That Smash Bros. Universe concept just doesn't fit right with me. I feel like there's a lot that doesn't take into consideration the actual game.
First off, it feels kind of basic with the modes and gameplay. Each iteration of Smash brought something new and exciting to the table.
- 64 was the start, the bare bones.
- Melee improved upon everything from 64, making it into a far more expansive game.
- Brawl gave us a huge story mode that put everything together, as well as the introduction of third-parties.
- SSB4 came out on both console and handheld, and allowed you to customize fighters.
Universe's got nothing like that. It's got some new modes, sure, like the Tower of Smash from that one rumor before Wii U launched, but it doesn't really do anything original yet to make people want to buy it.
Then we have the characters. Because everyone's taste differs, I don't want to comment on character choices because really, it's his choices, not mine. What I do want to talk about is the sheer number of them. In a game like Smash, it's always driven by the moveset. Whether or not this character can fight and be unique from every other fighter in the game is a very important part of balance. Why play this character when another character does everything they do better? With that many fighters, it seems like their actual kit is an afterthought instead of the driving process of character selection. When the character comes first, you get a game like Cartoon Network Punch Time Explosion, where there isn't a coherent playstyle, just moves.
And that's not exclusive to Universe, that's something a lot of people do. Characters like K. Rool, Banjo, Toad, they're all given their iconic moves and then some... but what is the purpose of that move? What options does it give the character? How is it any different than the other fighters?
I criticize because I used to try to develop fan-games to no avail. I still write up movesets often. Hell, I've written an upcoming article for Source Gaming about some bare-bones movesets. I've devoted a lot of time to try to make my ideas flow together so it doesn't look like it's pulled together last-minute. My advice is to innovate. Look to do something new and fresh. What can be done for Smash that is exciting and never before accomplished? What kinds of characters can be birthed out of this?