Second time writing this and I’m doing it quickly. If you
find glaring errors or mistakes, just remember that I’m frustrated this didn’t
save properly the first time and I wanted to get this out while the topic was
still relevant. Here goes a first-impressions “review” of the Super Smash Bros 4 Demo for the 3DS.
For those who don’t know the whole story, Smash Bros is
getting released on the 3DS this October with the WiiU version releasing late
November. This will be the first time Smash Bros has been released on separate
consoles and this is also the first time a downloadable demo for the game has
been widely available… or will be. The demo is only for Nintendo Club Platinum
members and three of their “friends” / people willing to give sexual favors. No
one was lining up to ride my hype train so I just gave them out to the first
three assholes on my friend-list who I knew would be buying the game day one.
All that said, let’s give a first impressions experience of the game starting
with…
Characters!
The demo only features Mario, Link, Pikachu, Mega Man, and
The Villager, so you don’t get the full experience. Basically it breaks down to
middle-character, powerful character, speed character, and two newbies. The
veterans basically play as they did in previous installments of the franchise
because why fix what isn’t overly broken? That said, I could feel that Link and
Mario certainly played more solidly than they had in previous iterations.
Perhaps it was their movements having more fluidity or they were easier to
combo with (more on that later). But I certainly felt more capable of playing a
better Mario or Link than I did in previous games.
Pikachu was a different story and that’s mostly due to
controls. Speedy characters like Pikachu (or my favorite, Sonic) often require
a good handle and understanding of the controls of the game so you don’t fuck
up and run off the stage like an idiot. And given that 3DS version controls
spectacularly different from ANY of the previous iterations (mainly because the
3DS control stick just isn’t the same as normal analog sticks) it’s hard to get
the needed finesse down just right (at first). I still have struggles getting
Pikachu to work as intended, but outside of that, he seems to function alright.
Let’s get to the newbies that everyone is most interesting
in discussing. First, Mega Man. He feels very sold and straight-forward. All of
his attacks are basically references to Robot Masters he takes powers from over
the course of his 9 different main games (or at least most of them). While I
can say I’m not a fan of certain attacks (like that slow and useless Leaf
Shield) I certainly enjoy his Dash attack, Slide attack, and his various
aerials. All of which can lend themselves well to devising good combos and
making him a potentially fun character overall. Given his awkward pace of
movement, I imagine he’ll play in the middle tiers of competitive play, but
this is mostly just speculation until I can get a test of the full game in just
17 days.
As for stages… you get Battlefield in the demo… that’s it.
It’s no different than previous installments. Unless you click the
final-destination mode button and then you have… pretty much Final Destination
but with a Battlefield skin. Yeah, I can download several different player-made
maps for Smash Bros Brawl Minus that do the very same thing… for both of those.
Let’s talk mechanics because a few of those have changed, though,
to me not in a noticeable enough way to make that big a deal about aside from
one. Tripping is the first, and most noticeable issue that was gutted from the
previous installment. For those who don’t remember, Brawl introduced a tripping mechanic in which players would
randomly trip with no real cause. Many speculated it could be for pivoting too
much, moving too fast, moving too slow, or not hitting the control stick
properly, but, in the end, it was just random bullshit and that was frustrating
when you just wanted to play a “normal” fighting game. Aside from certain
attacks and items, this mechanic was removed entirely and gives us one less
thing to bitch about.
… BUT ALSO…
Flaws with the demo? Aside from the fact it was just a demo,
none that were overly glaring. The biggest issue I had with the demo was that I
couldn’t change my control set up to something a bit more comfortable for the
3DS since the triggers for dodging and grabbing are rather important, but I don’t
like trying to hit the triggers because then I don’t feel the system is as well
supported in my hands.
On top of that, I would have preferred to turn items off or
at least down. The screen is rather small and gets cluttered really fast. I can’t
even begin to imagine what four characters would be like at the moment having only
done 1v1 matches so far. I’m not an anti-item person, but fact is you
automatically grab them if you dash-attack through some or air-attack near ones
on platforms. And I don’t always want to pick them up. Not to mention that CPUs
tend to go for items right away, which means you’re spending more time racing to
the item than actually fighting. Low items and certain ones just off would be a
nice way to modify it. Not to mention battles can only be Free-For-All, and not
set up for teams… or lives… or coins. There are actually a surprising amount of
limitations given how few characters, stages, and modes we have to actually try
out.
Anyway, the game is fun and takes a bit of getting used to
on the 3DS. If you do get the demo (being released for everyone on this
upcoming Friday (9/19)) and you’re worried about the 30-plays limit, there’s a
trick you can do to avoid that being an issue. When you’re done playing or
about to run out of battery, close the 3DS to put it in sleep mode, charge it,
and then resume playing when it’s charged. You don’t lose a demo-play until you
actually turn off the game or system. This means you can’t play anything else
during that time, but it also means you basically have an unlimited demo
anyway. Just thought I’d throw it out there. See ya next time!
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