So everyone has had a few months to play the new Smash Bros
game(s), and with reviewers throwing around some truly insane scores it might
be hard to understand where the differences are, and which Smash Bros game, if
any, could be considered the best.
Metacritic is often used as a credible yardstick for
reviewing anything in popular culture, as it creates a unique score out of 100
based on an average score from other reviewers. Given that Nintendo itself
seems happy to be endorsed by Metacritic scores it seems reasonable to use this
as a starting point for comparing the games; and it’s a pretty close run
contest, with the games scoring thusly:
·
Super Smash Bros. (N64)- 79
·
Super Smash Bros. for Nintendo 3DS- 85
·
Super Smash Bros. Melee- 92
·
Super Smash Bros. for Wii U- 92
·
Super Smash Bros. Brawl- 93
So as we can see there is not a lot between the top 3 games,
with Brawl emerging with a very slight lead. In this article I am mainly going
to compare these top 3 games. This is for a few reasons; firstly, comparing the
3DS and Wii U games as separate entities seems slightly redundant one is
effectively a port of the other, albeit with some minor technical and content
tweaks. Secondly, as the above scores suggest, Melee, Brawl and Wii U are
generally accepted to be of a notably higher standard than 64 or 3DS; and
thirdly, I feel these games are what people picture most when they imagine a
Smash Bros. game.
So, which is the stronger game? Well, let’s do a direct comparison.
Content
One of the key reasons for omitting Smash 64 is that, whilst
it hits all the right notes in terms of basic gameplay, it is somewhat lacking
in content. The presence of a large pool of content has been a key feature of
the series since Melee; this usually consists of unlockable characters, stages,
gameplay modes, trophies and, more recently, stickers, CDs and customisations. Since
Brawl, Smash Bros is also one of the few Nintendo series that embraces the
meta-gaming idea of “achievements”, with recent games featuring a challenge
wall that contains various unlockables as specific challenges are beaten.
The "Brawl Wall", as literally only I call it. |
In terms of miscellaneous content Wii U not only comes pre-packed
with huge amounts of trophies, CDs and customisations to unlock but also has
limitless potential to expand through DLC. As you play Wii U you always feel as
if you are building up your treasure hoard and giving yourself new avenues to
explore. First point goes to Smash Bros Wii U.
Characters
In terms of character count, Melee comes in at 26, Brawl
comes in at 39, and Wii U has 51 characters (with 1 being DLC), meaning in 3 instalments
the roster for the series has basically doubled. Obviously this gives general
weighting toward Wii U, as having a bigger roster automatically means more
variety and more combinations of characters. Moreover, whilst I feel both Wii U
and Melee are fairly balanced, Brawl has some real issues with balancing. There
is the infamous ban of Metaknight at tournaments, but even at a basic level the
core stats and functionality of characters varies too widely, and this is only
made worse with the introduction of the Final Smashes. These vary wildly in
usefulness, with some, like Fox’s, being an almost guaranteed win for a skilled,
whereas others, like Peach’s, being practically useless even for a veteran
player.
All 3 games are guilty of character clones, whereby a
character is effectively re-skinned and given some slightly different special
moves and gameplay attributes. Whilst I have no problem with this, it does
somewhat diminish the number of truly distinct characters that can be attributed
to the above roster counts. That being said, I would say that again Smash Bros
Wii U does the best job at making the clones it has inherited from previous
games as distinct from each other as possible whilst also making them play like
their previous versions. Furthermore, it does not introduce any more clones to
the series. In terms of characters, Wii U definitely comes out on top.
Levels
The level count between the games is a little closer than
the character counts, with Melee counting 29 stages, Brawl 41, and Wii U 47,
again allowing for DLC with the latter, and excluding custom levels for Brawl
or Wii U. The important factor with level counts is that there are enough for
variety, but not too many so that they are impossible to remember or learn. I
would say Melee had about the right number of levels, as a prolonged session on
Melee meant you would probably see each level every couple of hours, which
meant you had just grown eager to play it again when the random level select
throws you a wonderfully chaotic “Big Blue”.
For even more chaos, try Chin Mode |
For the levels themselves, I am personally against levels
that are too big or complex. Even the original “Hyrule Castle” is too big for
my tastes, as it can turn matches into a war of attrition, whilst also taking
the most important ingredient, pacing, out of Smash Bros. Both Brawl and Wii U
are particularly guilty of this, with “75m”, “New Pork City” and “The Great
Cave Offensive” being some of the worst offenders. There are some excellent
gimmicks in both of these games, with “WarioWare Inc.” in Brawl being a
particular favourite. Overall, however, I feel the level design in Melee has a
huge amount of variety, simultaneously being challenging and interesting whilst
also being fair to all players. For levels, it has to be Melee.
Modes
Of course, when anyone thinks of a Smash Bros game they
think of the frenetic multiplayer, which I will leave as a section unto itself.
Outside of this, there are the single player modes themselves, which for the
dedicated Smash players can provide almost as much mileage. Wii U once again is
certainly ahead in terms of sheer numbers, with some interesting mix ups to the
formula. Crazy Orders is a great risk/reward system, but doesn’t have much
variety or depth, whereas Smash Tour seems like a good idea but feels too
unpredictable to be reliably enjoyable. Crucially, however, Wii U lacks a solid
“campaign” mode, which Melee had in the form of Adventure mode and Brawl built
on with the Subspace Emissary. Between Adventure and Subspace Emissary is a
matter of preference, and although I have a huge amount of love for Adventure
mode I have to admit Subspace Emissary does an excellent job at introducing a player
to the entire roster and to get used to the variety the game has to offer.
Melee is a solid entry, but Brawl just takes it.
Multiplayer
Now, this is where the strength of having a large character
roster can start to backfire, as competitive multiplayer becomes a lot more
random as greater numbers of characters, stages and items are thrown into the
mix. When there are over 50 characters it is very difficult to remember how
each character plays and thus what to expect when fighting them. This is fine
during single player, when one is changing characters every few minutes. When
trying to master a character in competitive play however it becomes frustrating
having to keep track of such a large amount of information. It also requires a
much greater time investment to test all the characters, which will put off
company who are down with Smash Bros but don’t have the game themselves.
"I literally only own Waverace and one controller" |
This leads to me the conclusion that Melee has the best
multiplayer. It is well-balanced between all characters and stages, with items
never being too sporadic or over-powered. Moreover, for new players it is easy
to recommend characters to start out with (Link as an all rounder, Samus as
sniper, Jigglypuff for someone who wants to focus on surviving) whilst giving
experienced players a huge number of options. Seriously, of the dozen or so
serious Smash Bros players I know there is practically no overlap of character
usage in Melee, which is a testament to how well-balanced and interesting the
multiplayer is.
Gameplay
This may well be the most important to factor in, and
probably the most intangible and difficult to describe. Obviously the core
gameplay is the same between all 3 games; what I want to work out is which game
gets closest to the perfect blend of platforming, fighting, and that unique
Smash Bros element.
This element is composed of at least 14% "ohshitaPokeballgettingitisthemostimportantthingever" |
I have already discussed balancing between characters, which
I feel falls in favour of Melee. In more technical terms, Brawl has been widely
criticised for some of its more random elements, such as tripping, and I feel
this criticism is generally justified. Whilst not a bad game but any stretch,
the core gameplay can often feel too unpredictable, and has massive variance
depending on the character chosen. I also felt this when first playing Wii u,
but soon discovered this variance is deliberate to give the single player
experience more variety and fairness, and that when I played the multiplayer I
found a very solidly built engine which strips back a lot of the crazier
factors in Brawl for a very solid and fair system, much in the style of Melee.
That being said, Wii U is very close to Melee, but it does
not beat it. Melee has the perfect pace, being relentlessly quick whilst also
giving perfect control to everyone; if you die, it is your fault. It also
allows for almost limitless depth (feel free to Google wave-dashing and other
pro techniques for detailed examples), and although there have been criticisms
of it not being welcoming to new players, a few runs through Adventure mode
will set a novice on the right path.
Summary
So, with 3 points to Melee, 2 to Wii U and 1 to Brawl, with
a clear winner. I have put close to a thousand hours into Melee and will likely
do so twice over in the years to come. They are excellent games, but Melee, in
my opinion, comes out as the cream of the crop.
In summary? Shut up Metacritic. Just shut up.
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