Yeah... That's the main problem with the SSE.... All of these amazing and unique worlds... And we get bland and often dead looking atmospheres. They even made the halberd bleh, and that was the one location from a franchise they had, how the heck do you even do that?
Well the Halberd...really didn't look that different from how it looked in Kirby Super Star.
Looks a bit darker but that's the result of the fact that Brawl has a lighting engine while Super Star doesn't.
In both games it was a fairly standard looking steampunk ship.
As far as locations go, Halberd wasn't the only Nintendo location. There was a stage titled Skyworld, the one where you first play as Pit, obviously referencing the Kid Icarus location. And some other areas draw interesting parallels to Nintendo locations. The Jungle, where you first play as DK and Diddy, is obviously like Kongo Jungle. There is a foggy lake area that I always thought was kinda like Lake Hylia, not to mention the Forest with Link and Yoshi looks not much different from the forest areas in any 3D Zelda. And there is the Mines level, which looks like the Underground segments of Mario (it looks STRIKINGLY similar to the version from Super Mario All-Stars SMB), complete with Mario enemies in the level.
While I would have preferred more flat out Nintendo locations, I think the environments in SSE serve as nice little parallel version anyway.
I found the extreme lack of replay value to be the SSE's biggest problem. I mean, yeah the lack of Nintendo worlds stunk, but even if the SSE had that, I'd have no real reason to go back after round one.
I mean, if you didn't enjoy the mode period, then it isn't gonna have much replay value to you. Same goes with any game.
Objectively though, SSE has a ton of replay value:
-30+ characters to play through the game as, each feeling very different. Not dissimilar to replaying Kirby games with different copy abilities each time, or playing through 3D World with all 5 characters (which is actually required for 100% in that game).
-5 difficulties with noticeable differences (I highly recommend trying Intense. In the Iwata Asks for Brawl, Sakurai mentions that Very Hard is intended as the "true" highest difficulty of SSE, with Intense more serving as a crazy challenge with unique quirks, and it really shows, it's super fun).
-Sticker system allows you to tweak characters in different ways.
-Co-op, it's gonna feel different with each pair of players.
-Hidden items to find.
-Catching enemies in trophies to add to your trophy collection.
-Higher difficulties of SSE have an increased likelihood of giving you trophies you don't have from the Item Cubes.
Me personally, I know I have at least:
-Played through and 100%'d each difficulty at least once
-Done a no sticker, 100% run of Intense Mode
-Done a speed run of Easy Mode and Intense Mode
-Played through the game various times in co-op, both on my system and other people's systems
-Played through every level as Sonic and Snake (I may have done it with other characters though I can't remember. I MIGHT have done it with Mario, Toon Link, and Kirby too)
-Not exactly a full run but during one of my runs, I made an extra save before doing the Subspace levels. In this save, I played through the Great Maze and Tabuu with just the required characters (which is the ones that don't need to be manually saved in the Subspace levels. Those characters are:
)
Doing stuff like this got me all of the trophies I needed pretty nicely, along with doing everything else in the game.
And beyond my original Wii save (don't have it anymore), I've definitely played through it once on my Wii U save, when I was playing Brawl in anticipation for Smash 4.
So really there is a lot of potential reasons to go back to SSE.