Friday, October 3, 2014

Super Smash Bros. 3DS Review


The hype for Super Smash Bros. 3DS has been immense. Nintendo knows how to stir up gamers around the world. Everybody and their brother was ready to play when it launched Midnight, October 3rd. If early sales figures are any indication, Sakurai and Nintendo still know how to engage their audience's fascination. But can those titans satisfy the hype? So far, it seems Super Smash Bros. for 3DS is certainly a worthy attempt.

Right off the bat, a pleasant surprise is the graphics. Leading up to the release it seemed like the 3DS version was going to be replete with jaggies and blurry textures - there was apprehension that this version would only be an appetizer for the Wii U version. I'm happy to report that this is not the case. The textures and models are fluid and detailed, while the frame rate more then keeps up with the action onscreen. The controls are responsive as well. In my Demo Impressions there was some concern about adjusting to controlling Smash on 3DS, but after a spell it begins to feel natural. However, the larger screen of the 3DS XL is a huge advantage when compared to the classic 3DS or 2DS.

The gameplay of Smash 3DS is the same gleeful chaos as always. The fighting is fundamentally more solid than Brawl and with better balance. Some of the single player modes have been trimmed (Classic Mode is only 6 stages) or removed (Rest in Peace, Adventure Mode) but the same hectic, wonderful brawling is available in a myriad of forms. Smash Mode, where you beat on classic Nintendo baddies for power-ups then use those power ups in battle against other characters, is a cool new addition. Online Smash Run would have been a worthy addition, though.

               
Of course

Speaking of the Online, the same issues that plagued Brawl continue. Disconnection and Error Codes are a constant problem. When you do get online, unreal lag is often an issue. In 2014, that is unacceptable. After all the trouble with Brawl's Online Mode one would think Sakurai and Nintendo would have all the issues ironed out. Obviously, functional online is just not a concern for them. This might fly for the Japanese audience, for whom online play is not much of a concern, but Super Smash Bros. is a global sensation. A game so popular around the world would be well served by well built online functionality. Local multiplayer, obviously, is excellent and responsive.

The character roster is very interesting - a lot of new mechanics on display, especially from the newcomers. Many characters have moves that "leave things behind" so to speak (Villager's Tree attack, Pac Man's fire hydrant) which is a welcome strategic departure from the mono-a-mono brawling of many of the classic fighters. The balance so far feels very even. The new fighters tend towards being overpowered but that is to be expected. Some of the "clones" are poor choices for Smash though. Was Dark Pit or Lucina really necessary. particularly when Advance Wars, Golden Sun, or Wonderful 101 all lack representation? Or how about Bayonetta, K. Rool., or Takamaru? Anyone of them would have made a unique addition instead of more clones.

Ultimately, you know if you want to play Smash Bros. If you have a 3DS you're probably either out picking up your copy or already playing it. If for some reason you're still on the fence, no need to worry; Super Smash Bros. 3DS is not some ignored step child in the spotlight of the upcoming Wii U version. This is the full fledged mobile Smash Bros that fans have wanted since the first one.


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