Hello! I\'m a little unsure of what you are attempting to accomplish here? Is it a hands on impressions article? A hatred rant? Or a full blown review? It
seems to be in the style of a review, so I\'ll just assume that\'s it and respond accordingly. I have had this game since the day it came out, and have already logged in over 30 hours into it. It is my fourth GCN game, btw, so I\'ve definitely adjusted to the controller by now, not that I really needed to! :-D
I finally got the chance to go over to my friends house and play SSBM for a few hours (and also got to try out the NGC controller for my first time -- my impressions below), and the thing that comes to my mind is, "This is the NGC\'s big game? This is the game that\'s supposed to support the NGC for the next six months until Mario or Zelda come out?"
I wouldn\'t say it\'s supposed to hold me out until Zelda or Mario, but it will definitely hold me out until January, when more great games start arriving, and even more to arrive in Feb, March, etc. If this
is supposed to be a review, then I can assure you that a few hours at a friends house definitely does not satisfy. My 30+ hours are not yet enough!
When I first saw this game, I was absolutely shocked at how "average" the graphics looked. The game seemed to look so much better 6 months ago in the first movies. Now, it looks like SSB for the N64 with a higher polygon count and slightly better textures. Wasn\'t the NGC supposed to be a texturing powerhouse? SSBM says otherwise. The textures in this game make most PS2 games look up-to-par with textures.
Hmmm. I\'ve seen the old videos, and I\'ve even played a demo version of this title awhile back at our Cube Clubs here in NY. There is absolutely no doubt that this final version is superior. The fact that the game can pull off 4 playable characters on screen at once, with an active camera, ridiculously animated and interactive stages, and a wealth of on screen items, summons, and special effects
is a testament to the GCN\'s power. The texture work, particularly on the character models is actually quite impressive.
Especially if you pause and zoom/pan the camera and/or access the Camera mode. The modelling on Link\'s Master Sword and Hylian Shield, the texture work on Mario\'s overalls (OMG, they actually look like jeans now!), etc are all exquisite. However, in actual gameplay, and especially with more than 2 characters on screen at once, the camera
will zoom out greatly in order to capture all of the action on screen at once.
The backgrounds in most levels were bland and lacked any pizzaz to set this game apart from all the other average looking games out now. The game had the same blurry feel that most N64 games had too. And also, there was sometimes slowdown in the heat of the battle which surprised me because of how N64-like the graphics are.
With 30 stages at your disposal, I refuse to believe that you can summarily dismiss them as bland or lacking pizzaz. Either you didn\'t play enough, or not enough levels were unlocked... or both. The graphics in the game are absolutely crisp and clear, as is expected in a next gen console. Now, in the options, you have the choice of toggling "Deflicker" on and off. I keep it on, and it does give the game a softer look with its FSAA (full screen anti aliasing), but you can also set it off to get a sharper (although somewhat aliased) view. I have unlocked the majority of the levels myself, and the
only one to slow down was F Zero Grand Prix - Big Blue. The reason being? You are fighting in the middle of a ridiculous Grand Prix race! Literally hopping from car to car attempting to avoid the tracks and death. It is an extremely fast and heavily animated stage, and does in fact tax the system. As far as stages lacking "pizzaz," those stages remixed from the original do in fact lack interactivity and features when compared to the new and exclusive GCN ones. However, the N64 original was meant to be more "retro" and nostalgic than this one is intended, so it makes sense. If you had experienced Kraid\'s rotating of the
entire arena in Planet Zebes - Brinstar Depths and many other stages, you cannot truly gripe about interactivity. I actually appreciate the variety, because sometimes you\'ll want to fight in a hectic and distracting stage, and others you will want a pure "skills" match and keep the arena fairly static.
One high point about this game\'s graphics is the originality and style. Some stages are completely 2d, some are 3d, and one even looks like one of those "Gigapets" keychain thingies with just black lines on a grey backdrop. Very cool.
You must be talking about Mr. Game & Watch Gallery and his stage... I have yet to unlock those, but I can\'t wait! Old School rocks!
You would think that having 2 or 3 years to play around with ideas for a sequel, they would come up with something. But nope, this game\'s gameplay is even more unchanged than that of DOA2 to DOA3.
Did you play the original or are you just assuming here? Or again, you didn\'t play this one enough. The throwing system (which was incredibly cheap in SSB) was replaced with a grapple system that is much more fair and much less powerful, yet no less strategic. You can now grab, smack, and attempt a throw. The whole time, the victim can attempt to break out. Also, the ability to control the direction of the throw is vital in all out melee, because you can literally, knock one foe into a few others, something near impossible in the first. Secondly, a much more defensive game is now possible, with the addition of the avoids! By tapping L/R you bring up your shield, just like in the first game. This time, by tilting the stick lightly, you can change the coverage area of the shield, and thereby reflect items thrown at your in various directions. Not only that, but by tilting the stick downwards, you drop you shield and avoid (sidestep) incoming attacks and projectiles. Your relatively vulnerability in the original while in midair has been countered with the implementation of this avoid system in midair. Tap L/R while in midair for the standard avoid, and control your landing by tilting in one of the four cardinal directions while tapping L/R to avoid. Not only that, but if someone throws an item at you while you are jumping or flying, a perfectly executed airborne avoid will have your character actually
pluck the item from midair, allowing you to
rapidly counterattack! This is especially crucial with the more-chaotic-than-ever Pokeballs! :-D It can change the tide of battle, no doubt!