SMASH on the brain

February 4, 2008 at 9:24 am | Posted in Latest Addictions, Smash R&D | Leave a comment

I cannot get this game out of my head.

So I am back at my first day of work after an incredible weekend of Smash Brothers Brawl with several of my friends. Two of us actually took off Friday in order to get ready for the party we we threw that night. We had several people over and didn’t stop smashing until the wee hours of the morning. 

I am extremely happy to see that the gameplay is as easy to pick up as always. Around half the people had never played Smash before or at least not since the N64 version. Luckily they were able to join the fray and have a blast in no time. 

The new additions to the roster so far have also made me a happy man. They all manage to fit into the game perfectly and some gameplay styles are a refreshing addition. Captain Olimar and his pikmin manages to stand out the most in my mind. He is a very interesting character in that he requires a tiny bit of micromanagement with his attacks. His pikmin line up behind him in a line and the one at the front will come out in the next attack. It is important to keep this in mind because certain pikmin are better utilized in a particular attack.

Ike is also an amazing character if used right. He might just be the strongest character in the game now, but his attacks are amazingly slow including his aerials. Hell even his counter move is slow to activate. He is still a blast because he is the ultimate weapon to send light characters flying

Sonic so far is fun but very hard to control. He has a lot of combo potential with his spin attacks and the fact that he has great aerial moves. The problem was a lot of times I would just run right by my opponent. Plan on working on that.

Snake is also an extremely fun character who seems like he would be tough to perfect. He is one of the more unconventional characters with a lot of strange attacks and abilities. His Stinger missile attack is really useful but can leave you open if used at a bad time. However after you get the timing down you can learn to cancel the missile with guard and have it use its left over inertia to land where you want which in turn gives you time to run in for a combo. I was also surprised at how useful crawling can actually be. There were plenty of times when someone picked up a Super-scope or normal blaster and tried to start a ranged battle, just to have me duck and crawl under the beams to sweep them to start a combo. Very cool stuff.

Pit and Meta Knight are also great additions. They are of course masters of the air and can juggle you all over the place. I am especially fond of Pit because he feels a lot lighter and a bit more agile.

Probably more about the game later today or tomorrow considering the fact THAT IT WON’T GET OUT OF MY HEAD. 🙂


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