Posts Tagged ‘super smash bros. brawl’

Game Overview: Post 16-Bit, Pre-Current Gen Runner-Up

Thursday, June 19th, 2008

This final runner-up was the smash success sequel to a radical idea from Nintendo that, surprisingly, almost didn’t even see the light of day on US soil. Today we examine the best-selling game on the Gamecube, Super Smash Bros. Melee.

Runner-up: Super Smash Bros. Melee

The idea was so brilliant, I’m surprised no one came up with it earlier. Take the most famous, recognizable characters from Nintendo’s varied franchises and toss them all together in a game where they can pummel the crap out of each other. Melee refines the concepts first introduced in the N64 classic by adding in dodges, another special move, more dynamic stages, and way more characters.

If you don’t quite get why this game belongs on this list, consider the following. Super Smash Bros. Melee was a launch title for the Gamecube, launching on 3 December 2001. The sequel, Super Smash Bros. Brawl, launched 9 March 2008. Over the six and a fourth years that SSBM was out, I can honestly tell you that I played Melee for a significant percent of my multiplayer game time over that span. That’s a game with legs! The game itself was something that I enjoyed playing even beyond the life of the Gamecube.

There are gamers out there who have never played Smash Bros. and there’s also a large number of gamers out there who actually find the series unplayable or don’t believe it to be a legitimate fighter. They may have some sort of a point on the fighter status, but, in my book, I think this is a rather good thing. Take your typical fighter: Virtua Fighter or Soulcalibur. You could spend ages trying to learn all of the moves and intricate engine of the game. Even once you know all these moves, as Yahtzee has said, you’re still prone to losing on a bad day to a button mashing monkey.

OR you can have a relatively simple fighting system like Smash Bros. with four special moves coupled with attacks in all directions on the ground and on the air. That’s the entire moveset for every character. Sure, some moves have slight intricacies to them that take a while to master, but Smash Bros. is a wholly accessible fighting game that totally rocks.

The last thing worth mentioning is the intricate statistics tracking system upgraded from the N64 game (but, sadly, downgraded for Brawl…WHY!!!). Anyone who’s spent any degree of time with me knows that I LOVE gameplay statistics and being able to keep track of all the intricacies of your game time is way cool. My dream, one of these days, is for these statistics to start including vital weights so that when your buddy starts playing on your system, but only has half the gametime you’ve logged, you can actually compare stats in a meaningful way.

The original Smash Bros. had the best commercial, so here it is:

SSBM in 8-Bit:

And that’s that for Post 16, Pre-Current. Tune in tomorrow for the best of the PC (pre-current gen) and the rest of the week for the runner-ups. Don’t forget that next week we’ll finally have the tops of the current gen!

Game Overview Special Tuesday Edition: Obsessive 100%

Tuesday, April 22nd, 2008

If any of you clicked over to Leigh’s post at Sexy Videogameland about obsessively completing games, then you already know where I’m about to go with this post. If you didn’t, here’s yet another link.

Call it a personality disorder, but I have an obsessive need to unlock the full 100% potential for video games that I enjoy. I know what you’re thinking, if he’s gotta include the “enjoy” caveat, it’s not really obsessive then, is it? Let me tell you, that caveat did not come easily. It took years of mental conditioning to be able to realize “Hey, I want to play too many other games to go at this pace on such a crummy game…” Once I did finally realize that forcing myself to 100% complete a game that, honestly, wasn’t worth it, I’m was able to log off of Gamefaqs and get onto another game that will eat up my time. You see, since I’m a university student, I do have more time to play than 9-5ers, but I don’t have as much time as when I was in high school because of classes, exams, homework, and trying to maintain a social life (kids, stay away from World of Warcraft).

Where do I draw the line? Mainly wherever it’s going to just take too much time to be worth it. I loved Final Fantasy X, but when the game asked me to dodge lightning something like one hundred times in a row to get an ultimate weapon, I said screw it. My party was tough enough that I wouldn’t need that one ultimate weapon just to kill Sin. If it wasn’t, I would train up and make do. There were other, less time-consumingly stupid sidequests that I could go waste my time on.

The advent of the Gamerscore on Xbox Live! has brought up some really interesting issues too. Before achievement points and worrying about increasing my Gamerscore (I know it’s low, but I don’t have the time to be a real achievement point whore), I honestly never worried about fully completing an action game or a music game. I’ll tell you which achievements I can resist though - Guitar Hero 3’s asininely stupid ones like playing through the career mode on a controller instead of the guitar (really? play through on my controller for ONLY 15 achievement points), winning 500 matches (grind, anyone?), or even playing through a song on expert with the sound settings turned down (no sound in a MUSIC GAME?). The Rock Band achievements are much less idiotic. Fully completing cities, completing career modes, achieving milestones in the World Tour mode, these are all acceptable to me.

My first Xbox 360 JRPG introduced a new dastardly trick to entice me to get full completes on games that don’t deserve it. Lost Odyssey, mind you, is not one of them, but my progress to the end of the game has been halted by the achievement point list that includes optional bosses and leveling up all the characters in my team. It’s definitely brilliant because those side quests, in other RPGs, usually include neat story details about the characters that you wouldn’t see otherwise, they give you sweet weapons and armor, and they also satisfy my need to fully complete an RPG that I love.

Just because I’m able to resist these urges more and more nowadays doesn’t mean I’m fully out of the woods. I was trying to burn through MGS and MGS2 to complete the series before MGS4’s launch in June, but now that I’m on MGS3 and June’s far away, I’ve taken it upon myself to hit up Gamefaqs to find out where all the Kerotans (strange little frog thingies that you have to shoot) are and all the different types of food so that I can get a whole bunch of sweet bonuses after I complete the game. Persona 3: FES launches today, but will be in Gamestop waiting for me tomorrow, and I have no idea what I’m gonna do about all the Social Links. After reading Leigh’s article, I convinced myself that I should just play the game naturally, but then I went and watched the 1UP show and learned that the Social Links that you max out contribute to your ending. How could I not try to max them out and get the best possible ending now?

I will admit that part of my completionist nature comes from the fact that I have a lot of games on my plate and I want to get to them all. If I can beat them all 100% the first time through, then I don’t have to play them again to see the stuff that I missed. People usually ask me about this when they see me browsing Gamefaqs or another walkthrough when playing a video game, either asking “Why don’t you just finish the game if you can?” or “Why are you looking at the guide? Why don’t you figure it out yourself?”

The answer to both has to do with enjoying the storylines of games oftentimes a lot more than the gameplay. If it’s a good game, I want to see as much of it as possible, so I bother with the sidequests to learn more about the characters. Anyone who has ever wandered through the Phoenix Cave in Final Fantasy VI knows how incredibly moving (maybe this is just me) it is to see Locke passionately search for the one thing he has heard can save Rachel. Most people, I like to think, were moved when (SPOILER ALERT) the Phoenix failed to revive Rachel (/SPOILER ALERT). It’s little touches like this that go to flesh out just why Locke is so committed to protecting Terra and Celes once he meets each woman.

If it’s a bad game, heck, I just want to be done. I don’t care about figuring out the strategy to kill a poorly designed boss with a character I don’t give a damn about. I don’t care about figuring out the proper path through a bland Zelda-ripoff temple. It’s just not satisfying since by that point I’m playing the game only because I like to finish what I start.

Adventure games are the exception to this. I oftentimes love the game, I’m just not willing to try and figure out how I’m supposed to use the chicken with the tree to save the monkey in the swamp. The game type just asks you to think too much like the designer to complete mentally unnatural and unintuitive tasks. Yahtzee makes some good points about Adventure game design in his review of Zachkand Wiki that I totally agree with.

In the end, I guess I’m not that bad about obsessively completing a game, but when the design is just so well-done as to encourage the player to do it, I honestly can’t resist. When you have a screen full of little glass windows to smash open for Super Smash Brothers Brawl, who can resist the urge to just go for the unlockables? Those trophies and stickers are also so cool…

Embedded Reporter: Snake Eater

Monday, April 14th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

If you’ve been reading this site since its inception, it’s no surprise that I’m on a bit of a Metal Gear kick at the moment. Back before Super Smash Bros. Brawl hit the shelves, IGN posted a video feature showing strategies for effective use of Solid Snake as a brawler. The music they used for the feature immediately caught my ear and I fervently hoped that it would appear in the game.

Cut to this weekend when I was playing through MGS2 and I remembered the tune and something I’d heard about the opening theme for MGS3 being Bond-esque. Well I found said tune on Youtube, along with the opening animation (see below) and then Min and I immediately started the unlocking process for the instrumental version of the song included in SSBB.

I also found a steal on eBay, all three MGS soundtracks (a total of five CDs) for $28.99, so I’ll have a .mp3 version of my latest musical obsession, “Snake Eater,” very soon.

So, without further ado, enjoy the opening of MGS3 and “Snake Eater.”