SynikaL
Smash Lord
It is impossible for me to pass many absolute judgments regarding the game without extended time alone with it (which will likely happen today). The only judgment I'm 100% confident in, is Brawl's level of depth in comparison to Melee's, which I'll get to in a bit. This is the ONLY judgment I'm passing on the game in relation to Melee.
The recent videos of the game created a VERY open mind for me and I was genuinely excited to experience this game. I went in 100% ready to move on from Melee. "This game is SO different" I thought, so this created a new and exciting sensation of mystery and infinite possibilities only a new fighting game could conjure. In the face of people texting me constantly on my cell the past 2-3 days otherwise, I just knew they had not spent enough time with the game, or just sucked at it.
I had so much **** that I wanted to play around with regarding the new system, that I couldn't wait to play the game -- <--- this is were my problem lies with Brawl.
In almost every facet of the game's design, Brawl is limiting. Sakurai clearly had the intentions of making sure this game does not stray too far from his overall vision (whatever that is).
No Wavedashing is fine -- not even Melee truly needed it. I even convinced myself that L-Cancel wouldn't be necessary, because I felt the game play changes would expand Brawl to new horizons that made it unnecessary. In my 6 hours of playing (and everyone elses 2-3 days of playing), the game makes it clear there are new horizons -- just that every one of them seems to be a 5 minute stroll from the epicenter.
Brawls design philosophy is the culprit. As stated, Brawl's game play mechanics are clearly and INTENTIONALLY limiting.
-You've heard this already, but there are very few real follow ups, setups or combos. No one has figured out a consistent 2 piece outside canned strings.
Falcon's Forward B is a good example: WHY does this move exist if following up with ANYTHING is impossible? You maybe get an Up Air at 0-10%. After that, your opponent is knocked so far that you can't even consider yourself on the offensive anymore, you're practically neutral with your opponent. It's a lunging launcher with no real purpose at this point. Same deal with ALL his throws.
-Very BASIC game play mechanics are either nerfed or GONE:
Light Shield/Analog Shield Physics: GONE
Power Shield: Seemingly GONE. If you timed your Shield presses correctly, you would get a new sound effect but no Parry or Projectile reflections (no game play effect). Maybe it changed somehow, but in the 2-3 days of my friends playing, no one has witnessed PS in effect. If an overpowered projectile develops you're ****ed.
Ledge Cancel: Obviously still in, but very limiting. You only can cancel with back/down on the Control Stick (so far), so doing attacks from the ledge is very hard. Furthermore, you have to wait 1/2 a second before letting go of the ledge meaning: no invincibility off the ledge or very few frames, if any.
Crouch Cancel: GONE.
DashDance: No mind game potential, so it's useless as you either have to do it REALLY fast (tiny direction changes) or VERY slowly over longer distances. The only consistent spacing tool right now is walking. Ground game felt hopeless in Brawl, but not just because of this. More on that later.
Applying Fox Trotting to other forms of movement seems less viable than I thought, but it just might require a **** ton of practice.
Different Falling Speeds: GONE. Everyone has a homogenized falling speed, meaning that the meta game inherently suffers.
-The alleged aerial game expansion remarks made by Sakurai at this point seem silly. There is little to nothing at this point that shows the general game play has gone more aerial (outside the characters that can fly/glide or jump multiple times). If anything, it's the opposite. I don't need to mention the obvious extraction of L-Cancel. The new Air Dodge does little to expand things at this point. It's a very long animation and after the second AD without touching the ground, you plummet downwards. You still suffer considerable lag after air dodging, so the only reason I can see Sak allowing multiple ADs at this point, is to allow one to come back to the stage after ADing off accidentally.
*edit*
Bolded portion is false. Only the apex of a jump or afterwards does one glide downwards from an AirDodge.
-This game was made to be played with items. I believe this whole heartedly. The only character that could kill before 100% consistently was Ike, so he won most of the matches. Killing off the sides for most characters doesn't happen until closer to 200%. Characters are so floaty, they often make it back to the stage without using their second or third jumps, they simply Air Control towards the stage -- often even after being intercepted by an offstage attack. Brawl tournaments will never finish within a reasonable time frame at this pace. This game was not meant to be competitive.
-Attempting Edge Guards at this point feels pointless with the auto sweet spot feature. This is why in vids, players seem so illogical when trying to edge guard. A character can sweet spot FROM ALMOST 2 CHARACTER LENGTHS AWAY.
In one situation, I was playing a timed Stock match, Ike vs. Fox. After going up one stock, I started ******* around and started dropping beneath the stage and regrabbing the ledge with his Up B. Fox could do nothing. Not only was it hard to attack me because of the Auto Sweet spot, he couldn't Shine because of the Super Armor present all throughout Ike's Up B. I got the time down to 20 seconds before I accidentally killed myself.
-This was my the strangest problem with this game. The game, amazingly, seems to have control issues. I don't know if it's just the nature of the new system and there's a mechanic we're not aware of, flirting with us, so I can't say for sure -- but everyone found themselves turning the opposite direction or jumping randomly when generally playing. It was quite annoying, the controls just don't feel very tight. This may be us just not being very good yet, but it's something that I don't remember experiencing in the previous games. It happened most after landing an aerial or trying to DashDance and was completely ****ing over the ground game.
If you pay attention to the vids, you can actually see other players having the same problem. Like I said, it's probably some mechanic no one's pegged yet, but it really got in the way of things. The seemingly random Tripping mechanic really didn't help things either.
The philosophy governing the development of this game is clear to me: this is a party game with fighting game aesthetics. Glitches and techniques will likely develop (like any other type of game) but they'll all exist within a paradigm of severe restrictions.
This game reminds me so much of the transition from Halo1 to Halo 2, but just way more drastic. I predict high level play in the future will consist mostly of glitches that don't completely break the general game play (just like Halo 2). New school players will stick with it, old school players will likely opt out (such as myself).
I'll gladly eat these words with a healthy seasoning of dead particles from the hairy ****** of an AIDS infested concubine if I turn out to be totally wrong in the future.
I'll let you guys know when I get the game later.
-Kimosabae
The recent videos of the game created a VERY open mind for me and I was genuinely excited to experience this game. I went in 100% ready to move on from Melee. "This game is SO different" I thought, so this created a new and exciting sensation of mystery and infinite possibilities only a new fighting game could conjure. In the face of people texting me constantly on my cell the past 2-3 days otherwise, I just knew they had not spent enough time with the game, or just sucked at it.
I had so much **** that I wanted to play around with regarding the new system, that I couldn't wait to play the game -- <--- this is were my problem lies with Brawl.
In almost every facet of the game's design, Brawl is limiting. Sakurai clearly had the intentions of making sure this game does not stray too far from his overall vision (whatever that is).
No Wavedashing is fine -- not even Melee truly needed it. I even convinced myself that L-Cancel wouldn't be necessary, because I felt the game play changes would expand Brawl to new horizons that made it unnecessary. In my 6 hours of playing (and everyone elses 2-3 days of playing), the game makes it clear there are new horizons -- just that every one of them seems to be a 5 minute stroll from the epicenter.
Brawls design philosophy is the culprit. As stated, Brawl's game play mechanics are clearly and INTENTIONALLY limiting.
-You've heard this already, but there are very few real follow ups, setups or combos. No one has figured out a consistent 2 piece outside canned strings.
Falcon's Forward B is a good example: WHY does this move exist if following up with ANYTHING is impossible? You maybe get an Up Air at 0-10%. After that, your opponent is knocked so far that you can't even consider yourself on the offensive anymore, you're practically neutral with your opponent. It's a lunging launcher with no real purpose at this point. Same deal with ALL his throws.
-Very BASIC game play mechanics are either nerfed or GONE:
Light Shield/Analog Shield Physics: GONE
Power Shield: Seemingly GONE. If you timed your Shield presses correctly, you would get a new sound effect but no Parry or Projectile reflections (no game play effect). Maybe it changed somehow, but in the 2-3 days of my friends playing, no one has witnessed PS in effect. If an overpowered projectile develops you're ****ed.
Ledge Cancel: Obviously still in, but very limiting. You only can cancel with back/down on the Control Stick (so far), so doing attacks from the ledge is very hard. Furthermore, you have to wait 1/2 a second before letting go of the ledge meaning: no invincibility off the ledge or very few frames, if any.
Crouch Cancel: GONE.
DashDance: No mind game potential, so it's useless as you either have to do it REALLY fast (tiny direction changes) or VERY slowly over longer distances. The only consistent spacing tool right now is walking. Ground game felt hopeless in Brawl, but not just because of this. More on that later.
Applying Fox Trotting to other forms of movement seems less viable than I thought, but it just might require a **** ton of practice.
Different Falling Speeds: GONE. Everyone has a homogenized falling speed, meaning that the meta game inherently suffers.
-The alleged aerial game expansion remarks made by Sakurai at this point seem silly. There is little to nothing at this point that shows the general game play has gone more aerial (outside the characters that can fly/glide or jump multiple times). If anything, it's the opposite. I don't need to mention the obvious extraction of L-Cancel. The new Air Dodge does little to expand things at this point. It's a very long animation and after the second AD without touching the ground, you plummet downwards. You still suffer considerable lag after air dodging, so the only reason I can see Sak allowing multiple ADs at this point, is to allow one to come back to the stage after ADing off accidentally.
*edit*
Bolded portion is false. Only the apex of a jump or afterwards does one glide downwards from an AirDodge.
-This game was made to be played with items. I believe this whole heartedly. The only character that could kill before 100% consistently was Ike, so he won most of the matches. Killing off the sides for most characters doesn't happen until closer to 200%. Characters are so floaty, they often make it back to the stage without using their second or third jumps, they simply Air Control towards the stage -- often even after being intercepted by an offstage attack. Brawl tournaments will never finish within a reasonable time frame at this pace. This game was not meant to be competitive.
-Attempting Edge Guards at this point feels pointless with the auto sweet spot feature. This is why in vids, players seem so illogical when trying to edge guard. A character can sweet spot FROM ALMOST 2 CHARACTER LENGTHS AWAY.
In one situation, I was playing a timed Stock match, Ike vs. Fox. After going up one stock, I started ******* around and started dropping beneath the stage and regrabbing the ledge with his Up B. Fox could do nothing. Not only was it hard to attack me because of the Auto Sweet spot, he couldn't Shine because of the Super Armor present all throughout Ike's Up B. I got the time down to 20 seconds before I accidentally killed myself.
-This was my the strangest problem with this game. The game, amazingly, seems to have control issues. I don't know if it's just the nature of the new system and there's a mechanic we're not aware of, flirting with us, so I can't say for sure -- but everyone found themselves turning the opposite direction or jumping randomly when generally playing. It was quite annoying, the controls just don't feel very tight. This may be us just not being very good yet, but it's something that I don't remember experiencing in the previous games. It happened most after landing an aerial or trying to DashDance and was completely ****ing over the ground game.
If you pay attention to the vids, you can actually see other players having the same problem. Like I said, it's probably some mechanic no one's pegged yet, but it really got in the way of things. The seemingly random Tripping mechanic really didn't help things either.
The philosophy governing the development of this game is clear to me: this is a party game with fighting game aesthetics. Glitches and techniques will likely develop (like any other type of game) but they'll all exist within a paradigm of severe restrictions.
This game reminds me so much of the transition from Halo1 to Halo 2, but just way more drastic. I predict high level play in the future will consist mostly of glitches that don't completely break the general game play (just like Halo 2). New school players will stick with it, old school players will likely opt out (such as myself).
I'll gladly eat these words with a healthy seasoning of dead particles from the hairy ****** of an AIDS infested concubine if I turn out to be totally wrong in the future.
I'll let you guys know when I get the game later.
-Kimosabae