Umby
Smash Master
Link to original post: [drupal=835]An Observational Rant[/drupal]
Having little to do on Smashboards lately, I've been lurking some of the boards (mostly Brawl related) that I rarely ever venture into, such as General Discussion and Tactics. I've also managed to find my way into the User Blogs section. As I read the myriad of posts bashing Brawl, I start to realize a few things that some other people should probably realize as well.
First off, the obvious stuff. Many Melee players were simply disappointed in the Melee to Brawl transition. What began as a fast paced, combo-oriented game turned into a slow, floaty, campy, busted game. Even though most of these Melee players dish out hate on the newer Brawl supporters that believe Brawl is better than Melee(a belief they are entitlted to), they have to understand, first off, how tough this transition is for them. It's almost an insult to have busted our fingers for nearly 8 years, pulling off insane, crowd-rousing combos while moving at lightning speed, only to have the next installation of Smash Bros. completely deviate from that. It's like cruising an empty freeway at 80+ mph only to stop a few miles later and getting caught in a traffic jam. If Brawl supporters can imagine that, they could probably sympathize with Melee players a bit more.
The next point of address is exactly why some people prefer Brawl to Melee, and why some people think Brawl is better. Once again the points are obvious. The majority of people like Brawl because it's EASIER TO PLAY. You can air dodge multiple times, you don't die until ridiculous percentages, the game engine's floatiness makes recovery extremely easy, and you rarely get caught in combos because of the lack of hitstun. This appeals to gamers that are newer to the Smash scene, as well as those who never got too far in the Melee scene.
I'd like to digress for a moment and say that I speak from experience. While I believe Melee is the better of the two games, and enjoy it more, I generally do better at Brawl than and Melee, and end up playing it more often.
Back on track, another appealing feature for Brawl is the availability of wifi. While you can witness about the same amount of complaint about wifi lag as you do with the game in general, you can't deny that the ability to play online is a selling point. These features are all intended to appeal to the general populace and not just hardcore competitive gamers. It should have been obvious from the start that the whole point of the Nintendo Wii and its respective games was to appeal to people in general. Really, Brawl is not meant to be a competitive fighter/platformer - It was meant to be a party game.
Yet another reason numerous Melee players despise Brawl so much.
So my first reason for this rant concludes that both Melee and Brawl players should realize the appeals of both games and sympathize with each other. Bashing either game out of fun is cool and all, but it sparks so many ******** conversations and opinionated arguments that even the participants of such conversations are getting extremely annoyed.
I'd now like to address arguments on the current Brawl metagame. Anxious as we are to further its development, some of the things I believe are holding us back are the talk of bans and hacks. Let's talk about bans first.
MetaKnight. Yes. He is a bit of a whore. So much so that people want to see him hauled out of competitive play. Regardless of my personal views about whether he should be banned or not (I am anti-ban, btw) I would like to ask, is banning MetaKnight really the right choice for competitive Brawl? If we do ban him, will the current metagame be any more or less balanced, or will some other character simply rise to the top and dominate, causing speculation on their ban as well? A better question is, how do we know that the metagame couldn't have developed well enough that MetaKnight no longer seemed as broken as he does now? It's been said time and time again that Brawl is a new game and that we should let it develop. This became more evident when the SBR released version 1.0 of the tier list. Shortly after it was presented to the public, you could see the change in the metagames of a lot of characters.
Dedede. Chain Grabbing. Infinite Grab on 5 cast members. Similar logic applies. With infinite grabbing removed or limited from competitive play, does this make Dedede less of a threat to other characters? Could we have gotten by without having to have relied on banning the infinite?
We won't really know until we play the game for a bit longer. Remember, it took years for Melee to develop to the point it is at now. Ironically, while Brawl and Melee may differ so drastically both in gameplay and the view of their respective fans, perhaps it's the case that Brawl is trying to be too much like Melee. People are constantly trying to find and claim "advanced techniques", there is frequent concern about the structure and placings within the SBR's tier list, and people are busy hacking the game to make the game engine similar to Melee (Brawl+). Maybe we just need to slow down a little and play the game for a while. It's not easy for Brawl to to reach the bar of competitive play that Melee has set, nor is it possible to do at this point in time (if at all).
Having little to do on Smashboards lately, I've been lurking some of the boards (mostly Brawl related) that I rarely ever venture into, such as General Discussion and Tactics. I've also managed to find my way into the User Blogs section. As I read the myriad of posts bashing Brawl, I start to realize a few things that some other people should probably realize as well.
First off, the obvious stuff. Many Melee players were simply disappointed in the Melee to Brawl transition. What began as a fast paced, combo-oriented game turned into a slow, floaty, campy, busted game. Even though most of these Melee players dish out hate on the newer Brawl supporters that believe Brawl is better than Melee(a belief they are entitlted to), they have to understand, first off, how tough this transition is for them. It's almost an insult to have busted our fingers for nearly 8 years, pulling off insane, crowd-rousing combos while moving at lightning speed, only to have the next installation of Smash Bros. completely deviate from that. It's like cruising an empty freeway at 80+ mph only to stop a few miles later and getting caught in a traffic jam. If Brawl supporters can imagine that, they could probably sympathize with Melee players a bit more.
The next point of address is exactly why some people prefer Brawl to Melee, and why some people think Brawl is better. Once again the points are obvious. The majority of people like Brawl because it's EASIER TO PLAY. You can air dodge multiple times, you don't die until ridiculous percentages, the game engine's floatiness makes recovery extremely easy, and you rarely get caught in combos because of the lack of hitstun. This appeals to gamers that are newer to the Smash scene, as well as those who never got too far in the Melee scene.
I'd like to digress for a moment and say that I speak from experience. While I believe Melee is the better of the two games, and enjoy it more, I generally do better at Brawl than and Melee, and end up playing it more often.
Back on track, another appealing feature for Brawl is the availability of wifi. While you can witness about the same amount of complaint about wifi lag as you do with the game in general, you can't deny that the ability to play online is a selling point. These features are all intended to appeal to the general populace and not just hardcore competitive gamers. It should have been obvious from the start that the whole point of the Nintendo Wii and its respective games was to appeal to people in general. Really, Brawl is not meant to be a competitive fighter/platformer - It was meant to be a party game.
Yet another reason numerous Melee players despise Brawl so much.
So my first reason for this rant concludes that both Melee and Brawl players should realize the appeals of both games and sympathize with each other. Bashing either game out of fun is cool and all, but it sparks so many ******** conversations and opinionated arguments that even the participants of such conversations are getting extremely annoyed.
I'd now like to address arguments on the current Brawl metagame. Anxious as we are to further its development, some of the things I believe are holding us back are the talk of bans and hacks. Let's talk about bans first.
MetaKnight. Yes. He is a bit of a whore. So much so that people want to see him hauled out of competitive play. Regardless of my personal views about whether he should be banned or not (I am anti-ban, btw) I would like to ask, is banning MetaKnight really the right choice for competitive Brawl? If we do ban him, will the current metagame be any more or less balanced, or will some other character simply rise to the top and dominate, causing speculation on their ban as well? A better question is, how do we know that the metagame couldn't have developed well enough that MetaKnight no longer seemed as broken as he does now? It's been said time and time again that Brawl is a new game and that we should let it develop. This became more evident when the SBR released version 1.0 of the tier list. Shortly after it was presented to the public, you could see the change in the metagames of a lot of characters.
Dedede. Chain Grabbing. Infinite Grab on 5 cast members. Similar logic applies. With infinite grabbing removed or limited from competitive play, does this make Dedede less of a threat to other characters? Could we have gotten by without having to have relied on banning the infinite?
We won't really know until we play the game for a bit longer. Remember, it took years for Melee to develop to the point it is at now. Ironically, while Brawl and Melee may differ so drastically both in gameplay and the view of their respective fans, perhaps it's the case that Brawl is trying to be too much like Melee. People are constantly trying to find and claim "advanced techniques", there is frequent concern about the structure and placings within the SBR's tier list, and people are busy hacking the game to make the game engine similar to Melee (Brawl+). Maybe we just need to slow down a little and play the game for a while. It's not easy for Brawl to to reach the bar of competitive play that Melee has set, nor is it possible to do at this point in time (if at all).