Wednesday 31 January, 2007
After reviewing Super Smash Brothers, I noticed some more details about the design of the levels and the game play. The levels have multiple platforms that characters can jump onto and battle from. The characters have attacks that specialize at attacking opponents from above them such as Pikachu’s lightning bolt attack, attacks that attack below such as Link’s downward sword slash, and horizontal attacks such as Samus’s laser gun. The opponents of these attacks can run, roll to safety, or use their force field to block the attack. The force field gradually deteriorates if it is used too much or attacked too much. When it breaks, the character is temporarily stunned, leaving them open for attacks. I also noticed that the story mode has many types of battles. Some of the battles are against many weak opponents, and others are against single opponents that are more powerful. The final opponents are many powerful opponents that are polygon warriors shaped like the characters in the game. The player must defeat them all within the 2 minute time limit. The player can adjust the challenge level of the story mode from very easy to very hard. That makes it fun and gives a lot of replay value to the game. The level design puts the character into the game. The details of the levels such as Hyrule Castle allow the player to get into game play and enjoy the game. The game’s soundtrack also contributes the experience. The music and sound effects make the game play more intense. There is not much that could be added to this game, which could make the game any better than it was for its time other than the things that were added to the sequel, like the extra characters, and more levels. However, my opinion of the game still stands. It is an amazing game that, in my opinion, has become one of the greatest games of all time.
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You've listed a large number of features and items present in the game, but haven't really said much about how they impact the game experience. Also, in regaurds to the various states and actions characters can transition through, why do you think these elements are present? How does each of their addition both compicate the game and make it more interesting.
Monday 5 February, 2007 by Jade
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