Again, Villager is generally a tricky character to fight against because most of your KO moves will come from the ground.
Has Villager's godly recovery been integrated into his Memetic Psychopath status?
Call me Willy Whistle 'cause I can't speak, baby. Something in TV Tropes really drove me crazy.Bruno:
My friend honestly prefers the Original Generation Subspace Army over using actual Nintendo mooks. She said that it makes no sense for Zelda enemies to be in The Forest Level, or any Metroid enemies to be in the Secret Facility levels. She said that they'd make sense if those levels were on Hyrule and Zebes (except that there is one Metroid game that takes place on a space station, so it would make sense. Plus, Link does fight minions in Forests, am I right?), yet she didn't say anything about Bowser's army harassing the Kongs...
AAAAUUUUGGGHHHH!!!!
That still makes no sense, as all of the non-OC bosses have no more in-universe justification for being there than an ordinary Goomba.
In fact, all of the series enemies that were mentioned already have a leader equivalent in both Ridley and Ganondorf. It makes less sense for them not to appear, but we all know how much SSE cared for making sense.
"Tell them to shut up and have some faith in me." - dead flashback guyIt's especially weird since Brawl already had Bulbins and King Bulbin rendered for the Bridge of Elden stage, and Metroid was already rendered as an assist trophy. Why not just use those since they're already in the game? Guess they just recently figured out they could do that, seeing as Smash Run has several enemies ripped from assist trophies (metroids, starmen, chain chomps, hammer bros.)
Hammer Bros. appeared in both AT and enemy form in Brawl as well, so not even that explanation pans out.
edited 18th May '15 2:04:40 PM by Demonfly
"Tell them to shut up and have some faith in me." - dead flashback guy![]()
Because they wanted to do something different rather than reusing assets? <shrug> It depends on what they were aiming to do, but characters appearing on stages doesn't inherently follow to using them in other modes.
The Smash series has never had a problem with introducing and presenting OC elements alongside elements derived from various series, especially in its single player modes. Harping on Subspace Emissary for making a storyline out of it - especially alongside the idea that it's somehow a flaw rather than personal preference - seems rather arbitrary.
I'm having difficulty buying "I wanted the enemies to be from X series as apposed to original, ergo the adventure mode has problems" as a legit criticism, especially when Subspace Emissary did have both enemies from other series as well as OCs.
edited 18th May '15 2:20:23 PM by KnownUnknown
At least you have something to do with them. I actually maxed out my replays a few weeks ago and had to start weeding them out, I'm not really sure why I save them since there isn't much I can do with them on 3DS
Really, it's probably so I can go "Oh yeah, I did that once. That was sweet", but I rarely do.
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Subspace Emissary was advertised as an Adventure Mode. The sole precedent for Adventure Mode prior was Melee's. Melee, which, as a Gamecube launch title, better represented its given franchises in pseudo-platformer format than a big-budget Wii title in 2008.
It would be one thing if SSE was entirely filled with original content; a massive They Wasted a Perfectly Good Plot for a crossover game, but it could stand to be serviceable in its own right. Instead, however, it lazily tries to play both sides by introducing several well-known villains and enemies (and Porky) along with this central threat, and then proceeds to do... absolutely nothing with them. We know that the playable antagonists let themselves be strung along by a greater force (mostly via the Dojo), sure, but what was established lazy-ass Petey Pirahna expecting to accomplish by harrassing some tournament, uselessly swinging some bird cages around with its stubby leaf hands, and exploding? Why is the clearly Lawful Neutral Rayquaza hanging out in a lake, overreacting to some furries ending up on its shore, and also exploding?
And no, they were reusing assets anyway, as I'll once again point to Hammer Bro. And on the subject of Hammer Bro., why is it literally only Koopas, Goombas, and Bills that have any presence as regular enemies? As if bosses weren't enough, we now have these poor doofs trudging around as obvious proof that Sakurai is more than willing to use preexisting NPCs, so why aren't there any others in this story clearly populated by evil leaders of various other games?
edited 18th May '15 2:51:10 PM by Demonfly
"Tell them to shut up and have some faith in me." - dead flashback guyI think the problem SSE has in that respect is actually, of all things, the fact that there is exactly one singular line of dialogue in the whole story, and it doesn't actually do anything to explain the plot. Most of the "why did this happen, why are they all here"s are left up to assumption, inference, and imagination.
Personally, I was completely fine with this, since they still managed to get loads of characterization in without anyone legitimately needing to speak a word. That more than makes up for the pseudo-Excuse Plot.
edited 18th May '15 2:55:29 PM by Eskay64
Boooooo to all of you. The Subspace Emissary was great and Smash 4 is lonelier without it.
Well, Brawl will be known as the Smash with a plot, and Smash 4 would be known as the Smash with all of the customization and flat stages.
edited 18th May '15 2:57:12 PM by Keybreak
You gotta believe me when I scare you away, all that I wish for is that you would stayHonestly, the story part of SSE doesn't bother me. When you have that many franchises and characters to juggle, most of which are either silent protagonists or lack the ability to speak at all, I think they did pretty well. You got some great character moments (DK sacrificing himself for Diddy, Marths little shrug when Meta Knight and Ike go after the tank, pretty much everything with Lucas and everything with Cap and Olimar), and of course that badass spaceship fight.
In terms of gameplay it's a well intentioned mess. The way to heavy focus on platforming, the fact some attacks to register on enemies like they would on other characters, the great maze. I maintain that Smash Run took most of what didn't work in SSE and made it function if not perfectly, at least better.

I just cleared Classic with all characters (well, I got the achievement, anyway. The other Mii Fighters (Swordfighter) and Mewtwo apparently don't count towards that in 3DS), the last character I used for it being Robin, and, when I beat Master Core, I thought it would be fun to deal the finish blow with, yep, you guessed it, one of the tomes
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"I'm glad I don't wear shoes or else I'd have to always get shoes in two different sizes. ...If you know, you know!"