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Don't know about anyone else, but this game feels lacking/rushed in many parts

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R_O_B_Sentry
Posted 9/19/2012 2:31:22 PM
@Boo Destroyer. I guess you prefer melee...

IMO the trophy collection is better than Melee's, I personally like collecting final smash and boss trophies, love the detail on trophies.

Stage builder, yeah I feel it is a bit lacking.

SSE Mode. Have you tried playing this with a friend or relative? Me and my little cousin totally love playing this on intense difficulty. It can feel pretty long winded sometimes, but seeing the character's original universe in SSBB but twisted with subspace enemies I think it has been designed pretty well and the story has more depth than melee's- Now in brawl you can learn why fighters are turning into trophies.

Online play- did you really just criticise the online in this game? There's loads of people online, honestly, I'm playing this game like 3 nights in a week and it's enjoyable with friends or with anyone. It's almost like the online is overshadowing the offline mode and that's how we prove who is better at smash bros. Are you going to tell me melee doesn't need online to be fun?

Just one last thing to consider TC. SSB series have only added features every new game, not subtracted them. With the physics, look how they changed the physics in melee to brawl, to make the fight better... In melee, an air dodge can leave you vulnerable after doing one for example...
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Boo Destroyer
(Topic Creator)
Posted 9/19/2012 4:05:34 PM

(edited)
I don't think you saw what I was getting at here. Physics weren't even the issue, just not enough of a solid feel in many parts of the game.



Now, I don't know what you're saying, but SSE was an abortion. Better than Melee's Adventure Mode? I'm sorry, WHAT?

The map screen was unorganized, the overall flow of the game was not put together right, and the level design was bland. Most levels were too long, frustrating, and didn't even take advantage of some character abilities. And when there weren't bosses, there were either waves of enemies or regular fights. SSB's mechanics just didn't bode well for a sidescroller either.

And only a few Mario enemies and a bunch of other pointless ones (that could have worked a lot better in Kid Icarus: Uprising). Not to mention, a lot of those Subspace things looked idiotic as is. Watch out for the trumpet man! He'll blow you away with his face! How could they not get hold of enemy characters from any other series anyway? One thing might be that most enemy characters in Nintendo games are one-offs in many games, and only a few of them continually stick all throughout some series. Who knows? But that's just the tip of the iceberg here.

And not only was the choice of enemies way off, but even their AI/programming was atrocious. Kirby and Dedede can't even swallow them, Yoshi's tongue special only regularly attacks them... (I'm not even joking. Try these and see for yourself.)

And then there was the sticker thing that didn't make a lick of sense most of the time. Did these actually help for anyone? Even on Intense?



And why so few bosses? (Is it supposed to be that few for the Boss Battles mode? Maybe? More may be overkill there?)
-The most sporadic of all Mario bosses (lame Piranha Plant that nobody likes)
-One random choice of legendary Pokemon
-The villain of a more random franchise like Mother/EB
-TWO RIDLEYS
-Nothing from Kirby
-Nothing from Zelda
-Who the hell are Duon and Galleom?
I don't see how this choice of bosses doesn't make anyone go "...That's it? Really?". Must have been lack of resources and time.

Great Maze. Never again. Enough said. (And to anyone who actually did like it, well...Nevermind...)

And then there was that final boss which was this dumb butterfly-winged Dr. Manhattan. Who the hell seriously thought that this was a good idea? (Probably that Final Fantasy guy who worked on putting together this part of the game. And there's another mistake...)

Moreover, how many people actually cared about that sad excuse of a story? Nobody wants to know about this Tabuu thing. Not to mention, "Nintendo lore" has always been a lost cause as it is.

It sure doesn't feel like they enjoyed putting this adventure mode together. Most of Brawl's resources went towards the CG cutscenes, at the expense of many other parts of the game's quality. Zero challenge. Zero replayability (unless you're going back for some things you missed, which isn't worth it anyway). Zero enjoyment. This coming from someone who beat it 100%, going back to collect everything else, and then never playing it again and sticking to multiplayer (where Brawl shines better).



I'm all for a new adventure mode in the next Smash Bros. I'd be up for that. But it really needs to be miles better than the half-baked waste of potential that is SSE. "Come join all your favorite Nintendo characters as they take on this enemy force that nobody's ever heard of before (save for only a few exceptions!), all on this dry, barren setting that isn't culled from any previous game either!" Ugh.

Better than Melee's adventure mode? Please. That too had a lot of faults, but they were nowhere near on the same level as SSE in terms of being being bland and poorly executed.
pokedude900
Posted 9/19/2012 4:39:26 PM
So uh..... how does any of this relate to you thinking the game was rushed? As I said earlier, this is just you being unsatisfied with the game. Not a single one of these complaints is due to lack of time, just design choices.
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ViviffTheMBA
Posted 9/19/2012 4:53:43 PM
NeoFalconHavok posted...
Duchess_Of_Nuts posted...
It's fairly playable even for competitive play. Simply turn off items and there you go.


Brawl can't ever be competitive. Ever. The mechanics are crap, half the roster isn't even playable, tripping serves zero purpose in gameplay, slower than molasses, floaty as (beep) (even with heavy characters), unnecessary nerfs, etc.

You NEED items turned on if you play any of the (several) crappy characters in the game (not to mention necessary for a character's final smash. People might talk smack about Project M, but believe me when I say without it, I would've sold this game. Now, if they get to making DK and Yoshi useful, consider me a happy customer. Until then, no, turning off items doesn't fix awful gameplay. Don't even kid yourself.


Smash has been competitive for over 10 years. I'm astounded people can say something can't happen while it is literally happening and has been for over a decade. I'm also astounded people with no competitive experience try to make proclamations about the competitiveness of a game.
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ThatGuyZ
Posted 9/19/2012 8:05:43 PM
*Sips Icee*

Does anyone want some of this popcorn? The points addressed in this post are rather entertaining.
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R_O_B_Sentry
Posted 9/20/2012 4:08:00 AM
TC, I have beat SSE on intense many times to 100% completion, so I already knew of the 'faults' you mentioned with Yoshi, Dedede, Kirby. It isn't a big problem like you're making it, you can use other moves if you feel that way.

I'm trying to keep this short. Enemies were not random, they're different because it's an invasion of shadow bugs and aliens. The R.O.B enemies in factory levels are present because of the subspace bombs that are stored there. It should feel like an invasion when you're playing it and that all heroes' worlds are being drawn into subspace with Tabuu as ruler.

Stickers I can agree were pointless, but they're good to add to the collection for artwork. They're all based off titles you may have played in the past.

I like the bosses and playing through boss battles outside SSE on intense is even more fun. getting all the way to Tabuu on intense alone and with my younger cousin was thrilling the first few times, heart was pumping through battles where we were at critical.

''It sure doesn't feel like they enjoyed putting this adventure mode together''. Try it with a friend next time, it helps.
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Hi ! I'm Omochao. @_@ ) I'm here to help you.
Ah... My, my... <3 I foresaw your arrival, Mario. -- Merluvlee, Paper Mario
R_O_B_Sentry
Posted 9/20/2012 4:12:36 AM
@Boo Destroyer. Gimme your SSBB disc for free if it's really bad, I won't mind having another copy of an awesome game that surpassed melee.
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Hi ! I'm Omochao. @_@ ) I'm here to help you.
Ah... My, my... <3 I foresaw your arrival, Mario. -- Merluvlee, Paper Mario
NeoFalconHavok
Posted 9/20/2012 8:06:53 AM
ViviffTheMBA posted...
Smash has been competitive for over 10 years.


Brawl has been out for only 4. "Smash" doesn't indicate which game you're talking about, and I assume you said this out of some hostility that I said a Smash game can't be competitive.

You sound like a smashboards user.
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ViviffTheMobile
Posted 9/20/2012 12:07:44 PM
First off, f*** Smashboards. I pride myself in probably being the best professional that never uses Smashboards or has an account. That place is poison.

Second, I'm pointing out your huge fallacy, that something can't happen while it's literally been happening. Take Melee out of it, I don't care, but the day Brawl came out it instantly became competitive because its predecessor was.

It's like saying something isn't white, without ever checking to see if it's white. In this case it's white. I don't care about your "definition" of competitive either, because I'm sure you've never been competitive in gaming before.

So my whole point is to not spout off at the mouth with no authority, insight, or experience, on top of the inability to spend 9 seconds Googling to see if Brawl has had a lot of tournaments
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NeoFalconHavok
Posted 9/20/2012 12:50:49 PM
ViviffTheMobile posted...
Brawl came out it instantly became competitive because its predecessor was.


Legacy makes Brawl competitive. Not the game itself.

Got it.
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Pii U, is that a new Pikmin game!?
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