GAMEPLAY
As I continued to play Super Smash Brothers I really started to notice the detail that went into the game. Each level has unique environmental obstacles. Also, there are numerous weapons and power-ups used to expedite the winning process that are just fun to mess around with. For example, there is an ordinary fan that you can beat other characters over the head with, as well as, a baseball bat, and a giant hammer. Nothing is more satisfying than clearing the entire stage with a good old swing of the hammer... except, of course, a home run with the baseball bat.
There are also many different types of levels that result in different types of gameplay. Some challenge you in mastering your character's mobility. These levels often ask the player to "break all the targets" or "land on all of the platforms." Other levels challenge you to defeat swarms of opponents or opponents that are extremely difficult to knock off. Some of the more difficult opponents require the help of friendly AI characters on your side. I am grateful that assists were added to those levels because it really balances the game out, gives you a realistic chance of winning, and keeps the game challenging.
DESIGN
Super Smash Brothers is very complex in many different aspects of game design. The levels themselves present unique backgrounds and unique platform styles that are schemed for the level. There are also alternate types of abyss the player or opponents can fall into(resulting in death). Each level is designed to be a challenging platform to fight opponents on. They force a player to watch his or her footing. Some levels even have ways of saving players from falling, such as barrels or clouds, when they are knocked off of the arena. The size of level platforms makes it difficult for players high damage to stay on, and the features that save players from falling make it harder to knock opponents off.
Damage is another design aspect of the game that was clearly carefully weighted to give each player a fighting chance. With each hit a player or opponent receives, each subsequent hit knocks them back further. The single player gauntlet is designed so that opponents are harder and harder to knock off. For example, Metal Mario, who is extremely hard to knock or throw off of the level because of his enormous weight.
Super Smash Brothers graphics are clearly two dimensional and rendered into three dimensions. The special effects of each hit are two dimensional, as are beam or particle effects. The effects compliment the game well and do not look out of place until someone pauses and shifts the camera. Also, sounds appropriately compliment players actions and certain game effects. The game is designed well overall, but there are still things that I think they could have improved on.
Yet another design aspect of the Super Smash Brothers is its bonus system. Each time a player completes a stage, they are awarded with a bonus based on how they achieved victory. I personally like this system because it makes players challenge themselves in order to gain extra points and unlock new characters. However, players must be careful because there also points deducted for cheap shots.
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SUMMARY
In Super Smash Brothers, the player is a character of your choice that goes up against various opponents in the game. The player must knock off all of their opponents and expend all of their opponent's lives to progress to the next level. Objects and environmental obstacles are used to make the gameplay more interesting and they randomly spawn in the middle of battles. Multiple players can also be unlocked for completing the single player mode under certain difficult circumstances.
GAMEPLAY
Super Smash Brothers is a fun game that almost never gets old. There are so many different ways to play the game and the characters you use to play are all from popular sources. If anyone has played any of the Nintendo classics like, F-Zero X, Donkey Kong 64, The Legend Of Zelda: Ocarina Of Time, Star Fox 64, or Earthbound, they will know at least one character in the game. Putting famous characters against each other in a battle royal is a very interesting concept. However, the victor is mostly decided by a player's skill when using their chosen character.
Each character may have his or her own moves, but the player must be proficient at using a wide array of characters and moves to become talented at the game itself. I personally found myself wrapped up in the thrill of winning and the frustration of losing. Winning or losing is meaningful to the player because if they are killed by an opponent controlled by artificial intelligence, they begin to question their reflexes and their capability of actually defeating said opponent. It becomes a game of defending your honor so to speak. When you play the game, there is definitely a desire to become unbeatable.
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