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Super Smash Bros. Brawl

Stage 2 : Analysis
by Rob Galbreath (2008-03-10)


Stage 1: Impressions

Stage 2: Analysis

Stage 3: Evaluation

With some of the best CG on the Wii, all of the characters in Subspace Emissary feel accurately portrayed based on their personalities and recognized attributes from over the years. As soon as Link sees Zelda in trouble, he immediately takes action as the Triforce of Courage has led us to believe he would; Pokemon Trainer is confident, but follows the 4Kids persona very well; Luigi's frightened and flimsy style is all over the videos, and King Dedede is as amusing here as he was in Kirby's Adventure.

Every stage in Subspace Emissary is a 2D platforming level, with original, detailed backgrounds. The many levels are incredibly diverse, in style, music, enemies and objects to play with. For instance, one of Donkey Kong's areas contains Koopa Troopers and Goombas, with the barrel blasting and music taken straight from Donkey Kong Country. Players can also use stickers to raise each character's stats, which is great for people who enjoy stat management (and necessary if you intend to conquer the hardest difficulty). The pacing between gameplay and cinematic scenes is top notch, except for some obnoxious load times between selecting characters and playing with them. For long-time Nintendo fans, many of the character interactions will make you smile like you were six years old again.



"Oh snap!" moments happen often.


Expect these and more surprises along the way, including the ability to choose among 2-4 characters who assist you. If there's only one character and two people are playing, both players will use the same fighter. Co-op in Subspace Emissary adds replay value by itself, but finding hidden rooms, trophies and items with a buddy livens the experience even more. This applies to most other modes, such as Home Run Contest, Target and Event, in which two people can now cooperate and compete.

Connecting with friends online is a breeze (and practicing on Sandbag while waiting on others is genius!), but those wanting to watch will really enjoy Spectator mode, and maybe even learn a few tricks from other players. Saving stages, photos and video is extremely fast with virtually no waiting time at all, and your SD card finally has a purpose when you run out of space on your system. Transferring photos to your computer with said memory card couldn't possibly be easier.



Snapping and sending pictures is a hobby in itself.


Coin Launcher is certainly more interactive than Melee's gumball machine, and an amusing distraction in itself. Gambling in Spectator Mode, or just playing through other modes in general should give players enough coins to keep launching and winning trophies. Once collected, trophies can be admired and read about, and in a step up from Melee, arranged in pre-made environments. Imagine a young child making a story using dolls or action figures and you'll understand the point of this mode. New settings can be earned by meeting certain conditions, and players can take photos of their set-ups to send to friends.

Super Smash Bros. Brawl is not without a few faults, however. While the fast online gameplay is impressive for a free network, lag has been a problem in a few matches, which can kill the opportune moments of faster characters. The game is also slightly slower than Melee, in terms of attacks and general speed. Most players will never notice it, but hardcore players should be prepared to adapt. Long-time fans of certain characters like Peach will notice significant changes to downfall, speed and jump height. One experienced Peach player hated the changes; a different, newer Peach player thought she was a great character. Characters like the Ice Climbers and Bowser do feel more balanced this time around, although newcomers like Ike and MetaKnight seem a little overpowered.



Final Smashes make for unpredictable matches.


As of right now, Brawl is remarkably close to receiving The Wiire's first A+. The reason why I'm mentioning this now is because the final review will not be set in stone until next week. The Wiire is doing this because it's important to note that the online experience and overall gameplay should be something enjoyed for years, but issues like server lag may hinder that enjoyment.

In the meantime, players are encouraged to exchange their Friend Codes on our message boards (although you need both Wii code and Brawl code in order to play online and exchange screens/videos). Feel free to fight against the community, or even some of our staff, and we'll see just how long Brawl can handle itself after the consumer launch!

< Stage 1: ImpressionsStage 3: Evaluation >


Stage 1: Impressions

Stage 2: Analysis

Stage 3: Evaluation