Super Smash Bros. Brawl First Impressions

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Posted March 11th, 2008 at 3:03pm

by Kit Pierce

Just picked up my copy of Super Smash Bros. Brawl, and I’m in heaven. Graphics are sharp, gameplay is fluid, the number of options is simply overwhelming, and the online play has been smooth.

And I suck.

I admit it: this is the first Smash Bros. I ever really played aside from the demo kiosks at Target, once upon a time. It’s hard to get a real feel for a game when you get reset every five minutes. Not one to give up, however, I’ve been sticking with it.

Unlike other fighting games that feature fairly significant characters and fighting styles, Smash Bros. take a nice approach to the control system of the game: Each character fires off their moves in the exact same way. No forward-back-quarter-forward punch for you, mister. Each character has different moves and effects (at least to start — I know there are some clone characters in here), but the execution of the moves is all the same. Now, I can pick any character I care to, punch a couple of buttons, and I have the basics. This system invites the player to explore and actually play, and that’s a good thing for a game. Some of the characters appeal to me over others already, but this is normal. As I investigate the game more, and try other players, I’m sure their nuance will come to me — I’m looking at you, Olimar.

My six-year-old and I are having a grand old time. As soon as I get back to the Wii and jot down my friend code for posting here, perhaps I’ll see you online.

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