yes yes yes yes yes yes.
Edit:
The cutscenes where cool, so was the music, otherwise... meh.
And that maze crap can go to hell.
Agreed. And I was really looking forward to SSE; I thought they would have learned from the mistakes of Adventure mode in Melee. They didn't.
IMO, the problem is that the Brawl engine makes for a terrible platformer; at least, the way they put it together. Let me explain. For starters, the characters are not designed to move around large levels. You can't run, jump, land, and keep running in a fluid motion; landing from a jump has landing lag, even moreso if it's fastfalled, and you have to tap forward again to keep
running. This makes it subtly tedious to run around a field, although it makes sense for fighting on a small stage.
A bigger problem is the killzones, that arbitrarily follow you around, and have a very pervasive impact on the gameplay. You're always on your toes, because you don't know where the killzone is at any time, if the stage suddenly decides to start scrolling then you can be killed just for being somewhere that
was safe, and if you get hit then the camera doesn't follow you, sometimes even after you get up and are
trying to keep walking around the level. It's just frustrating, to be fighting the game dynamic rather than the actual enemies.
But the enemies are also a problem. Rather than fights being consistent with the way Brawl actually works (in Brawls), you're usually fighting a large number of small weak enemies, and crowd-control is difficult with most characters. If anyone touches you, you're stuck in hitstun, even if it's short in Brawl -- maybe this is part of the reason for that? Hitstun is great for 2-4 players, but
terrible for fighting an army of small monsters. It just means you're not in control. The only real way to retaliate is to spam multi-hit moves, like Pika's Dsmash. You can't fight using your character's real strengths and weaknesses. On that note, many moves
don't even work in SSE; like Bowser's side-B, it just fails, because you can't
really grab SSE enemies. This is a game-design fault.
Ergh, I could go on and on. SSE just fails because it doesn't fit with the way Brawl physics works. They
could have made a reasonable one-player adventure mode just by designing something different. Maybe something like Classic Mode but with level-exploration, puzzles+traps, fewer enemies that act more like real Brawl characters, and situational battles between characters that are relevant to the plot. You could even set up situations like in Events Mode, where some characters are mini for a battle, sometimes you have to defend a character for some plot-related reason, etc.
Alas.