D
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Most of the modes in this game have some form of penalty where you lose what you end up earning along the way to the end if you end up losing. I don't feel as if losing should be the same as winning by any means, but I feel the way this game does it is needlessly grindy and rather frustrating at times.
Classic Mode
Let's say you've essentially earned your prizes along the way from fighting tougher fights (generally the ones that give you the loot), well, if you end up losing, you end up losing a portion of your loot which makes your previous accomplishment and effort sometimes useless since it'll remove what you just earned or something else you earned at another time.
Master Orders
You have one shot at unlocking something before it randomizes. You lose, you get put on the random number generator and thus if something was there, such as a certain music CD or just anything you are preferring to unlock, you have to hope the RNG goes back to that or keep playing other things. The issue is that this becomes really time consuming trying to get what you want, and failure of any kind will remove your chance with the item for a period of time unless you happen to get favorable RNG.
The other aspect of Master Orders is the incredibly random variables such as just items spawning out of the blue thus can costing you the match, or the 2.0 speed matches against horde mode Intense 17 Lucina. I just cannot fathom how this is remotely a good idea for game design and I've witnessed this quite a bit. You have options of other things, but the other things may not be what you're after and thus you grind as a alternative in hopes you find something you want and hope it isn't 2.0 speed Intense 17 Lucina Horde mode.
Crazy Orders
This mode also has this random variable except, in a survival aspect. The unfortunate factor to this is that generally speaking, you most likely will not get far in this mode without a custom setup. It's not about either or not you are skilled it's that the items are very random. I recall just yesterday I was on round 4 with 0 damage, then, 5 seconds into the match I lost due to a bullet bill at 37%. There are many instances where the sheer randomness and how much damage you can receive and the miniscule healing you receive.
When you face Crazy Hand depending on how far you get, you have to worry about two CPU's and two hands. Now I'm all for a challenge, but juggling two other characters + the two hands I'm struggling to see the point here, especially if this is how you unlock something and to even get to a fight such as this you have to get far in a survival type mode. It feels like an Event Match you should be able to choose at this point, that specific fight I mean.
Event Match
I feel the same randomness with the items applies here depending on the Event. I do criticize most of the Event Matches in the game because a lot of em just don't seem that well made and feel like you are not really being challenged but more so like playing various NES-era titles that amped up the difficulty without a learning curve or any thought to how it would affect the gameplay. The various challenges only add to that at times. It feels really arbitrary than fun and interesting ideas. There were some I thought were interesting, but they were far few compared to the majority.
Smash Tour
This mode actually combines the issues with the randomness, but the randomness isn't really an issue here. It can be mildly annoying at times, but I honestly feel the general speed of Smash Tour and how it's paced to be rather slow and the content itself sometimes a chore due to the monotony of it is the issue. If this mode was like Mario Party it'd actually be something charming to play I find, but I don't really see the appeal of what it is because It's really lacking in a diverse or engaging experience thus, making the unlocking process not entertaining for me.
Trophy Rush
This is the mode that is the most tolerable for unlocking things, trophies namely, but unfortunately I tend to unlock the same things for about 75% each time I do the mode. And sticking to only certain characters for said mode doesn't make it feel diverse enough. Any character may play the mode, but for grinding purposes you generally stick to certain few for optimal unlocking.
And for the most part you're getting trophies not the other content hence the name obviously. I do feel grinding this mode for unlocks monotonous as well since all that's really going on is smashing a ton of boxes and dodging electric balls. It's fun every now and then but at the rate of which you receive new things from this mode, It's not something I'd want to do more than 2 times at a time. I feel as if this mode should have been expanded a little bit.
When it comes to unlocking certain things, I feel more variables should be taken into place and that's why I don't have the same issue with Homerun.
End
While I do have strong complaints about this, I do love the gameplay itself quite a bit. It's a very fun game to play and will soon be (at this rate) my most played Wii U game. I just feel the overall single player experience in this game to be a let down, unfortunately.
Classic Mode
Let's say you've essentially earned your prizes along the way from fighting tougher fights (generally the ones that give you the loot), well, if you end up losing, you end up losing a portion of your loot which makes your previous accomplishment and effort sometimes useless since it'll remove what you just earned or something else you earned at another time.
Master Orders
You have one shot at unlocking something before it randomizes. You lose, you get put on the random number generator and thus if something was there, such as a certain music CD or just anything you are preferring to unlock, you have to hope the RNG goes back to that or keep playing other things. The issue is that this becomes really time consuming trying to get what you want, and failure of any kind will remove your chance with the item for a period of time unless you happen to get favorable RNG.
The other aspect of Master Orders is the incredibly random variables such as just items spawning out of the blue thus can costing you the match, or the 2.0 speed matches against horde mode Intense 17 Lucina. I just cannot fathom how this is remotely a good idea for game design and I've witnessed this quite a bit. You have options of other things, but the other things may not be what you're after and thus you grind as a alternative in hopes you find something you want and hope it isn't 2.0 speed Intense 17 Lucina Horde mode.
Crazy Orders
This mode also has this random variable except, in a survival aspect. The unfortunate factor to this is that generally speaking, you most likely will not get far in this mode without a custom setup. It's not about either or not you are skilled it's that the items are very random. I recall just yesterday I was on round 4 with 0 damage, then, 5 seconds into the match I lost due to a bullet bill at 37%. There are many instances where the sheer randomness and how much damage you can receive and the miniscule healing you receive.
When you face Crazy Hand depending on how far you get, you have to worry about two CPU's and two hands. Now I'm all for a challenge, but juggling two other characters + the two hands I'm struggling to see the point here, especially if this is how you unlock something and to even get to a fight such as this you have to get far in a survival type mode. It feels like an Event Match you should be able to choose at this point, that specific fight I mean.
Event Match
I feel the same randomness with the items applies here depending on the Event. I do criticize most of the Event Matches in the game because a lot of em just don't seem that well made and feel like you are not really being challenged but more so like playing various NES-era titles that amped up the difficulty without a learning curve or any thought to how it would affect the gameplay. The various challenges only add to that at times. It feels really arbitrary than fun and interesting ideas. There were some I thought were interesting, but they were far few compared to the majority.
Smash Tour
This mode actually combines the issues with the randomness, but the randomness isn't really an issue here. It can be mildly annoying at times, but I honestly feel the general speed of Smash Tour and how it's paced to be rather slow and the content itself sometimes a chore due to the monotony of it is the issue. If this mode was like Mario Party it'd actually be something charming to play I find, but I don't really see the appeal of what it is because It's really lacking in a diverse or engaging experience thus, making the unlocking process not entertaining for me.
Trophy Rush
This is the mode that is the most tolerable for unlocking things, trophies namely, but unfortunately I tend to unlock the same things for about 75% each time I do the mode. And sticking to only certain characters for said mode doesn't make it feel diverse enough. Any character may play the mode, but for grinding purposes you generally stick to certain few for optimal unlocking.
And for the most part you're getting trophies not the other content hence the name obviously. I do feel grinding this mode for unlocks monotonous as well since all that's really going on is smashing a ton of boxes and dodging electric balls. It's fun every now and then but at the rate of which you receive new things from this mode, It's not something I'd want to do more than 2 times at a time. I feel as if this mode should have been expanded a little bit.
When it comes to unlocking certain things, I feel more variables should be taken into place and that's why I don't have the same issue with Homerun.
End
While I do have strong complaints about this, I do love the gameplay itself quite a bit. It's a very fun game to play and will soon be (at this rate) my most played Wii U game. I just feel the overall single player experience in this game to be a let down, unfortunately.