Post by Pikachu on Mar 10, 2008 2:46:02 GMT -5
Ok, played it quite a bit today. Some initial thoughts and notes:
The biggest thing I noted was how the air dodge changed. You don't get a float anymore, but it's a simple dodge in the air and you maintain your inertia. I think this means wavedashing is gone, unless the Japanese found another means to do it.
Cheap bastards like Marth and Sheik have more recovery lag on their previously spammable moves. They're still somewhat spammable, but you can't juggle with just tilt-A attacks at lower percentages anymore. This doesn't mean crazy fast, high priority attacks are gone. Pit and Meta-Knight are looking to be quite good. On the subject of animations, the animation is quite fluid, but as such, it feels like frames in general have been increased,so the game actually feels a little slower. I might be imagining this because it's a new game, but time will tell. I hope this game turns out to be balanced, because Wi-fi holds good possibilities for comp.
Controls with the Wiimote/Nunchuck isn't bad at all with a little customization. That said, I'd rather play with the GC controller. I've just played Smash Bros. like that for too long to want to adjust. It's not the Wiimote's fault, but I just don't want to block using my left hand. Hitting the left trigger has always been difficult for me.
Game modes are more or less identical. They have Classic mode still, Home Run Contests, Multi-Homo Brawl (no homo), Target Practice, and of course, the Adventure mode... now called Subspace Emissary.
Subspace Emissary is side-scrolling goodness. Think of the Adventure mode, with LOTS of levels, and story. No dialogue at all in the entire thing, either. It's freaking fantastic. They did a good job making the characters emote rather than speak, which has a surprisingly endearing quality to it. Well, not completely true. I still speak in Subspace Emissary, but my dialogue is easy. The plot itself is simple, yet not. It isn't challenging to understand, but is complex enough to make it feel like things are happening. I was looking forward to this mode and it didn't disappoint overall. The downside is in certain parts of level design, where things are just frustrating rather than difficult, especially when they force you to play new characters. Still, these nuisances are far outweighed by the good.
I have a lot of features and little things to still experience in the game. One doesn't cover the entirety of Smash Bros. in a short while. I'll check out Wi-Fi on a night where I am confident my connection will be stable.
Edit - I haven't dicked with the Final Smashes yet, because they didn't come up much during Classic mode. The only ones I've seen are Luigi's and Fox's.
Luigi creates this huge distorted orb which keeps damaging you. There are probably more properties to it that I don't know about, but otherwise it has no stopping power. It's like having Fox shoot you with his lasers no matter where you are.
Fox jumps into his Landmaster. That's right. He leaps into a fucking tank for around 10-15 secs. It's armed with a large cannon. It's pretty big as well... I used this as a part of the second Event mission, and it's half the size of Great Fox on the Corneria stage (identical to the one on Brawl). It's lol big. Those who have played Starfox know the Landmaster can jump as well. Woe to those who do not know how to dodge. In short, controlling the Landmaster is like moving around a hitbox on screen, and a projectile.
The biggest thing I noted was how the air dodge changed. You don't get a float anymore, but it's a simple dodge in the air and you maintain your inertia. I think this means wavedashing is gone, unless the Japanese found another means to do it.
Cheap bastards like Marth and Sheik have more recovery lag on their previously spammable moves. They're still somewhat spammable, but you can't juggle with just tilt-A attacks at lower percentages anymore. This doesn't mean crazy fast, high priority attacks are gone. Pit and Meta-Knight are looking to be quite good. On the subject of animations, the animation is quite fluid, but as such, it feels like frames in general have been increased,so the game actually feels a little slower. I might be imagining this because it's a new game, but time will tell. I hope this game turns out to be balanced, because Wi-fi holds good possibilities for comp.
Controls with the Wiimote/Nunchuck isn't bad at all with a little customization. That said, I'd rather play with the GC controller. I've just played Smash Bros. like that for too long to want to adjust. It's not the Wiimote's fault, but I just don't want to block using my left hand. Hitting the left trigger has always been difficult for me.
Game modes are more or less identical. They have Classic mode still, Home Run Contests, Multi-Homo Brawl (no homo), Target Practice, and of course, the Adventure mode... now called Subspace Emissary.
Subspace Emissary is side-scrolling goodness. Think of the Adventure mode, with LOTS of levels, and story. No dialogue at all in the entire thing, either. It's freaking fantastic. They did a good job making the characters emote rather than speak, which has a surprisingly endearing quality to it. Well, not completely true. I still speak in Subspace Emissary, but my dialogue is easy. The plot itself is simple, yet not. It isn't challenging to understand, but is complex enough to make it feel like things are happening. I was looking forward to this mode and it didn't disappoint overall. The downside is in certain parts of level design, where things are just frustrating rather than difficult, especially when they force you to play new characters. Still, these nuisances are far outweighed by the good.
I have a lot of features and little things to still experience in the game. One doesn't cover the entirety of Smash Bros. in a short while. I'll check out Wi-Fi on a night where I am confident my connection will be stable.
Edit - I haven't dicked with the Final Smashes yet, because they didn't come up much during Classic mode. The only ones I've seen are Luigi's and Fox's.
Luigi creates this huge distorted orb which keeps damaging you. There are probably more properties to it that I don't know about, but otherwise it has no stopping power. It's like having Fox shoot you with his lasers no matter where you are.
Fox jumps into his Landmaster. That's right. He leaps into a fucking tank for around 10-15 secs. It's armed with a large cannon. It's pretty big as well... I used this as a part of the second Event mission, and it's half the size of Great Fox on the Corneria stage (identical to the one on Brawl). It's lol big. Those who have played Starfox know the Landmaster can jump as well. Woe to those who do not know how to dodge. In short, controlling the Landmaster is like moving around a hitbox on screen, and a projectile.