Monday, March 10, 2008

BRAWL

I'm only writing this right now because my hands hurt too much from playing Super Smash Bros: Brawl. This is obviously an amazing game. If you've payed attention at all to the reviews then you'll probably know many good reasons, but I'd like to go a little more in-depth into the gameplay, which most major reviews failed to do. How exactly is Brawl different from Melee in terms of the pure gameplay? How are the characters different? Let's take a look:

Firstly, the major gameplay changes. Air dodging is totally changed. You no longer move in the direction of the control stick when air-dodging. You simply become invincible for a few frames while your aerial momentum continues. This ties into the next change, which is that you can also do multiple air dodges in a single jump and do any attacks, specials, or jumps afterward as well. The reason for the new air dodge appears to be twofold: one, it removes wavedashing, which was clearly a glitch in Melee and changed the gameplay significantly in competitive play. Secondly, and more importantly, it's very important for the balance of the game. I'll get into exactly how in a moment, but in general the new air dodging means that you can defend against ledge guarding and juggling much better.

The regular dodging has been tweaked, too. In Melee, some characters (like Game & Watch) had horrible dodging, while some characters (like MewTwo) had really amazing dodges, and this was one factor of Melee that led to imbalance. Well, in Brawl, just about every character has good dodging. Some are still better than others but the dodging has been balanced much better. This also makes up for the lack of wavedashing. In Melee, some characters with terrible dodging pretty much had to wavedash to stay competitive. In Brawl, that's no longer an issue at all.

The gravity has also been changed. Characters are generally more "floaty" than in Melee. This is most noticeable with the fast-falling characters like Falcon or Fox, but it affects everyone. What this means is an overall slower game, with more difficult combos and juggles for the attacker and easier escape for the defender. In my opinion this helps the game's balance but some people might miss the juggling and combos.

Speaking of combos, an important feature of Brawl is the "stale technique" system. If you repeat a move too many times in succession, it will lose power. To restore the effectiveness of the stale move, you need to use other attacks to balance it out. If you save your most powerful smash for when the opponent is at a high percentage, it will be far more effective than if you spam that smash over and over to get them to that high percentage.

One feature worth mentioning is the random trip. At seemingly random times, when dashing, you'll just trip and fall down. This has gotten me killed and also saved me at times, so it's sort of neutral, but I also sort of wish it wasn't in the game. I have a theory that trips become more frequent the more you are winning, but that remains to be proven.

Brawl on the whole is slower and more strategic. Off-stage play is very important, mostly because each character has very good recovery. Unless you knock a character out with a smash attack, they're probably coming back to the stage. To deal with this, you're going to need to follow opponents off the stage to finish them off. Most characters have a spike attack that sends the other character downward to their death when used off the stage, but some characters like Metanight have their entire play style revolving around jumping after an opponent, using an aerial to knock them out, and then flying back. The new mid-air dodge can counter these attacks, but this is the new style of play for Brawl, and it's a lot of fun.

That's all for now. I hope this week doesn't give me carpal tunnel.

1 comment:

The Ponderer said...

Now if only I could find a store that actually had a goddamn wii... *weeps*