Friday, September 26, 2014

Super Smash Bros. 3DS – Analysis – Eurogamer.pt

What is today the launch of Super Smash Bros (SSB) for the 3DS, a genuine phenomenon of sales, as we saw in Japan a little over a week and to continue on the 3rd of October here in Portugal and other countries of the European continent, conveys the idea of ​​an apparent long path followed, like many other series from Nintendo. And yet, the original Super Smash Bros. goes back to 1999, the end of the millennium. A game that was intended, as a “party game” in different coordinates, created the light of “fighting games” and a collection of characters, battle stages, items and powers ups, these yes, Nintendo games coming farther.

The SSB 1999, released for the Nintendo 64, contains only eight fighters, some unlockable and nearly a dozen scenarios. An initial but thin content, compared with the most recent productions, if we think of Super Smash Brawl Wii and going a little further back, SSB Melee for the GameCube. But the game that Sora (Masahiro Sakurai) created for the 3DS – who brought us Kid Icarus Uprising for the 3DS – in conjunction with other studios, including the Hal Laboratory, reaches almost everything that fans could expect. SSB is the first game to go on a portable console and with this issue, despite the constraints derived from the screens and limits the power of the console, the main elements of the game fit on a portable pocket, can anyone take multiple battle stages to anywhere.

1

Classic Characters are positioned in the front line.

This game also contributed to the success of Nintendo at E3 last (if not only think queues created in the doorway of the tournament but also in the video that shows Iwata and Reggie in a fight) and is symptomatic of injection quality productions in the company, capable of transporting to their games, humorous notes and a comprehensive overview of its history. If we think of the contribution made by games like Animal Crossing: New Leaf enhancing the Villager, until Mario Kart 8 and terrifying look of the famous Luigi, without forgetting Tomodachi Life, perhaps the most bold experiment this year though with the usual lack of interaction terms increasingly games translate the company’s confidence in understanding how their series can grow and continue to touch the fans the same way they did ten, twenty or more years.

Although structurally close to Super Smash Bros. Brawl for Wii, SSB for 3DS is not just a novelty as in portable carries even more charisma of multiple series from Nintendo. Characters, items, helpers, highly dynamic scenarios, special moves, representative “sprites” iconic moves of the characters and sounds more distant sounding melody and the latest soundtrack, it all merges into a superlative experience and stocked. And while it notes the imbalance in some fights with clearly stronger characters can be detected, SSB is perhaps the strongest party game and genuine Nintendo, that will put veterans and beginners in contact with much of the history of Nintendo, the company in assets with more tradition and history.

SSB is a “fighting game”. But it’s not a fighting game in the traditional model, the Street Fighter genre, usually two opposing fighters. SSB up to four players can engage in combat in the same scenario, this stage platforms with built in homage to classic but highly dynamic, involving destruction of certain points, sometimes at the cost of special strokes caused by characters, sometimes through automatic movements that force the characters to jump from platform to platform until a new point of confrontation.

2

Little Mac is very strong.

Any player who has played any of the previous three titles in the series will have no trouble adapting to playing the 3DS . The rules and principles of play remain. However, many rookies will be on SSB, so you may start to feel lost and confused about how something successfully combat in the game and realize the significance of all items. Is felt therefore the absence of an interactive “tutorial” or a game mode that would let the player practicing the basic moves and special attacks for each character, as there is in Super Street Fighter IV, with the “trials “for all characters. However, if they leave the game paused on the Home screen, you are shown a video explaining the basic operation of the game, with clear indications of buttons to press.

Once the character selected and elected the stage for combat, the aim is to defeat all opponents. For this it will inflict damage successive, and the lower screen is disclosed percentage. When touching the red, well above 100%, a special attack is enough to send a character out of bounds of the scenario, an immediate KO. The character returns in a “respawn” while there is time available but the winner is the one who has done more KO’s and received less expulsions of the scenario. In case of a tie, both characters face in a quick sudden death, in which the first character to play in another well measured with a special attack wins immediately.

3

The Dweller has a very entertaining special attacks.

SSB dispenses most existing combos in fighting games. The process of combat is simple and very effective, but there is enough depth and a strategic component that distinguishes veterans beginners. The A button operates an attack, which can be different according to the movement data to analog (simultaneously), sideways, upwards or downwards. But if we use the B button, then accede to, stronger special attack with the same variants via the analog stick. In total there are nearly a dozen unique moves for each of the characters and we still use the protective shield (temporary effect), with which we protect ourselves from attacks by opponents, pressing the R and the movement that grabs and throws the opponent through the L button, though in this case the characters have to be close.

These combinations are sufficient to create a battle held on and therefore there is an important detail in the movements, which is the double jump, with which can more easily escape from opponents, prepare a combination in the air and return to the platform without falling into the abyss, whose effect is always arreliante KO. But what makes it really special is the amount of SSB items that constantly drip on the scenarios, like rain, all different, unique and amazing producers but also devastating effects on ownership of certain characters.

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