My Super Smash Bros Wii U/3DS demo consensus

E3 has come and gone, the Super Smash Bros. Invitational has passed, and I got to play both the 3DS and Wii U versions of  the new Super Smash Bros. game (which I will be labeling as “Smash 4“). Here’s my take:

NOTE: This game is not in its final stage. It is still in development! Mechanics can (and probably will) change.

What is it like?

It’s like Super Smash Bros. Brawl (Brawl). It felt less floaty and faster, but it definitely retained the Brawl feel. The music and the overall look is great. The move streaks are an awesome touch, and I’m loving some of the new characters. I only got to play as Kirby (my old Brawl main) and Villager, but I had fun playing both!

Also Smash Run is going to be the best mode of all time.

Game Mechanics:

The Good:

– A lot of people were complaining about aerial landing lag, but I didn’t see a lot of it. With both Villager and Kirby, landing on the ground with an aerial felt exactly like it did in Brawl. I was still able to link Kirby’s Back Air -> Forward Tilt, which requires little landing lag on the Back Air. Some characters have a lot of landing lag (See: Marth), but overall the game didn’t look like a total lag fest when landing with aerials. I have no idea why everyone’s complaining when it seems to be only a few characters.

– The hit lag, while more than Brawl, feels really satisfying when you hit. Grabbing someone also feels satisfying.

– Air dodging into the ground produces significant lag. This is great because it used to be an incredibly safe option in Brawl, and now it can be punished. Also they appear to be much shorter, which is great.

– The jab finishers are really cool. I hated all the rapid-jabs, so I’m glad they’re gone.

– Hit Stun can’t be canceled with an air dodge. Combos do exist!

– The new ledge mechanics to prevent sharking are cool. I’m actually on board with the whole “kick-off” mechanic, too.

The Bad: 

– No dash dancing. I think this is something Smash 4 needs so that the primary movement isn’t air-based.

– Throws are really odd. It’s very hard to follow up with them and it doesn’t really put the thrown opponent in a bad spot so it feels like they’re always the less superior choice. A few characters, however (MegaMan and Villager are the two that come to mind) have some follow ups out of throws.

– KO’ing takes a very long time. I saw people live up to 150% from Smash attacks.

– Auto sweet spot ledges with Up B.

And that’s really all I have to say about it. Overall, I’m really hopefully for Smash 4. I was worried I wasn’t going to like it, but after watching the Invitational and playing both versions myself, I can confidently say that I’m very excited for this game!

Just Sayin’

My thoughts on the Super Smash Bros. Invitational

A few days ago, Nintendo posted a video about the Super Smash Bros. International, a tournament hosted by Nintendo at E3 this year to showcase the next installment of the Super Smash Bros. series. It will feature 16 players that receive an invite from Nintendo, and feature casting by well-known competitive Smash Bros. casters Prog, Scar, and D1. I think this tournament is awesome, and to see them including Prog and D1, my two favorite casters, is really cool. Really, the whole idea that Nintendo is trying to embrace competitive Smash Bros. is a good feeling. Other competitive games are usually supported by their creators; it’s nice to see Smash Bros. is finally getting some of that support.

https://www.youtube.com/watch?v=eMQySEjyCUw

I’m not going to dive into the players invited, but there are a lot of big names and I’m mostly happy with Nintendo’s choices. A lot of the players not only help with the community but are long-time players of competitive Smash Bros., with a few new names thrown in there that I don’t know at all.

Now, let’s get down to the nitty-gritty of the Invitational: the rules.

Draft:

Basically, there are 20 characters and 16 players. Each player picks a number and then picks a character in the order of the number (starting with 1). The player’s aren’t allowed to switch characters – they must use the same character throughout the duration of the tournament.

Here’s a quick list of the characters (in alphabetical order):

– Bowser
– Donkey Kong
– Fox
– Greninja
– Kirby
– Link
– Little Mac
– Mario
– Marth
– Mega Man
– Pikachu
– Pikmin & Olimar
– Pit
– Rosalina & Luma
– Samus
– Sonic
– Villager
– Wii Fit Trainer
– Zelda
– Zero Suit Samus

So that means that 4 characters will be left out. That’s nice because then the last person still has characters to choose from rather than just being stuck with whichever character isn’t picked. I’m predicting that some characters like Mario, Pikachu, Link, Donkey Kong, Fox, and other old names will be less favored than the new characters. At least, I hope they choose the new characters over the old ones.

Gameplay:

– Single-Elimination
– 4 player Free-For-All (FFA), 4 stocks, 5 minute timer (top 2 advance)
– Winner is determined by score?
– A tie-breaker for second involves most KO’s, and if that’s a tie, then by a fan vote.
– Quaterfinals have Items on Medium
– Semifinals and Finals have Items on Low
– Grand Finals have no items.

And taken directly from Nintendo’s E3 website with the rules:

Grand Finals is a 4-stock, 8-minute, 1-on-1 match on Battlefield as an homage to the competitive Smash Bros. community.”

How cool is that? That’s a really big deal for me as a competitive Smash Bros. player.

So, the rules aren’t exactly crystal clear on how the winner is determined. Is it the last player standing, or the player with the most KO’s? I don’t know, but I’m going ahead and assuming it’s whomever is last standing. Also I have no idea whether or not the matches before Quarterfinals have items on or off. I’m pretty sure it’s on, all things considered, but we’ll see. The stages used will be shown off at the event, which I’m okay with.

There’s also this “Fan Favorite Bracket”, which is basically fans wanting their favorite players to play again in a separate bracket where the second place winner is determined by a vote. The Fan Favorite Bracket matches are timed FFA’s instead of stock, so the winner is the person with the highest score. Items are always on Medium.

All in all, the rules are looking good. I didn’t expect any kind of hyper-competitive rules, so the FFA matches are fine with me. I’m just happy they’re paying an homage to the competitive Smash Bros. community.

I’m very excited for this tournament. If you want to check it out, it’ll be streamed on Nintendo’s Twitch channel next Tuesday, June 10th, at 4 PM PT. I’ll be tuning in and probably updating my Twitter as I do, and I’ll (hopefully) be going to the Best Buy Smashfest in my area to write a post about my thoughts on it in the next couple of weeks.

Just Sayin’.

Link to Nintendo’s E3 website: http://e3.nintendo.com/

Link to the Super Smash Bros. Invitational Rules: http://e3.nintendo.com/invitational/info.html

Salt (and why it can be good for you)

Salty (Adjective) – To be (usually to a somewhat high degree) angry when losing. Generally used in competitive gaming.

I get angry when I lose in competitions.

Like, really angry.

I just want to punch whomever beat me in the face for outplaying me and taking advantage of things I did wrong. Why couldn’t I have done that instead? I should be the one advancing to the next round, I know I’m better than this. I want to rematch them right then and there to prove it. I want to beat whomever just beat me so badly.

And yet, here I am, writing about how it feels like my opponent chained me to a 300lb weight when I lose, and I’m unable to lift it. It’s incredibly frustrating.

How do people take losses so cleanly? I really don’t understand it. I can’t smile after I lose.

I’ve literally spent hours of my time looking up how to take losses better. I thought it was a problem that I couldn’t take my losses cleanly – that I wasn’t learning from them like the best players do.

Then it hit me earlier today while thinking of something to write about for today’s blog post; being angry about a loss is fine. I can be angry that I lost a match, as long as that anger can force me to look at the match and learn from it in a healthy way. Basically, channeling your anger into something useful so you don’t just sit there yelling at yourself on the inside.

Being angry can actually be an incredible motivator for improvement, but there’s a lot of stigma to being angry which prevents it from being used. “Going on Tilt” is to get angry and start playing at a sub par level, but that doesn’t have to be the case. If you’re just getting angry and that’s it, of course you’re going to start playing worse. I think the problem is that people have a really negative impression about anger in competition, when I think it might be a great way to psyche yourself up and continue to play at your best. When I lose a stock in Super Smash Bros., I get angry. Did I really just let myself lose a stock? It’s not happening again. I’ll nod that my opponent made a good play, even tell him it was a good play, but I’m still angry that I’m one step closer to losing. That doesn’t make me play worse – I play better, harder. I don’t want to lose, because I loathe losing.

I think the reason people go “on Tilt” when they’re angry is because they realize they’re angry and don’t want to be, which affects them more than they may realize. I say be furious, but be in control of what you’re doing and feeling (mainly because if I were actually furious all the time I’d probably have a heart attack or something). Don’t just be angry – channel that emotion to have a purpose. You don’t want to just sit there and be angry and then play your next match. While it seems weird, it’s entirely possible to feel angry and motivated at the same time, and that’s the good kind of anger.

You can say good games at the end, admit your opponent played better than you, and be a good sport. But that doesn’t mean you’re not seething inside and are itching to beat them next time so you can pop off and say you’ve gotten better.

Just Sayin’

REVIEW: Super Mario 3D World

Apologies for last week; school has just started and so I was a little preoccupied with transitioning into school mode. But, enough of that, it’s time to review Super Mario 3D World!

I won’t bore you with the plot or characters. It’s standard Mario fare, except Peach is a character you play and the victims are a group of fairies. What’s really important is the gameplay.

Gameplay:

If I were to sum up the gameplay of Super Mario 3D World, it’d be “wow”. With this addition each character (Mario, Luigi, Peach, Toad) has different properties – Mario is the most balanced, Luigi jumps the highest (but is a little slippery), Peach can float (but is the slowest), and Toad is the fastest (but jumps the lowest). This allows for some pretty interesting gameplay choices within each level, as some characters have a vastly easier time with certain platforming elements depending on the level.

Speaking of levels, the level design is fantastic, and you can see the thought put into the 4-player co-op with each level. While the worlds are pretty standard (Grassy, water, desert, lava, etc…), I loved most of the designs, some of them proving to be quite challenging.

Because each level doesn’t brutally murder you for having 4 players (like New Super Mario. Bros), playing with friends is very fun. The twist to playing with multiple players is that, instead of everyone having their own lives, the players are share them. That means that playing with friends, while more fun, is also much more dangerous. Expect game overs, even if you’re experienced with Mario games. My brother and I probably accumulated 3 or 4 game overs throughout the main portion of the game due to us sharing lives.

Thankfully, unlike in New Super Mario Bros., you cannot bubble in the air. This is great because it means you can’t just haphazardly attempt to make a jump and just bubble to safety. I always hated that feature because it decreased the game’s difficulty while playing multiplayer. I like how punishing it is now, because it forces cooperation. The ONLY problem with bubbling is that you can get out yourself, and sometimes, the bubble will hover above an abyss and you’ll pop out yourself and die again (I can’t tell you how many times this happened to me). Even near land, the bubble would literally hover just off the ledge and so you had to wait until you popped out. I would rather get back to the action as fast as possible, not wait 10 seconds for the bubble to be over land so I don’t die again.

Oh, and let’s not forget the new power up, the Cat Bell, which transforms Mario and co. into a cat that can dive and climb walls. This is, without a doubt, the best power up Mario has ever used. Platforming is a breeze once you master how to use the cat suit. It’s an awesome power up, and the little “meow!” that Mario and co. say after beating a level is absolutely priceless.

Atmosphere:

There’s not a lot to say, unfortunately. Pretty standard Mario fare, although I liked a lot of the level designs and the art. Nothing really captured me, but I can’t say I didn’t enjoy it.

———

All in all, Super Mario 3D World is a fantastic game, especially for co-op. If you’re a Mario fan that still loves the series or even someone who’s been a little bored with the series, I recommend it. It’s a breath of fresh air to the Mario franchise co-op wise, and that’s something, I think, a lot of Mario fans have been yearning for since New Super Mario Bros. Wii.

Gameplay: 10/10
Atmosphere: 7/10
Final Score: 9/10

Just Sayin’

REVIEW: Mario Party Island Tour

I apologize for this being late, I was busy Friday and Saturday. Onto the review!

——

I haven’t really played any of the recent Mario Party games. Mario Party DS I played a bit, but not too much. The newest installment into the series, Mario Party Island Tour, however, is shaping up to be a Mario Party I will play quite often.

Mario Party Island Tour, like Mario Party 9, completely offs the classic gather stars and circle a game board. Instead, they’re replaced with “race” boards, as I call them, where the first player to reach the finish line wins. However, unlike Mario party 9, where everyone rides that dumb vehicle together, it hearkens back to the classic style of moving, where everyone takes their own turn and uses dice…or cards on certain boards. Because of this style, there are no blue and red spaces that give out coins, instead having item spaces, move back spaces, and other various spaces that switch places with opponents, summon Bowser, etc… It’s actually pretty refreshing, and I find myself not missing the old style because, really, I can play the old ones on the virtual console.

So that’s all great, but what really makes this game awesome are the mini games, which are surprisingly great. I didn’t think the mini-games would be spectacular, but they’ve all been really fun and I haven’t been disappointed by one yet, and I’ve played through almost every board.

That’s really it. The music has some cool throwbacks to old games, and the graphics are pretty good (the Mario Galaxy board is awesome!), but there’s really nothing else to write about.

If you’re looking for a Mario Party experience not quite the classics, but refreshing and new with some awesome mini games, consider picking up Mario Party Island Tour. I don’t think you’ll be disappointed.

Final Score: 7/10

Just Sayin’.

REVIEW: Mario & Luigi Dream Team

Finally, after weeks of not being able to, I have been able to play through a significant chunk of Mario & Luigi: Dream Team, possibly one of the best Mario RPG‘s I’ve played so far. Let’s not waste any time and jump on in!

Plot:

Mario and company travel to Pi’llo Island to vacation and, of course, something goes wrong. Antasma, a villain hellbent on taking over the world, kidnaps Peach and forces Mario to venture into the Dream World via Luigi once Luigi opens the Dream World accidentally and frees Antasma from his dreamy prison. Dreambert, the prince of an ancient race called the Pi’llos, asks of the help of the Mario Bros. to save his people and stop Antasma, to which they agree. I won’t spoil anything (because, well, I haven’t finished the game yet. I’m close!), but Bowser does get involved, and some of the stuff gets crazy!

But, a typical Mario plot. Nothing to be laugh at, though, as the Pi’llo history is actually quite complex, and the plot is pulled off in dreamlike (ha!) style.

Characters:

So, let me get this out of the way: I never played Bowser’s Inside Story. I will, I swear, but I haven’t yet. So I didn’t know who Starlow was when she was introduced here. However, she’s a little nagging. She’s not an awful character, but I’m definitely not a big fan. The new characters are great, especially since Dreambert is very serious and has to interact with the goofy world of the Mario & Luigi series. It’s very funny.

Mario and Luigi themselves are great, as usual, and the random characters the bros. encounter are fantastic. The dialogue in Mario RPG’s have always been fantastic, and this game is no exception. The dialogue is crisp and witty, and I found myself laughing on more than one occasion!

Also oh MY GOD POPPLE IS IN THIS GAME IT IS INCREDIBLY HYPE!

Gameplay:

The gameplay is the BIG seller, here. In the over world, you are either in the real world as the Mario Bros., or in the dream world with Mario and Dreamy Luigi, a version of Luigi conjured up by Luigi as he sleeps. This Luigi is more Mario-like thanks to the dream embodying Luigi as Luigi wants himself to be. In the dream world, Luigi can also manipulate his dreams through Dreamy Luigi, able to conjure up hundreds of himself to perform certain actions and movements (such as stacking to make a tower of Luigis or like a top to spin into the air). But that’s not even close to the best part.

The combat is where it’s at for this game. In the over world, you battle with Mario and Luigi in classic Mario & Luigi style. Again, the battle animations and timing for the hammer are from Bowser’s Inside Story, and so they looked really cool to me. The badge system is also from there, and while it’s cool, I wish it was more like the original. A small complaint, however, completely negligible once you get to dream world combat.

In the dream world, Mario fights by himself against a small army of enemies with Dreamy Luigi powering him up. That means when Mario jumps, he has the power of at least 20 Luigis added on. Those same Luigis rain down on your enemies after you jump, or the Luigis create a giant shockwave with their hammers after you hammer the ground. It’s a really cool way to show that Luigi is still part of the battle.

And, just as there are Bros. Attacks in the real world with Mario and Luigi (which are awesome), there’s what’s called Luiginary Attacks, which are literally Luigi being a god. He stacks, he creates a giant hammer, he becomes a living Katamari Damacy and then has Mario kick him. The possibilities are endless, and fitting for a game that represents the Year of Luigi. His attacks are ridiculously cool.

AND, to add onto that, it’s harder in the dream world because if Mario dies, it’s game over. Goodbye builds of Mario being the powerhouse and Luigi being the tank; in the dream world, Mario gets bopped because of his low defenses, so you’re punished extra hard for being hit. On the flip side, Dreamy Luigi gives him more HP and BP, but it’s usually not enough.

To put it in perspective, I’m running Super Crit Bros. (where I only upgrade Stache), and my Mario takes roughly 35-50 damage from the small army enemies, and that small army attacks multiple times in one turn. I’ve gotten multiple game overs from regular dream world fights.

I’m not knocking that difficulty, though. I love it.

Oh, OH, and before I forget, Luigi bodies giant enemies by turning into a giant Luigi. They feel epic. I felt epic bodying them. Everything about giant Luigi is epic.

Atmosphere:

In classic Mario & Luigi style, the atmosphere is RPG-like, yet super-goofy. The dialogue, as I said before, is on point and very funny. There are a lot of reference Easter Eggs. The areas are nicely designed, the 3D is cool (especially during some Bros. Attacks), and the art style is cool. I really like the Dream World designs, especially the longer ones. Most of them are just short mini-levels, though even those are well-designed and not cumbersome.

What I really liked here was the music. Most of the music is great, especially the battle music, and ESPECIALLY boss music. I first heard the music when facing Bowser and Antasma in the beginning of the game, and it felt way more epic than it should’ve because of the music that was playing. Seriously, go to YouTube and give it a listen – it’s great.

Other than that, this is good, but nothing spectacular.

——

If you love Mario RPGs, get this game. If you love the Mario & Luigi series, get this game. If you have a 3DS get this game.

In short: GET THIS GAME.

Score:

Plot: 7/10
Characters: 10/10
Gameplay: 10/10
Atmosphere: 8/10
Final Score: 9/10

Just sayin’