9 feet thick skulls...their heads must be at least 18 feet wide. Those are some big heads!
Brawl is too soft to be Melee, and 4 is too smooth to be Melee and too solid to be Brawl.
Good thing I don't play competitively. It sounds hellish.
edited 27th Aug '15 10:12:59 PM by Keybreak
You gotta believe me when I scare you away, all that I wish for is that you would stayI've never regarded Brawl as Melee 2.0. Granted, I played Melee after I played Brawl, but Brawl has different physics than Melee.
Though I find Melee easier to get back into than Brawl and 64.
I also don't play competitively, though I don't usually use items that aren't the Smash Ball. (On occasions I'll turn on a few other items in Smash 4)
AAAAUUUUGGGHHHH!!!!Melee is more fluid than Brawl, and looks like more actual care was placed into it. Trophies aren't recycled models, Adventure has distinct stages, Events usually feel better, individual bonus stages...
The Single Player in Melee and 64 feels engaging, the Single Player in Brawl and 4 are more chore-like. Playing 50 different stages, each made for a single character, is more entertaining than playing the same stage with 50 different characters.
And come on, losing momentum upon jumping is craptacular platforming design.
Also, Melee is Smash 2, Brawl is Smash 3, Smash 4 is Smash 4. And 2 had some good stuff removed that the newly added stuff didn't fill the void left.
edited 28th Aug '15 6:08:37 AM by Eriorguez
Adventure mode was the same thing every single time as well, and classic mode was literally just a list of random fights in a row. 64's and Melee's single player isn't much better than any other game's, they just removed targets and platforms.
Hell, subspace is a lot more engaging and varied than adventure mode in melee, AND you don't have to do it over 20 Times to unlock just one character/all star mode.
I can't really speak much for the physics, I don't mind them in general. But the stuff removed in Melee was removed for a reason. There really wasn't anything in melee that wasn't improved upon or won't be missed.
"There's not a girl alive who wouldn't be happy being called cute." ~Tamamo-no-MaeMy problem with SSE is how tedious it is. Especially The Great Maze.
Though I also don't get why most of the enemies were original mooks and not Nintendo mooks from Zelda/Metroid/and Kirby (in addition to seeing Mario mooks). I still remember one of my Livejournal friends saying that it wouldn't make sense for SSE to have Zelda, Metroid, and Kirby mooks. But it also doesn't make sense for Ganondorf and Ridley to also not have their minions with them. At least King Dedede's intro cutscene had Waddle Dees in it.
AAAAUUUUGGGHHHH!!!!He... never denied that?
And even if that was the case, one would think that a 2001 launch title could stand to be somewhat inferior to its significantly more advanced sequels years later. Which eerily doesn't seem to be the case here.
As opposed to a list of random fights in a row actively rigged either for or against your favor? That you have to pay for at that?
Or anything compelling, for that matter.
did he not just bring up Events right there
...That double negative is surprisingly on point.
edited 28th Aug '15 8:03:07 AM by Demonfly
"Tell them to shut up and have some faith in me." - dead flashback guyScreencapping that before you edit that.
Subspace would be far more engaging if A) Had more varied enemies (and less obnoxious ones) B) The level design was better (Kirby's level design had always been trippy) and C) Had conservation of momentum upon jumping.
Also, Adventure evolved as you unlocked characters, and had some nifty secret stuff (Luigi, Giant Kirby, Giga Bowser...).
And endgame bonuses were awesome, Diskun trophy nonwithstanding, and are sorely missed.
I happened to be listening to the waltz composed by Anthony Hopkins when I clicked the link for that pirouetting Captain Falcon.
As for that video of all the other ways Captain Falcon could do his final smash, I'd really love it if they implemented that in Project M, to have him randomly pull out one of the other variations.
edited 28th Aug '15 9:19:11 AM by wanderlustwarrior
I actually enjoyed facing the Original Generation enemies, as well as the level design. The momentum killing jumps however seem to be more because it's SSB than being a problem with SSE, as I remember having the same problem with Melee's Adventure Mode.
Only Luigi, Falco, Jigglypuff, and Pichu had any lasting effect on Adventure Mode once unlocked, and only Luigi had a significant impact (Metal Mario would be joined by Metal Luigi, making the battle more harder; Falco only randomly shows up as an alternate option to Fox's second battle, while Pichu & Jigglypuff would occasionally replace some Pikachus in the Pokémon Stadium horde battle). The secret stuff is nice, but doesn't do much to separate Adventure Mode from Classic Mode.
I think it's strange that they didn't come back, but I wouldn't exactly call them sorely missed.
Fantastic Supreme Überkaiser Emperor Folt of The Infinity and Beyond" ... "The First"!I liked Subspace Emissary more than Melee's Adventure Mode.
It could have used more Nintendo enemies instead of all just original ones, yeah, and there's some pacing issues especially when you get to the Great Maze, but overall I found it enjoyable.
Super Smash Bros 4's lack of an adventure mode is very disappointing, and the fact that its Classic, All-Star, and Event Match modes are pretty sucky doesn't help. Smash 4 has the best multiplayer to me, but its single player content is a huge disappointment and a step down from Melee and Brawl in my opinion.
You cannot firmly grasp the true form of Squidward's technique!I agree with the disappointment. SE had a lot of potential to be legitimately enjoyable, held back mostly by the flaws of the game in general - the engine wasn't made for platforming, and the challenges you find in SE seem like they were made while entirely unaware of that fact. Meanwhile, Smash 4 actually feels enjoyable just to play and is just overall so much more robust and polished to the point where I want to jump and run through platforming levels with all these characters... so the fact that this game of all games in the series is the one most lacking in platforming is just really sad.
I don't care much for Classic Mode because I feel it's too unpredictable (I like how Brawl did it, with a balance between random and preset, though it's a bit too lengthy) and every fight is pretty much 8-player Smash mode, which is honestly not fun against computers. And then there's the Intensity Scale system, which I hated back in Uprising and still hate here.
All-Star Mode is mostly okay. My main beef with it is the physics changes that occur. Aside from forcing you to radically alter your playstyle (Spamming Smash Attacks instead of playing normally), it creates a very unbalanced environment. Folks like Ganondorf and DK can easily clear Hard without even needing to heal, while Meta Knight, Sheik, and other low-knockback characters struggle to even clear Normal mode. And the enemy danger is also wildly disproportionate. Getting slugged in the face by Little Mac while at 200% damage is just a love tap, but you better pray Villager doesn't hit you with his slingshot or Olimar doesn't toss a Pikmin at you while you're at 70%.
Oh, and the Dedede AI literally does nothing but spam Gordos everywhere.
edited 28th Aug '15 12:43:28 PM by Anomalocaris20
You cannot firmly grasp the true form of Squidward's technique!

Brawl is not Melee 2.0, and 4 is not 3.0.
That. was. never the intention.
But it has now become nigh impossible to get it through the nine-feet-thick skulls of the zealots.
If I come off as overkill, I'm sorry, but sometimes I doubt I'd have the patience for subtlety.