Super Smash Bros. 4 (3DS) Review

He’s got the whole world in his hands…

Designing the new Smash Bros. must have been hard. It’s understandable why Nintendo did it; adapting a famous franchise for their currently most popular system was the obvious, practical, and lucrative option. Actually producing the work, on the other hand, must have been Herculean undertaking. It’s one thing to make a follow-up to Brawl, which was by far the most content-extensive title on the Wii. But how do you take something so over-the-top epic and cram it into a 3DS card? Not only did it have function with the limitations inherent to a handheld format, but had to meet the ridiculously high standards set by the previous game as well. The results aren’t perfect, but it’s a valiant effort nonetheless.

It looks promising at first glance. Iconic fighters like Mario, Link, Kirby, Fox, and a slew of others make their triumphant return. Zelda and Samus now have separate entries for their alter egos, resulting in some much-needed move set revisions. The Pokemon Trainer from Brawl has retired and left only Charizard to do the heavy lifting. The Ice Climbers were completely cut due to the technical limitations of the system. Metal Gear’s Solid Snake is also missing, though it’s likely due to licensing issues. Once they get over the loss of some of their favorite characters, longtime fans will find several new characters to master. Pac-Man’s appearance is practically a given considering the growing ties between Nintendo and Namco, but it’s a pleasant surprise to see the original Mega Man – complete with a range of signature attacks from the NES games – back in action. Others, such as the Wii Fit Trainer and the dog from Duck Hunt, are completely unexpected. Some of the returning franchises boast even more characters, like Lucina and Robin from Fire Emblem: Awakening, Rosalina from Super Mario Galaxy, and Palutena from Kid Icarus: Uprising. Aside from a few wasted slots (Did we really need Dark Pit?), the nearly 50-strong roster is varied and impressive.

Despite all the new faces, the basics remain the same. The goal is simple: knock your opponent off the stage. The more damage they rack up, the further they’ll go flying. If they manage to make it back on solid ground, you’ll have to keep fighting. Aside from an assortment of punches, kicks, slashes, and throws, each character has a set of special moves taken from their respective games. Link’s Spin Attack isn’t just for cutting grass, Mega Man’s Buster even has the classic power-up sound effect, and Kirby’s copying ability remains as versatile and somewhat unnerving as always. Hidden tactics, like Ganondorf’s Reverse Warlock Punch and Samus’s Grapple Beam ledge tether, have returned as well. That’s on top of the usual blend of dodging, tactical rolls, shielding, shield breaking, and wall jumping. The old ledge-grabbing tactics have been completely revamped; if your character grabs a ledge while someone is already on it, you’ll automatically latch on and send your opponent scrambling. The most important revision, however, is the removal of random tripping. It allows players to focus more on competitive strategies instead of luck. The overall gameplay pacing falls somewhere between Melee and Brawl; it’s slow enough to keep new players from being overwhelmed, but fast enough to keep veterans satisfied.

That’s assuming you can even keep track of what’s going on. While the gameplay is solidly built, how it is presented and played certainly isn’t. The Smash Bros. series was originally designed with televisions and consoles in mind; the scale of the stages, the number of items, camera perspective, and everything else were built for a larger screen. To make that work on a handheld, a few sacrifices had to be made. Longtime fans might have trouble getting used to the button layout, especially on the original 3DS model. Playing on relatively large stages like Corneria or Boxing Ring becomes a hassle because the camera has to zoom out to maintain view of all the characters. At least it spares you from seeing the limited texturing. Even with the optional highlighting reticule, it’s still easy to get characters mixed up or overlook smaller items. That’s really troublesome when you have to contend with motion-sensing bombs, banana peels, smoke balls, bee hives, and the slew of other weapons that randomly spawn. Using such items also demonstrate the 3DS’s technical limits. The game runs at a surprisingly smooth 60 FPS most of the time. However, Assist Trophies are animated at 30 FPS, and Pokeballs only appear one at a time. It’s telling that, unlike previous Smash titles, there’s no way to adjust the frequency of item appearances. If there were, it’d be too easy to crash the game completely.

These problems are even worse in online matches. Smash 4 is much faster than Brawl’s infamously laggy multiplayer…some of the time. As there’s no way to see your opponents’ connection speeds before you commit to a match, you’ll often be flung blindly into an unplayable fight. Sometimes the game completely freezes before kicking you back into the menu. Even decently-running matches are slightly slower. It’s doesn’t completely break the game, but it messes up more advanced tactics and input timing. When you manage to get a great connection, the fights are smooth and responsive. You’re allowed to manage lobbies with people on your friends list, but there’s no way to narrow down based on location, voice or text chat, and other features common to fighting games. The ability to play one-on-one matches with strangers via For Glory mode is a great feature for more competitive players, yet it lacks a ranking board. Though it’s possible to view other people’s matches via either live spectating or replays, you can’t look up specific playbacks. Speaking of which, there aren’t any options for the replays you save on the system; there’s no way to share them with friends, upload them to YouTube, etc. While the online multiplayer functions on the most basic level, it could’ve been so much more.

The designers tried to make up for such shortcomings by giving you more gameplay options. One of Smash 4’s most touted features is its customization menu. All of the fighters have unlockable variations on their special moves. Most have practical effects, like adjusting jump trajectories or attack range. For example, Ganondorf’s Warlock Blade not only lets him wield a sword, but it extends his punch as well. The game also lets you equip items that boost the characters’ attack, defense, and speed capabilities. In an attempt to keep things balanced, you can only equip three things at a time. Tired of Bowser being so slow? A little tinkering with his speed stat – at the expense of his raw power – can make him far more dangerous. Some equipment has secondary effects, like auto-healing, stronger smashes, etc. While this adds some much-needed variety, its implementation is lacking. Aside from a brief description and stat chart, the equipment is utterly forgettable. That’s a step back from the image stickers in Brawl, which served the same function while delving into Nintendo’s back catalog.

The customization is taken even further with Smash Run, a gameplay mode exclusive to the 3DS. Taking cues from Melee’s Adventure Mode and Brawl’s Subspace Emissary, Smash Run drops four fighters in a labyrinth crammed with platforms and enemies from various Nintendo franchises. The goal is simple: Explore under a time limit, slaughter tons of foes, and pick up whatever items they drop. Every last Kremling, ReDead, Goomba, and wild Pokemon leave stat boosts, allowing you to build up your attack, speed, defense, etc. There are also treasure chests containing unlockable character moves, extra equipment, and additional power-ups. Doing a Metroid-esque Shinespark and summoning laser beams is quite awesome. Actually playing Smash Run is another story. The platforming is straightforward, but it becomes a hassle when you’re completely surrounded by enemies. Depending on your stats, it’s easy to get thrown around and killed without any chance of recovery. It’s annoying when you’re just out of reach of a valuable item, only to get denied at the last second. All of your efforts culminate with a brief battle with the other contenders. Most of these fights are based on the old Special Melee rules; giant characters, set stamina, and enemy teams are common. Others are designed as contests, like the traditional Race to the Finish mode. The problem is that rule types are randomly chosen; there’s no way tell if you’ll have the necessary stats built up until the fight starts. It would’ve been far less frustrating had these matches been selectable separately.

Once Smash Run inevitably goes stale, you can fall back on more conventional single player features. Classic Mode returns with its usual assortment of giant and metal opponents, but it’s been expanded with branching paths, random rewards, and varying difficulty settings. Since you bet more of your in-game currency the higher the difficulty, there are much bigger risks and rewards involved with a playthrough. All-Star Mode is still a gauntlet of opponents set in chronological order, but little has changed about it. The same goes for the Multi-Man Smash modes; aside from recording matches and high score bragging rights for Cruel or Rival Smash, there are few incentives to play them more than once. At least Melee’s iconic Home Run Mode is back and tough as ever. That can’t be said for Break the Targets, though. The formerly grueling test of your ability to handle characters’ moves has devolved into a simple Angry Birds knockoff. You merely launch a time bomb at a huge wood and block structure from different angles. In their attempt to make things more appealing to new players, the designers completely missed what made the target challenges fun and interesting. It’s overshadowed by the new Trophy Rush, in which you fight through an onslaught of falling boxes and explosions to nab dozens of collectibles. It’s entertaining, but it doesn’t make up for the game’s lesser offerings.

The same can be said for the stage selection. As this is a 3DS game, there was an effort to design levels based on Nintendo’s handheld titles. Some, like the Magicant, 3D Land, and Paper Mario stages, are fun in their variety and colorful visuals. Gaur Plain inverts the usual layout by having all the platforms on the sides and a huge hole in the middle. The old Gameboy-styled version of Dream Land was a nice touch. Others fall flat, though. Of all the places in the Zelda franchise, the decided to go with a collapsible Gerudo bridge fraught with fire and ice attacks. The Unova Pokemon League has the same basic stage hazards, yet is even less interesting to look at. Not all of Tomodachi Life took place in the apartment complex; as funny as it is seeing your Mii cowering in the background, it would’ve made more sense to tour the entire island and vary the platforming. At least returning fan favorites like Jungle Japes and Brinstar keep things from getting too bland. It’s disheartening when to play in the Living Room or the Trophy Rush mini-game, because they’re so reminiscent of Brawl’s level editor. It’s a shame that feature didn’t make it into this version. Even with the optional flat levels for competitive players, it feels like something’s missing.

The music fares better, though. There’s no way Smash 4 (or any game, really) could top Brawl’s gargantuan playlist. Instead, the soundtrack uses a couple of optional tracks per stage. Though lacking anything as grandiose as MGS4’s “Theme of Love” or Wind Waker’s sailing theme, this OST focuses more on the essentials. The Corneria and Fire Emblem themes from Melee are obvious choices. Tracks like “Ocarina of Time Medley” and the orchestrated “Tetris Type A” were far too good to pass up. Several familiar tunes are back, but as arrangements. The “Gerudo Valley” guitar instrumental and Donkey Kong Country 2’s “Stickerbrush Symphony” are some of the best versions out there. The Gaur Plain theme and the Mega Man 2 remixes are more than enough incentive to play their stages. Combined with a little voice acting – the Kid Icarus and Fire Emblem casts especially – Smash 4’s sound menu exemplifies quality over quantity.

It’s been a long time. The build-up to this Smash Bros. was unlike anything else in gaming. No title could have lived up to the expectations, but this one tries so hard. The results are far from perfect; most the single player modes are flawed, the online multiplayer needs an overhaul, and every technical aspect of the gameplay limited by the 3DS’s capabilities. Despite such glaring issues, the game has a huge roster, hundreds of collectibles, tons of stages, a deep (albeit bland) customization system, improved combat mechanics, faster pacing, and a great soundtrack. To take all of that and make it work on a handheld system is an impressive feat. Is this the best Smash Bros. ever? No. Is it one of the best 3DS games? Absolutely. Nintendo’s greatest fights are finally in the palm of your hand.

*Originally posted here.

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One thought on “Super Smash Bros. 4 (3DS) Review

  1. Pingback: Soundtrack Saturdays: Super Smash Bros. 4 – Gaur Plain | Polymathically

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