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Genre: Reflex
Players: 1-4[/CENTER]
Graphics use a cel-shaded style. The singleplayer uses a lot of fruity colors. Anyone remember Lisa Frank? It can be scary. I suppose it does the job. The music makes me want to shoot somebody. It's like a circus on crack. The opening voice IS on crack.
Storyline? Some ship in space carrying IMPORTANT cargo is sacked and guess who has to save the day? You then have your crazy professor, but I'm surprised there is voice acting for the doc AND the charabombs (bootleg pokemon).
Gameplay is broken down into singleplayer and multiplayer.
When playing solo, you run around an area, bomb some stuff, solve some puzzles, fight the occasional charabomb stuff, then the boss. Not original, not involving and it can be annoying because areas constantly look the same.
Multiplayer is better. You can even play this solo. There's a bunch of options and maps. I found it repetitive sometimes. You spawn, blow up some blocks, dodge the other guys bomb, die, repeat. I haven't tried the other modes, but combat seems eh.
I was expecting a multiplayer partay, but the gameplay is like an overplayed song, again and again and again...
[CENTER]Rating:
Presentation -
2/3Plot -
1/3Gameplay -
1/3[/CENTER]
[CENTER]
Genre: Reflex
Players: 1-4[/CENTER]
The graphics are clean and each character is modeled in their respective style. Mario goes for a friendly look, Samus, a more mysterious metallic look, Link, with his elvish clothing, etc. Effects like Samuses blaster and Link's spinslash are fun to see.
In the audio department, the sounds do their job. Everyone has their own voice sounds and the theme music is great. I find myself humming the tunes of Termina or Mute City often.
Like RE4, SSBM falters on its story. And yes, I do know nearly every fighter has a cheesy story and this is no exception. Nintendo characters want to beat each other up? Fighting some hands? This might not matter to most people, but if it's there, I have to compare it.
Here comes the large part on why I think SSBM does not work. First of all, the singleplayer is absolutely lacking. It might be fun to go on adventure mode the first five times because it's all new or nostalgic, but after doing it ten times, it feels like a chore, because you only have so many moves to work with.
The system lacks the depth other fighters have such as high-low attacks, power meters, etc. I'm sure people will throw me techniques such as wave dashing, but just to be fair, you have timing in other games such as guard impacting in Soul Calibur or parrying in Street Fighter.
Instead the game explores a different dimension in combat, movement. While Capcom and Namco games focused either on combos or strategic choices, SSBM has you mastering how to position your fighter to do actions.
The AI? Where do I begin? Level 9 computers can easily be beaten by exploiting weaknesses such as hanging out on the edges of levels, prompting them tol jump off to their doom. Of course since SSBM is a movement based game, it's harder to program this, but easy is the result. On the other hand, you have cruel melee, where the enemy beats you thanks to their numbers and overpowered stats, in order to make up for the pathetic AI.
So what could be the last problem after a pale singleplayer and stupid AI? This is problem that has been lurking in SSB as well - balance.
When you pit Donkey Kong against Shiek, it's obvious who will win. When you pit Fox against Bowser, again you already know who will win. There is no doubt, this is the only fighting game I've played that has this amount of terrible balance. Only a handful of characters are worth using, while others such as Pichi, DK, Bowser and such are jokes.
Unlockables? You mean new characters? A large majority of them are clones. These are nearly the same copies of other characters with some slight changes. Dr. Mario? Plays like Mario, which also plays like Luigi. Ganondorf? He's like a slower, but stronger Falcon. Taking a character, adding some more numbers to his weight, changing some looks isn't what we call a "new" character. It's starting to remind me of how bad the Mario Party series get milked. Those extra modes should have been unlockables instead of including them from the start.
Another problem I had was with multiplayer, or more specifically, wave dashing. Chances are, your friends who don't have SSBM won't know how to execute this important technique. It's like knowing someone has aim-bot in CS or maphack in Starcraft, but you can't do anything about it. It's only when you DON'T use it when things are equal. Is it really fair to know the only reason you can win is because your opponent LETS you win by not using wavedash?
One thing I do like about SSBM is that it has an automatic handicap system where it punishes the good players and helps the weak. A problem with this is that the characters are STILL imbalanced and that the handicap shows exactly how much you suck or own at this game. It would have been better to keep the handicap hidden, but here's something that made multiplayer not such a predictable affair.
In total, while the graphics were good and the soundtrack was catchy, the plot was made in 5 minutes and the gameplay suffers from a bland singleplayer, terrible AI and most importantly, unbalanced characters.
[CENTER]Rating:
Presentation -
3/3Plot -
1/3Gameplay -
1/3[/CENTER]