to fight a friend or a random opponent to unlocking new bits and pieces to add to your experience.
Both local wireless and internet functionality can be paralyzed by gripping lag, but the experience overall is ridiculously improved over Brawl’s Wi-Fi. Solid connections are fortunately frequent, making even full lobbies possible with negligible lag, if any at all. Playing online is now as good of an option to practice or play for fun than ever before in the Smash series.
From a competitive standpoint, sure, unlocking all the characters, stages, and custom moves can prove to be a logistical nightmare. But from a simpler perspective, as if I were to embody my childhood self once again, I derived an unquantifiable pleasure from unlocking all of what Smash 3DS has to offer. Blasting through Smash Run or Trophy Rush to grab boxes adorned with the logo of a wrench, or struggling through Classic mode at the hardest difficulty, all to find out what treasures I walked away with – that’s the sense of discovery I missed in the series and I’m glad it has returned in full form.
Still, Smash 3DS, through and through, a single-player experience, which has its good sides and the bad. Taking Smash where ever I go and having my own personal screen is a dream come true. There is never a bad time or place to whip out the 3DS and have a go at All-Star mode or a local wireless match.
But then, the game can sometimes become lonely. Smash 3DS offers no voice chat option, even for playing with friends. You can’t even add someone to your friends list after you’ve played them online. And, the worst of it all, Smash Run was needlessly nerfed as players cannot interact with each other during the “run” portion of Smash Run. These interactions – fighting a friend over nearby stat boosts or trying to steal a boss kill – made Smash Run much more fun than in its current form.
For what its worth, the game is satisfying no matter how you play it, which is something I cannot personally attribute to every Smash game. This time around, however, I find myself distracted from the competitive arena to indulge in item-filled forays and wonky stage battles. With special effects flying and the destructive crunch of smash attacks upon unsuspecting foes, even free-for-all battles are rampantly enjoyable.
Smash 3DS is undeniably addicting at its core, ushering you into the next match time and time again with its chaotic cast of fighters and its frantic, finger-flexing gameplay. The addition of For Glory mode, streamlining the capacity to play in a fair and balanced arena against another opponent, is only one of a multitude of highlights in this portable, platforming fighter.
Until the Wii U version, Smash 3DS is the best way to get your Smash on for the time being. Sure, the 3DS controls can be a bit janky, and the game will certainly look much better in full high definition, but this early taste is more than an appetizer. Smash 3Ds is just the first part of a huge, two-part meal that’s made to order. If you don’t already have a 3DS, you are more than justified in buying one just for this game.
9.0/10
Shawn Long
Editor at Nintendo Enthusiast and Playstation Enthusiast, Co-Host of Nintendo Enthusiast’s Youtube Channel
As the “casual” reviewer of Super Smash Bros. 3DS, I suppose I should talk briefly about my history with the franchise. I dabbled in Super Smash Bros. on the N64 but was never a hardcore fan of the game. I thought it was fun and frantic game, but I never saw the competitive side of it. I didn’t really get a good taste of Smash until I was in my early 20’s and working at Gamestop. On Friday nights after work we would link up a bunch of TV’s, get some food, and have some friends come in and play Super Smash Bros. Melee and Halo 2 all night. I was never any good, I didn’t understand the technical aspects of the game, but I had fun. Super Smash Bros. Brawl was the same thing, but Smash never manged to give me the feeling of something like Street Fighter 2: Turbo would in relation to a “competition” spirit.
I love Nintendo and their franchises though, so getting Super Smash Bros. is always a priority for me. The 3DS version seemed like a good fit for me, as I love playing fighting games on handhelds because you can literally practice your skills anywhere, instead of being tied down to a console. The character roster seemed solid, and after playing the demo, I was hooked. So is Super Smash Bros. 3DS the best fighting game on the system?
The first thing you will notice in Super Smash Bros. 3DS is the insane amount of content that was put into this game. When taking the technical aspects of the 3DS into consideration, it’s rather impressive to have such a large and diverse roster of characters and content. The new additions such as Pac-man, Little Mac, Mega Man, and Duck Hunt Dog bring back rushing feels of nostalgia that retro gamers will feel right at home with. Trophies are varied and impressive, and the graphics look gorgeous and flow very fluid when playing. The music sounds fantastic, and even the voice samples used are very clear and abundant. Nintendo did an amazing job on the aesthetics of the game, and it really pushes the 3DS.
For fans of single player gaming, Super Smash Bros. 3DS offers a great variety of modes. Aside from the simple Smash (basically VS. mode), the big addition to the game is Smash Run. Smash Run has you taking a selected character and guiding them through a cavern-like platforming area featuring characters from various Nintendo franchises. You collect power-ups and at the end of 5 minutes, play a randomly selected Smash mode against 3 CPU opponents who have been collecting power ups as well. Smash Run is an interesting idea, but some of the characters don’t feel “ready” for platforming. Characters like Luigi, Mario, and Link all platform with ease, but someone like Little Mac has trouble making jumps. You can equip power-ups to help ease the difficulty of the jumps and increase your characters ability, but those have to be collected by playing various modes.
Single player also features Classic Mode in which you fight random characters and then the final “Hand” boss, All-Star mode which has you fighting characters from different time frames, and Stadium mode which features games like Target Smash and Home Run challenge. The amount of content is so vast that you can play for literally hours and still have a fresh experience from the variety of the modes offered. Also new to the series is the ability to customize characters. You can choose to customize a Mii character and change their ability and appearance. You can also customize in-game characters and give them different moves, which can keep things exciting. The single player is a fantastic experience, but does the multi-player manage to match up?
On most accounts, yes. The main concern was the fact that Super Smash Bros. Brawl for the Wii had atrocious online lag, which made many matches unplayable. While there is some lag still present in the game, it’s much more subdued and more than likely tied to your internet connection than Nintendo. 9 out of 10 matches are smooth and lag-free, but there is the occasional lag-fest that just makes the match a pain to finish. Online has two different modes: For Fun and For Glory.
For Fun is pretty much how it sounds. No records are kept, items are in play, and it’s more just for the total Smash experience rather than a competitive one. Sure, it’s always fun to win, but For Fun mode takes away the stress of the needing to win. For Glory is the opposite of this. With accurate stat tracking, no items, and maps stripped of all elements of chaos, it’s for those looking to increase their competitive abilities. You can play 1 v 1, Smash (4 players) or Team Battles. Having played both, I did manage to have fun in For Glory, as long as you find a character that suits you. It can be a humbling experience to see how good some of the other players are, but very satisfying when you manage to beat someone.
All in all, Super Smash Bros. 3DS is a fantastic experience. While it might not replace Street Fighter in terms of my favorite fighting series, this edition of the Smash franchise makes it come damn close. With a large variety of Single Player and Multiplayer fun to be had, there is something for everyone in Smash Bros. Whether you are a fan of classic Nintendo franchises or a fan of fighting, Super Smash Bros 3DS will bring a smile to any 3DS owners face.
9.5/10
Max Krchmar
Competitor, Commentator, Streamer, and Tournament Organizer at Hitbox Arena
October 3rd has come and gone, and Super Smash Bros. for 3DS is finally upon us in North America and Europe. Although the game has only been available stateside for a few days, I was lucky enough to grab a Japanese 3DS and downloaded the game from the eShop three weeks ago, so I’ve had a lot of time with the game so far. As a competitive Smash player, I delved straight into For Glory mode and local versus matches after unlocking the cast. Overall, I really love the game, sans a few little flaws that are either easily overlooked or possibly patchable by the developers in the future. (Disclaimer: I have no knowledge as to whether or not there are plans to patch the game.)
Since Versus is by far the mode I’ve put the most time into, my review will be exclusively about the multiplayer aspect of the game.
CAST
The cast of this game is brilliant–it’s chock-full of familiar faces, as one would expect from a Smash game, and Sakurai and his team added some really flavorful newcomers. The Duck Hunt duo, Bowser Jr. in his Koopa Clown Car, and Shulk certainly came as a welcome surprise, and others like Rosalina & Luma, Little Mac, and Villager felt right at home. Each of the newcomers has some sort of gimmick or mechanic that sets them apart from the rest of the cast, and they feel extremely fresh.
I docked 0.5 points because even this great roster leaves something to be desired. After all, it’s very difficult to please everyone when making a game like this, but some of the cuts from Brawl were painful (Wolf, Snake, and Lucas especially), and there were a few newcomers that fans are still screaming for (Ridley, King K. Rool). Hopefully some of these characters will make their way back to the series via downloadable expansion packs or something, but again, I have no clue if such things are in the works or not.
BALANCE
If there was ever a Smash game in which no character feels particularly weak, it’s this one. Granted, these words should be taken with a grain of salt because nobody has had the game for much more than three weeks and the metagame needs multiple years to fully flesh out for players (even the wisest among us) to determine who’s good or bad, and to what degree. Regardless, it really feels like Sakurai went to great lengths to make sure no character was downright bad, and it shows when you play the game. Although a few feel generally weak and some have shown to be very strong very early, that doesn’t seem to mean much in the long run, because the gaps between them don’t appear to be overwhelming.
As time passes and more tournament data becomes available, we’ll find out just how balanced the cast actually is. However, many other competitive Smashers have also gotten the initial impression that the whole cast feels pretty solid overall, which is comforting.
There is one tactic, though, that has shown to be utterly gamebreaking and unfair for play at any level, casual or competitive. Myself and another player from New York, Jtails, discovered this tactic and brought it out in a tournament this past weekend. You can view the footage here: https://www.youtube.com/watch?v=x60Rvt4kjXg
Basically, what’s happening is that Pikachu’s Thunder fills Mr. Game & Watch’s bucket in one shot. Some moves in this game will fill two or three charges at once instead of one, like in previous iterations. When Game & Watch releases the oil spill, since Thunder is a powerful energy move, the oil is powerful enough to KO targets even at 0%. This allowed us to take four stocks from the opposing team in 17 seconds, a record speed. They even tried using Pikachu and Game & Watch themselves after their other team compositions fell easily. This team combination is completely thoughtless and way too easy to win with, and either the game needs to be patched to remove this exploit or Mr. Game & Watch will be banned from doubles tournaments.
STAGES
Alright, this is by far the weakest point of this game. While I have high hopes that the Wii U version will introduce a lot of competitively viable stages (no damaging stage hazards or intermittent factors such as side scrolling, walk-off edges, wacky transformations, ceilings, walls, the list goes on), as a tournament player, I’m certainly not satisfied with the stage list presented to us on the 3DS. The competitive community has already agreed to ban almost every stage except Battlefield, Yoshi’s Island, Final Destination (all of which were already in Brawl), and Prism Tower–which is on shaky ground in terms of legality anyway. Every single other stage has some sort of quality that makes it completely unfit for tournament play.
Although the option to set stages to Omega/Final Destination mode helps change up the scenery, it does nothing to supplement the diversity of actual stage layouts. Playing on a flat stage with no platforms all the time gets boring. While it seemed like Sakurai put this option in the game to appease competitive players, I feel like forcing us to play almost exclusively on Final Destination style stages is a gross misunderstanding of how we do things. Competitive Smashers love platforms and unique stages, as long as they aren’t intrusive to the player-versus-player element of the game that we use to test skill. Fortunately, the developers have promised a different stage list for the Wii U.
MECHANICS/ENGINE
I love the overall changes made to the physics of the game since Brawl. Air dodging into the ground now makes characters suffer a considerable amount of landing lag, unlike in Brawl where they were very difficult to punish. There’s a good bit more hitstun, allowing for a lot of true combos but also not locking you down forever once you’re hit, so there’s a good deal of interaction between players. The combination of higher hitstun and a laggier air dodge means that offensive sequences can last a while, which is very entertaining both to perform and to watch.
Couple this with the new ledge mechanics, which don’t grant invincibility upon consecutive ledge grabs until the character either gets hit or touches the stage, and stocks can melt away rapidly–again, fantastic for both players and spectators. The feeling of having your opponent’s back to the wall is very satisfying, and when you’re on the receiving end, it’s super intense. Brawl was harshly criticized for the extreme viability of defensive actions, and there were clearly great steps taken to remedy that.
CONTROLS
The 3DS kind of hurts to play such a fast-paced game on. I feel like this system is much better equipped for slower games, like turn-based Pokemon or non-control-intensive Zelda. I find my hands cramping up after extended periods of play, and the lack of a real analog stick or a C-stick is disappointing. I’m very upset that the Circle Pad Pro isn’t compatible with Smash–it seems like such a peripheral was specifically designed for a game like this. This is the aspect that leaves me most anticipating the Wii U release.
That said, having access to portable Smash is a blessing in itself, so I’ll deal with the limitations and pain for the sake of having sessions in the car, on the train, in the park, in bed, or wherever there’s another player or a wi-fi connection. I definitely overlooked this awesome aspect of the 3DS version before owning it, and this will inevitably give players a reason to hang onto it even after it becomes available on a console.
I feel like any less of a score than a 9/10 would be a disservice to this fantastic game. All in all, Super Smash Bros. for 3DS feels great, and anything left to be desired will be automatically fixed once the Wii U version strolls along (hey, are we ever gonna get a release date, by the way?). I’ve played this game virtually nonstop since 11 A.M. on September 12th (midnight on the 13th in Japan), and I plan to continue doing so until my fingers fall off, my eyes bleed out, or the world ends–whichever happens first. For any skeptics, rest assured that playing this game is a wonderful experience, and you’ll be able to do it with a GameCube controller soon enough.
9.0/10
-Final Scores-
Joe Cribari: 9.5
Dakota Lasky: 9.0
Max Krchmar: 9.0
Shawn Long: 9.5
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