Edge writes: "If there's one thing Super Smash Bros Brawl has going for it, it's that it's got lots of things. Loads of them.
It's the obsessive-compulsive of the fighting genre, on the outskirts of the specialist market with a big smile and a bulging rucksack. Brawl aims to be nothing less than the most complete installment of Super Smash Bros, a fighting game of huge depth, and in addition provide a surfeit of sickly sweet treats for the videogame brand fans. Further dancing around the issue does it a disservice: it achieves this, and then some. Super Smash Bros Brawl has the kitchen sink, all right, but it's pretty much got the rest of the house hidden in there as well.
Generosity isn't a word often associated with videogames or, indeed, Nintendo. Brawl dares you not to use it. It's creaking under the weight of its content, rammed to bursting with modes, options, trophies, stickers, music, levels, and demos. It's hard to know where to start – even existing modes are significantly improved with considered changes: event mode, for example, now has separate difficulty levels and can be attempted in co-op."
Fighting games and music have a long and storied history together. Here are five of the best fighting game stage themes throughout video game history.
Tekken Tag Tournament 1 Arcade OST - Nina Williams
Street Fighter 2 - Ken stage, Ryu Stage, Vega (Claw), and Guile
Street Fighter Alpha 3 - Karin theme
Tekken 3 Arcade OST - Hidden Characters Theme
Super Street Fighter 2 - Fei Long CPS1 version (found on Hyper SF2 A.E.)
Tekken 2 Arcade OST - Kazuya and Devil theme
Marvel vs Capcom 1 - Strider Theme, Ryu, and Roll
Should be some tunes from the first Mortal Kombat in any list tbh.
I really like the use of Mozart’s Dies Irae in Wolfgang Krausers stage in Fatal Fury 2.
Developers should always strive to make their products as balanced and fair as possible. Sometimes, video games feature a incredibly overpowered characters that just break the game.
You may have head of The 7 Deadly Sins in Christianity, but what about The 7 Deadly Sins of Game Design? Jason Capp is here to break it down.
For me, it's collect-a-thons. They weren't fun in Donkey Kong or Banjo and Kazooie and they still aren't fun now. Why create these wonderfully oversized, detailed worlds if you are going to just supplement gameplay with ambiguous item fetch-quests.
There are exceptions, of course, But by and large, it just shows laziness on the part of the developer.
Good article, by the way!
how about not allowing cutscene skipping
that's flat out inexcusable in any game in the last 10 years
this comments are demanding a "The 4 Horsemen of The Apocalypse of Game Design Flaws" sequel
That was a pretty bad review. They did not even mention online play and gave the game a 9 for trivial faults which most people will not agree with anyway. They also failed to comment on this game's perfect soundtrack.
all in all it wasnt a bad review although i feel this game deserve a perfect score on contents alone... its good to see alot of reviews saying how much better this game is then melee. cause there are alot of people that never even own melee saying that melee is better then brawl and thats just moronic,.
This game has so much in it. If you spent time just perfecting your game on each character it would take months not to mention all the other content to play around with.
Online play is great except when you hit lag :(
the game looks exactly the same