Regarding competition for Melee and Brawl - We don’t aim to be a replacement of Melee or Brawl, but a complement. We’ve had countless melee players who constantly play both PM and Melee, because they love aspects of both. There will surely be purists out there for both Brawl and Melee, but we ask them to be optimistic to try this out because there is a ton of great new content available for them to enjoy.
This is a refreshing spin to the Smash Brothers Series where we offer updated, or even entirely new, balanced character metagames, new stages (throwback such as Fountain of Dreams, Yoshi’s Story, and entirely new content), a completely overhauled engine, and much more.
As an example, many characters throughout the series have unfortunately been rated as “low tiers” where they aren’t truly viable in competitive or even friendly play. The project m team has a strong focus on making every character viable in our engine. A lot of these characters didn't need significant adjustments to make them viable, but some tweaks here and there to truthfully make them a force to be reckoned with. As an example, in melee, Bowser had a hard time cutting through those fast, combo oriented characters such as Falco, Fox, or Falcon. We rectified this in Project M by keeping Bowser as the slow powerhouse he is meant to be, and took a page from how Capcom dealt with heavy characters and gave him tight armor windows on several of his attacks to help him get through heavy projectile spam and faster characters. While on paper it may seem foreign to hardcore melee players, many playtesters have found bowser to be very enjoyable.
You will find a lot of changes like this in Project M, some more pronounced than others. While Bowser’s changes are subtle, other characters such as Snake received significant overhauls to their movements to better suit the fast-paced gameplay. Snake’s brawl metagame relied largely on camping with his disjointed upwards kick and hiding with his shield with grenades. We didn't want him to just sit back and camp all day; we wanted him to have depth and trickiness where he can place C4 on opponents in a combo while controlling the stage with grenades, mines, and more. While this was a lot of work, it made for an incredible product and one of the most fun characters in a game I've ever played.