Suffered 20 Temple Matches.
Smash Cadet
- Joined
- Aug 13, 2010
- Messages
- 34
Only one prob. with it. NO TOON LINK! *cries*
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Where the **** in the SSE did Ike run faster than Marth and MK?I like the one where ike runs as fast or Faster than Marth and Meta Knight now if only he could actually do this...
Agree 100%. But what do you mean making stages Character Specific? You played on The Halberd, on Summit, Castle Siege, etc.SSE makes me extremely sad. From the way it is built, it looks like half the team put a ton of effort into it, while the other half did not. While the cut scenes are awesome, and the stages 'try' to be diverse as possible, the game is still too repetitive.
I guess it's best to start with the backstory. IT DOESN'T EXIST. Coming into the game, I had expectations that Subspace would explain why all my favorite Nintendo characters are here in one place and how the world works. Well... it did part of that. It showed that when characters die in the smash world, they turn into trophies, that can be restored by touching their base. (though the first time I saw this, I thought they were sharing stock lol) Ok, well that's nice, but why are all the Nintendo characters in one realm? You don't get to find out. It never explains it.
Another problem is the appearance of the smashverse. I could have sworn that all the vs stages were based off of other video games and not just generic canyon/forest/cave/etc., so naturally I figured that the smashverse in the story would also be a mesh of all the different video game universes. So, why does Subspace look like a deserted continent? There's no pipes or gorons or pokemon cities or much of really anything. This is at least something that Melee's Adventure capitalized on. Maybe that's why I enjoy it so much better.
Now to talk about the plot itself. At this point in time, the players haven't been given any idea of what this world is about or it's history. I know I sound like I'm repeating myself, but the point I'm trying to make is that instead of establishing a basic story for smash bros, the story sounds more like a sequel. I thought they would explain Master Hand's role in the smashverse; basically give story to what happens in N64 or Melee. Instead, we are treated as if we understand how the Masterhand works and.. what's this? Tabuu?! Well, who the heck is he? That's a good question. Who is he? Why does he want to live in the smashverse anyways? It's as bland as subspace itself, so it beats me... and why can he control Master Hand who is essentially the god of the smashverse? Remember, according to trophy data and cut scenes from N64/Melee, the Master Hand is actually a child, and the whole world is a bunch of toys/trophies that come to life with imagination. So, I guess Tabuu could be the outside factors or evils that a kid or teen have conflicts with, but once again, we don't know for sure. Knowing Sakurai, Tabuu is just 'somebody'. :\
Alright, now onto the level designs. They're way too long. I couldn't throw a number out to quote how long it takes because it's been too long since I played, and I don't want to play through again to find it. This really really hurts the replay value of the story mode. After completing everything, players rarely want to play large chunks of the game ever again, and instead enjoy playing a small portion for fun. Making the players play a lot when they want to play a little can make them just not want to tackle another stage.
And considering how long they are, it would be nice to have a bit more variety in the way the places look. I mean, technically there is variety, but the ratio is all wrong. First, we get half the game being a forest or some variation there of where the background is full of trees or is a giant body of water. Then we get a few stages that are cool like the abandoned city, the castle, the space ship, and the Halberd. There was just no need for the number of forest stages that exist. On top of that, instead of creating an exciting last world, we get the Great Maze. That's right! The last world is just a mesh of older stages. Because nothing beats playing bad stages more than getting to play them all together at once!
One thing I believe they could have done to make the stages is better is to make stages character specific. Because there are 39 different characters (counting transformations of all) in the game that are playable on every stage, the level designers are given no room to create effective stages that feel like they were built to fit the mechanics of the character you're playing. It just couldn't be done. However, by limiting the characters that could be played per stage, you could create more puzzles that take advantage of the individual traits of the characters. In example, they could have colored panels that Olimar has to hit with the correct pikman, or they could make a section that requires a lot of flying for Pit or Metaknight. Link could also do a lot of puzzles by moving objects with the boomerang and grappling onto hard to reach areas with his hookshot. Lot's of potential to be explored, but most of it missed due to some upper level decisions.
This also applies to bosses as well who were also generic in design. I mean sure they looked neat and bizarre, but you beat them by just attacking them any way you can and simply avoid their attacks. The most interesting bosses were Metal Ridley because of his ship sinking shenanigan and Tabuu because he has a bunch of "Omegaholyyou'regonnadie" moves, which fit the final boss. Using the same examples for individual character stages, you could have bosses with color coded openings for pikman, or have a sky battle as metaknight/pit with the boss, or make the boss a puzzle for Link to solve.
I think they meant that stages should've been built around the mechanics of the individual characters needed for the stage, so that it could've utilized the character's distinct attacks/abilities for more puzzle makingAgree 100%. But what do you mean making stages Character Specific? You played on The Halberd, on Summit, Castle Siege, etc.
OHHH, Ok. I get what your saying.I think they meant that stages should've been built around the mechanics of the individual characters needed for the stage, so that it could've utilized the character's distinct attacks/abilities for more puzzle making
Spoiler Alert?SSE was like Toy Story 3's intro on crack.
More like the whole movie on crack... Think about it! Similar plots are similar.SSE was like Toy Story 3's intro on crack.
One thing I don't like is how the gravity of things is altered. A short-hop in SSE is shorter than a Short-hop in Vs. mode and you can't autocancel some airials.3. The rivalries and relationships in each characters' respective world (and real life in certain cases) don't carry over to SSE. I would like to see some classic rivalries portrayed with SSE's great cinematics. Mario vs. Sonic action would've been a GREAT spur in the Nintendo-Sega rivalry, for example.
I didn't specifically state anything that honestly happens in TS3 in order to call it a spoiler. You'd still have to watch it to really know what I meanSpoiler Alert?
Toon Link deserved more recognition in SSE definitely, considering between Melee and Brawl came the first TLink Games. Wolf like, NEEDED, to be in it because he's a villain, and while an infinite army coming from a black sausage flinger (anyone who's read the online stuff knows that would be Game & Watch) does make up for it in part, another main-series villain would've helped the plot.The Subspace Emissary was awesome the first time (The Great Maze was tedious, confusing, and disorienting at first, but tolerable). The second time I played it was to unlock Toon Link, Wolf, and *grumbles*...Jigglypuff.
The third time I played it, I wanted to begin my run of "crowning" each level, but that has turned out to be very frustrating for now, so I switched my goal to unlocking all the SSE's alternate cutscenes, not those "one-time special event" ones near the end (my first alternate scene was Kirby beats Mario)...
After unlocking all the cutscenes, my goal will probably be crowning each and every level, followed by either playing through SSE's higher difficulties *gulps* or beginning my grand SSE Trophy Journey (which is going to be a pain in the butt, especially on bosses). The Trophy Journey is when I'm going to start applying stickers. (I know they make the SSE easier and up the amount of trophy drops, but I'm still wary because I heard of a glitch where a certain sticker is only available twice; after that it's LOST FOREVER!)
But yeah, the SSE seems like a chore now... On my Alternate Cutscene Run, I've made it to the Skyworld-esque stages and the mode is already boring... *sighs* I believe the mode would be great when played once every few weeks/months...
As for the plot, I felt Toon Link and Wolf should have played some role in the story (with Sonic gaining an expanded role; screw Jiggly)... The Space vs. Subspace concept is very intriguing... Mario vs. Sonic and Link startled by/challenging Toon Link would have been pretty nice to see in action.
And that whole online explanation thing is dampening... While it makes for a more coherent story, it should have been included in-game (yet another reason why the Masterpieces, though interesting in theory, should have been axed)! I'd rather play through a complete story mode than sample some 1:00 demos where I can barely enjoy the game being demonstrated...
Lastly, Link and Ike were the beasts in that mode! Did you see how fast they run in the cutscenes in comparison to the actual game? :D
I'd definitely go for a SSE-esque mode in SSB4 (albeit a bit shorter) with additional "stages" that cater to the strengths of certain characters...
Don't be hatin', it's just an opinion. I actually think that the MarthxZelda-LinkxZelda thing could be funny. And don't start hating on me for agreeing with you on that.I like how
"The rivalries and relationships in each characters' respective world (and real life in certain cases) don't carry over to SSE. I would like to see some classic rivalries portrayed with SSE's great cinematics. Mario vs. Sonic action would've been a GREAT spur in the Nintendo-Sega rivalry, for example."
So I could switch a couple of words around, right?
The rivalries and relationships in each characters' respective world (and real life in certain cases) don't carry over to SSE. I would like to see some [NEW RELATIONSHIPS] portrayed with SSE's great cinematics. [MarthxZelda] action would've been a GREAT[, seeing as link has no relation with zelda and marth has no relation with sheeda, to] spur in the [MarthxZelda-ZeldaxLAMENK (contraction of lame and Link)] rivalry, for example[!!1!!1oneshift!!1!1one!11!!]
Sorry, I had the title as to say I would be flamed soon by people who hate Marth. I've been here for a while and whenever I try to quote, i became too lazy and give up. Credits for you go here now then!Don't be hatin', it's just an opinion. I actually think that the MarthxZelda-LinkxZelda thing could be funny. And don't start hating on me for agreeing with you on that.
By the way, learn to flame. You won't get anywhere by trying to piss people off by quoting them without credit, or stuff.
You are too lazy to press a quote button...? And who hates Marth, I love MarthI've been here for a while and whenever I try to quote, i became too lazy and give up.