Wednesday 20 February, 2008
GAMEPLAY
I tried the solo campaign for the second half of my game log session and I was surprised how different the experience was. For the big part, the computer doesn't get his feelings hurt when smush his face along the ground and then taunt him as he falls. But having only one enemy to focus one, no noise to ignore or challenge, and a goal other than pride change the Smash experience immensely.
DESIGN
The most innovative part of this game was that they took characters they knew everyone already loved and brought them together (like Mario Party) for a good oldfashioned asskicking (who doesn't like one of those every once in a while) The game appeals to pretty much anyone (except for anti-violence activists, who, consequently, are usually violent XD) The game also uses levels that everyone is familiar with, like DK's Jungle Japes, Peach's Castle, and Hyrule Castle.
The main challenge the game provides is whether or not you are good enough to beat the other player(s) human or not. The reward is anything from new characters to a high score to bragging rights. This varied amount of gameplay, coupled with classic characters and beloved game worlds leaves little to be desired (and none at the time it came out)
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