Showing posts with label Super Smash Bros. for Wii U. Show all posts
Showing posts with label Super Smash Bros. for Wii U. Show all posts

Wednesday, February 26, 2020

Super Smash Bros. Ultimate: Wii U Battlefield?

Pit in Smash Ultimate with Inkling's ink and the Smash 4 Wii U Battlefield visible in the background

Masahiro Sakurai likes to post screenshots from his time developing Super Smash Bros. Ultimate on Twitter, like the one above (source). However, this one is quite special, because it clearly shows Pit in Super Smash Bros. Ultimate and the Inkling shooting up, but with the background of (Big) Battlefield from Super Smash Bros. for Wii U.

Battlefield in Super Smash Bros. for Wii U

This doesn't have to mean anything, because it could simply be from an early build, where they've re-used the Wii U Battlefield at first. But it would certainly be nice to get some more new old stages, even if it's just past variants of Battlefield and Final Destination.

They will need to re-arrange the stage select screen for the next Challenger Pack anyway... Well, technically there is still an open slot in the bottom right corner, but that one is used for all custom stages when selecting the pool of random stages. And for the whole second Fighters Pass the select screen needs to be expanded in some form sooner than later.

They could just add another row or column, but it's also possible that they might split the stage select screen up to make it easier to find stages. There could be multiple tabs at the top, one for Ultimate, Smash 64, Melee, Brawl, 3DS/Wii U and custom stages. And if they divide it like this, they might also choose to add some more stages here and there to fill some gaps or simply to offer some fan service.

Another possibility would be "stage variants", where pressing one of the shoulder buttons could allow you to switch between different versions of the stage, where each version additionally comes with their own Battlefield and Omega forms. This could be used for the classic Battlefield and Final Destination stages, but it would also be interesting for various morphing stages like Paper Mario, where the stage variants could give you the individual sections without the morph. This could also be used to add the World 1-2 version of Mushroomy Kingdom from Super Smash Bros. Brawl.

In any case I hope they do something more to surprise us... if we're just getting Challenger Packs, Spirits and Mii costumes for two years, it would be a waste of opportunities. The early days of Super Smash Bros. Ultimate, where they've added new features via updates, were much more exciting.

Update: Sakurai confirmed that this was a screenshot from a development stage on Twitter – he even did so in English, probably after realizing how viral the whole thing went. But this incident could give him the right idea that there indeed is a lot of interest in getting past stages back. Why not add this dev stage to the game for the fun of it?

Monday, December 3, 2018

My La(te)st Super Smash Bros. 4 Wii U Stages

One big thing that is absent from Super Smash Bros. Ultimate will be the Stage Builder and this gave me a solid reason to return to Super Smash Bros. for Wii U to see what I will be missing. I've made four new stages in that notion, which I want to represent here. Sadly, you can't share stages over Miiverse anymore, so this blog post will have to do.

Two of these stages are very simplistic, while the others are more on the creative end of things. Take note, how I primarily used the grid to make the stages. While the free-form functionality is a nice feature, it rarely gives satisfying results and it's usually best to design stages via the grid. And that's why it wouldn't even be much of a loss, if the free-form feature was dropped in favor of a grid-only editor - which would be more suitable for Super Smash Bros. Ultimate anyway, since you could only use the touchscreen in handheld mode and the Switch doesn't even come with a stylus.



Splinter

  • Music: Mach Rider
  • Size: Medium

This was just me playing around with the editor, trying some shapes and textures. It doesn't get simpler than that, but in the end it's simple stages like this one, which will be enjoyed in Smash, especially if you tend to play more competitively.

You don't need complex forms or even any elements like the cannons and springs - in most cases they even create something gimmicky, while the core gameplay of Smash works best without such gimmicks. Probably a reason, why many Smash fans are looking forward to the hazard toggle in Super Smash Bros. Ultimate.



Blocks of Rage

  • Music: Attack (Fire Emblem)
  • Size: Small

This is another example of a very simple stage. It's just two blocks on each side above the volcano background with a platform in the middle. It's nothing special, but I had fun playing on it. I also really like the textures of the blocks.

And there are countless combinations of simple shapes and platforms and textures and backgrounds, so even with a very simple Stage Builder there would be tons of "good" stages that you could make with it.



The Longest Yard

  • Music: Brain Clearer
  • Size: Large

Springs and Cannons, this brings me back to one of my first stages: "Space Jump". However, this one is a little bit more clever and aims at recreating the map Q3DM17, also known as "The Longest Yard" from Quake III Arena. It's a cross section of the map with the Springs in the middle representing the collection Jump Pads going in all directions. The Strong Cannons represent the Jump Pads on the high ground that were facing each other and you can even collide in mid-air, exactly like in the original game.

It was a fun idea and it's fun to play, especially with aerial-focused characters like Zero Suit Samus. And overall it's ideas like this why I want and need a Stage Builder in Smash, though in this case it requires the gimmicky elements like the springs and the cannons.



Sky Pillars

  • Music: Great Temple / Temple
  • Size: Large

This is a more "artsy" stage... I wanted to do another stage with the sky background, which is very reminiscent of the Temple stage - still one of the best and most memorable Zelda stages in Smash with some amazing music.

In this case I wanted to draw three pillars on some sky islands in three different ways: one broken, one tipped over between the islands and one still standing. Funnily, it's the latter that makes the most problems, because the AI gets constantly stuck behind the pillar, because they fail to jump up there. I made sure that there aren't any grabbable ledges, but the AI still wants to move on the shape below the top of the pillar or sometimes even ends up running against it...

I made sure that the rest of the stage is a smooth ride, though. You can actually walk from the left end to the standing pillar without getting stuck once. You will get stuck on the top of the tipped pillar, if you go the other way around, but this couldn't be helped and you can simply jump over the obstacle.

Monday, October 8, 2018

Super Smash Bros. Zelda Stages: Skyloft


This is the last of the returning Zelda stages in Super Smash Bros. Ultimate and with it we really got all eight Zelda stages back. It was the only new Zelda stage in Super Smash Bros. for Wii U, while previous Smash games usually added two new Zelda stages.

The stage itself offers a set of moving platforms flying around Skyloft from The Legend of Zelda: Skyward Sword. It works similar to Delfino Plaza and lands in a total of twelve different spots around the sky island. While the platforms are moving, you can see Skyloft in the background, which looks very close to the Wii original in detail.

The stage itself takes place during the middle of the game, because the three beams of light are there and Light Tower is opened, but the Statue of the Goddess is still in its rightful place.

It's the only Zelda stage with this travel platform mechanic and there isn't really much to say about it except that it's quite nice... Sadly, there is no atmospheric night variant with Remlits attacking the players.

Tuesday, October 11, 2016

Eagle's Tower in Super Smash Bros. for Wii U


Inspired by the above wallpaper by BLUEamnesiac I created another stage for Super Smash Bros. for Wii in addition to my previous stages. It's the top of the Eagle's Tower, one of my all-time favorite dungeons from my all-time favorite game Link's Awakening:


Eagle's Tower
  • Music: Tal Tal Heights
  • Size: Large

Gameplay-wise this is probably not the best stage ever, but it does re-create the original boss level accurately. It does look better on the ingame preview than on the above Miiverse image, because you can't actually see the cropped bottom of the tower, only the ocean background. So, if you try to re-create the stage in the Stage Builder, use a large stage and start at the very bottom.

There are no ladders available in the Stage Builder of Smash 4, but using platforms for the ladder to the top was visually the better choice anyway.

Sunday, September 18, 2016

My Super Smash Bros. 4 Wii U Stages

One of the first things that I did on this blog was sharing stages for Super Smash Bros. Brawl. Let me return to this little tradition by presenting my first creations for Super Smash Bros. for Wii U, even if it might be a little late to the party.

Sadly, the stage builder in the new game isn't as versatile as the one from Brawl. It lets you draw free shapes, which is great and offers many possibilities for the stage layout, but it doesn't have all the in-built elements anymore like falling blocks, conveyor belts, ice blocks or any of the structures. There are only magma layers, cannons, springs and moving platforms available for your creations, which feels somewhat limiting.

Nevertheless I wanted to give this a shot, where so far I made one stage for each "theme", but most of my stages are very simple, so don't expect anything crazy. You can currently find the stages on Miiverse and download them ingame or you can just try to rebuilt them, if they got removed.




Space Jump

  • Music: Multiplayer (Metroid Prime 2: Echoes)
  • Size: Medium
This is the very first stage that I made back in 2014, when the game was released. It is reminiscent of one of my stages that I made for Brawl ("Sanctuary", see here) and the idea is to fight in a shaft with a spring at the bottom, which can be a lot of fun. There are also cannons at the sides that shoot you back up on the pillars.



Beach Cave

  • Music: The Great Sea / Menu Select (Wind Waker)
  • Size: Large
This is another stage that I made back in 2014, where I just tried the free shape editor and ended up with something very crazy. Fighting inside the "cave" with the magma ceilings will potentially boost you up to very high percentages without falling to death. It's similar to the lower areas of the Hyrule Temple stage, just much more extreme. Combine this with the relaxed Wind Waker theme in the background and you're in for some long lasting "brain dead" fun.



Sky Field

  • Music: Ballad of the Goddess
  • Size: Medium
This is just a very simple Zelda themed stage that I made for playing with small player counts. The only special thing here are the dropthrough platforms below the stage. Otherwise it was built with Bayonetta's angled neutral Special in mind, but don't tell this my sparring partners.



Tetris Terror

  • Music: Tetris Type A
  • Size: Medium
Tetris themed stages used to be my favorites in Brawl and naturally I had to make at least one in Super Smash Bros. 4 as well. There is nothing special or crazy about this stage, it's just a fighting ground made out of the seven Tetrinos. The focus was more on the playability this time, where the fights tend to concentrate on the inner area, because it's not so easy to kick you out of there.

Originally there were gaps between all the blocks, but I couldn't figure, how to make the inner ledges grabable and it turned out to be a frustrating death trap. It seems like the game decides for itself, where to give this option or not, which might be another limitation of the editor. So, in the end I just decided to move the lower blocks together.



Lava Pit

  • Music: Brinstar Depths
  • Size: Large
This is a large platform, which moves up and down, above a U-shaped lava abyss. It's a very simple idea, which turned out to be surprisingly fun.

Wednesday, September 30, 2015

Super Smash Bros. for Wii U: Pirate Ship Returns

screenshot of the Pirate Ship stage with multiple characters fighting

Today another update for Super Smash Bros. for Nintendo 3DS & Wii U gets released to support the newest DLC, which comes with a Super Mario Maker stages, as well as the Pirate Ship from Super Smash Bros. Brawl. The latter will only be available in the Wii U version, however, and costs 1.99€.

Well, just like Hyrule Castle, I would have liked this stage to be part of the base game or at least a free update. The DLC for Smash 4 seems rather overpriced, especially when compared to Hyrule Warriors and Mario Kart 8. These games also got DLC bundles at a discount, but Smash 4 only sells its downloadable contents individually and most of it is made out of returning fighters and stages, where it's just not very attractive.

In the very least they could have based this on The Wind Waker HD visually, instead of just copying the stage from Brawl. However, the Omega version of the stage offers something new and is quite ingenious:

Pirate Ship Omega variant as a lookout platform.

It's one of the lookout platforms! I really like this. It looks like a whole other stage.

Source: Nintendo of America

Wednesday, July 29, 2015

Super Smash Bros. 4: Hyrule Castle Returns

Hyrule Castle in Smash 4 Wii U

This Friday, on July 31st, a big update is coming to Super Smash Bros. for Nintendo 3DS & Wii U, which will include the previously announced Tournament mode for the Wii U version amongst other things. It will also come with new DLC, which includes two returning stages from Super Smash Bros. on the Nintendo 64: Peach's Castle and Hyrule Castle.

Diddy Kong, Donkey Kong and the Villager fighting on the stage

Well, finally there is something for Zelda fans, even if it's not much... But this is the first time that this stage ever returns, so it's interesting and a nice-to-have classic. I can't say it will increase my interest in the new Smash games, though.

And it's still a little bit lousy that you need to pay extra for something like this, where it costs 1.99€ per stage or 2.99€ if you're buying the stage for both games. It's not much, but these stages aren't exactly new.

Source: @SmashBrosJP

Monday, December 22, 2014

Super Smash Bros. 4 Unexcitement

When I started this blog in 2008, Super Smash Bros. Brawl was huge for me. Sadly I have deleted most of the post from the time, because they were more of a backlogging nature, but they showed my excitement for the game. I invested about 300 hours into Brawl, collected all stickers and nearly all trophies, created many stages and overall had a lot of fun with it. It's probably my favorite game on the Wii next to the Metroid Prime Trilogy.

Now we got this:


I could not replicate the same excitement this year with Super Smash Bros. 4, which just recycled Brawl in many ways (lots of stages, music, almost all characters), but also lacked some of the good parts like most stage editor elements, the Subspace Emissary or the stickers. Overall it feels all very lazy and that should not be of surprise, when the director of the game publicly states that he doesn't want to work on Smash anymore.

It's still a quality game and the gameplay certainly has improved over Brawl, for me it's the best gameplay and controls in the series. But while the core is great, the package feels entirely inferior to Brawl. One of the reasons might be the development of the 3DS version, which probably cut the resources in half. If they didn't make a 3DS version and put all their efforts into the Wii U game, it probably would have a lot more going for it.

Another big reason is Hyrule Warriors, where Zelda finally got its own allstar game. Ghirahim or Midna might not be "worthy" enough to be playable in Smash, but they sure are in Hyrule Warriors. And Koei Tecmo's character design is just absolutely splendid and beautiful, they did such a great job with this game that it's very easy to ignore the new Smash as a Zelda fan.

Monday, December 15, 2014

Super Smash Bros. for Wii U (Review)

Super Smash Bros. for Wii U Review

This review was originally published on ZeldaChronicles (formerly known as ZeldaEurope) and got translated for this blog in 2021 by the same author. Nintendo had provided a download code.

When Link is fighting against Mario, Samus or Captain Falcon, we're most likely talking about Super Smash Bros. – the fourth installment of Nintendo's iconic fighting game series now found its way onto the Wii U and with that it's time to take a look how it compares to the Nintendo 3DS version, with a focus on what's in it for Zelda fans.

It's best to check out out the Super Smash Bros. for Nintendo 3DS review at first, if you haven't done so already, because some aspects, like the selection of fighters and items, are identical between both versions. This review will focus more on what makes the Wii U version different.


Super Smash Bros. Brawl in HD

It's June 27th, 2008 – a special day for every Nintendo fan in Europe, where they finally got the most extensive Nintendo game to date, printed onto a dual-layer disc (much to the sorrow of some Wii disc drives). Super Smash Bros. Brawl created a milestone and was without equal at the time. While its gameplay might have been too slow and bumpy for fans of Super Smash Bros. Melee, the game offered many new fighters, stages, modes and extras, a gigantic soundtrack, as well as a couple of new features, like the Final Smash, Assist Trophies, a story mode and even a Stage Builder. Super Smash Bros. Brawl was also a gigantic love letter to the depths of the Nintendo universes, leaving some big shoes to fill for its successors.

Smash Bros. for Wii U main menu

And to fill them a lot from Super Smash Bros. Brawl got recycled in Super Smash Bros. for Wii U. This already starts with the main menu, which – the Wii Fit inspired background aside – uses the same design and handling as its predecessor. This also means that you can only navigate it using the analog stick or D-pad, but not the pointer of the Wii Remote or the touchscreen of the Wii U GamePad, despite the large menu entries. Otherwise, about a third of the stages returns from the previous game, as well as the majority of the fighters (the exceptions being Snake, Lucas, Wolf, Squirtle, Ivysaur and the Ice Climbers) and most of the soundtrack from Brawl.

That's not necessarily a bad thing, but if you've loved Super Smash Bros. Brawl and spent many hours with the game, this might feel like a rehash, while at the same time it's missing some of the strengths of the predecessor. It just doesn't have the same level of innovation that each Super Smash Bros. game had before. The graphics are now in HD, there are 14 new characters and the gameplay is as solid as ever, but it's lacking the ambition of the other projects. The "wow factor".

The main focus was on delivering a first Smash Bros. for a Nintendo handheld with Super Smash Bros. for Nintendo 3DS, as well as a Smash Bros. for Nintendo's first HD console with Super Smash Bros. for Wii U. That was the main ambition behind this project, making two new Smash titles at once, but it feels like this came at the cost of something grander. This doesn't mean it's a bad game, however...


The Core

While the rest of the review will deal with all the new features around the Wii U version, let's start by saying that the core of the game is quite excellent. In 1080p at fluid 60FPS runs an established fighting game that can excite pro, hardcore and casual gamers alike.

After Super Smash Bros. for Nintendo 3DS just didn't feel right on the small screen, Super Smash Bros. for Wii U is right at home on the big screen, where Smash simply is played best. And this is a solid new entry into the series, which doesn't really do anything wrong on the gameplay side, except for being somewhat finicky with the inputs.

For example it's quite hard to register a "tap" of the button, where the window of frames is simply too short and the game then thinks your holding the button, instead of pressing it shortly. This can make a big difference for the jumps, where there is a short and full variant depending on the input.

But otherwise there was a lot of fine tuning compared to Super Smash Bros. Brawl, where the game is somewhat faster now and the random tripping mechanic is gone. A lot of work also went into balancing the characters. Only time will tell if that's enough for fans of Super Smash Bros. Melee, which has been vastly preferred for competitive play so far. But in any case you'll get a good and extensive Smash experience with 52 fighters (including the three Mii Fighters) and 46 stages. And that's something.


Eightfold Smash

Probably the biggest innovation from the previous game is the "8-Player Smash", a version of the classic "Smash" mode, where you can play with up to eight players, as the name implies. However, you won't get any of the "Special Smash" customizations and you can only play on 15 of the 46 stages (some more by using the Omega-versions). 

You can also play just with five, six or seven players, but in any case it's remarkable how the game supports all possible types of controllers for this. Next to the Wii U GamePad, you can put Wii Remotes, Wii Remotes with Nunchcuks, Pro Controllers, Classic Controllers and GameCube Controllers (via a separately available adapter) into the hands of your friends. You can even use a Nintendo 3DS, though this probably should not be your first choice.

In addition you can alter the controls for all these devices, if you don't like the default ones. Like in Brawl this gets done via names, where you have to select them again, if you change between game modes. Unlike the Nintendo 3DS version, your choice of name and costumes doesn't get saved permanently, which gets quite annoying after a while.

Eight Player Smash on Hyrule Temple

Once everything is set up, the eight-player-chaos may begin. If you have more than three friends over for a visit, then this mode might be the ideal choice for playing together, but you will notice quickly that the four player limit in Super Smash Bros. was there for a reason. With eight players it creates an uncomfortable chaos, where it's easy to lose track of what's happening and where your fighter resides in the action.

There are some extraordinarily large stages specially made for that mode, like the "Great Cave Offensive" from Kirby's Fun Pak / Kirby Super Star or Palutena's Temple from Kid Icarus: Uprising. You may want to get a huge TV for those, because the image can zoom out so much that it's hard to see what's going on. This usually happens when there are players at opposing ends of the stage.

With that Super Smash Bros. for Wii U even shares a point of criticism with the 3DS version, where the small screen of the Nintendo 3DS simply isn't large enough for some of the larger stages. You have the same problem here, especially if you want to play via the Wii U GamePad. Once your fighter is only a few pixels in size, the playability says good bye.

The whole eight-player mode feels like an experiment, which didn't really work out so well. It would have been interesting, if there were more support for the transition, like five or six players, but this wasn't really optimized. There are only three more stages available, while there should have been a much greater selection for just five players.


Game Modes

Other than the 8-Player Smash, the selection of game modes seems more like a downgrade when compared to Super Smash Bros. Brawl. There is no story or adventure mode, which had its pinnacle with the Subspace Emissary. So, if you want to battle with your favorite characters through hordes of monsters and see them interact in epic cutscenes, then you will get disappointed. There is also no Boss Battles mode in the same vein.

Super Smash Bros. for Nintendo 3DS at least offered the possibility to go through a labyrinth full of monsters with its "Smash Run" mode, but this is exclusive to the handheld version. Instead there is the new "Smash Tour" mode, right at the start of the main menu, where this prominent placement might not be deserved...

Smash Tour board with four Mii players

Smash Tour is like a mix of Wii Party and Smash. You use Mii characters to move over a board, which offers fighters, items and the (slightly useless) stat boosts, which return here from Smash Run. You play between 15 and 25 turns, where for each turn you throw a dice to determine the number of steps you can take. Your goal is to collect as many fighters as possible until the end of all turns for the final battle. The more fighters you have, the longer you can stay in the game in order to win.

If you hit another Mii on the board, it starts a random battle, which includes all the players and where you can either win or lose fighters. Via the collected items, which look like trophies, you can gain advantages, both on the board and on the battlefield.

This isn't the most exciting mode, really. A lot of it is up to random number generation and things can get quite unbalanced, which isn't much fun. The mode is certainly a fun diversion every once in a while, which you can play with friends as a type of party game, but it doesn't offer any long lasting value. Fighting against the CPU also isn't any fun at all, where this mode shouldn't be of interest for solo players.

For single-player content there is about the same selection as on Nintendo 3DS: Classic Mode, All-Star Mode and the Stadium, which comes with Target Blast, Multi-Man Smash and Home-Run Contest. The Events from Super Smash Bros. Brawl return as well and completely new are the "Special Orders".

Classic Mode pedestal with trophy groups

Classic Mode is somewhat different from the 3DS version. You also have a choice before each round, but this choice is made on a board with groups of fighters in the form of trophies, which represent your opponents. You pick one of them and after a while new groups get added...

The main issue with this Classic Mode is the huge focus on battles with 6 to 8 fighters. If you find those confusing and like to play on the Wii U GamePad, then Classic Mode keeps putting spokes in your wheel with those. It's also not so simple to estimate which groups might lead into these larger battles. You can go for a small group with only three fighters, but it turns out to be a team battle (where you can pick your teammates).

If you lose, it will lower the difficulty on a continue. Initially you will pick the intensity by investing Gold, which you can earn in all other modes. The more you invest, the higher the difficulty will be and the more rewards you will be able to earn. If you want to master a certain intensity, you'll to do it without ever losing a battle, because it will otherwise lower the difficulty.

For the first time you can now also play Classic Mode with another player in co-op, which is also possible in many of the other modes, like All-Star. Speaking of, All-Star Mode now is played in the chronologically opposite order from the 3DS version, meaning that you start fighting against the youngest video game characters all the way up to the classics, like Mario and Pac-Man.

Target Blast now offers three different stages, but that's still not a real replacement for the Target Smash mode from the past. In the least there is also the new Trophy Rush mode from Super Smash Bros. for Nintendo 3DS, where you to fight through boxes dropping down on you, in order to earn the desired collectibles. This works exactly the same as on the Nintendo 3DS, but isn't all that extensive either.

What returns from Super Smash Bros. Melee and Brawl are the Event matches, which now aren't linear any longer, but spread in all directions as some sort of map, where there are different maps for playing solo and in co-op. Here you have to master battles with special conditions or tasks. An interesting example for Zelda fans should be one event based on Four Swords Adventures, where four differently colored Toon Links fight each other, just like in the "Shadow Battles".

The one new thing, other than Smash Tour, are the Special Orders, where you go for ticket battles, which can be battles with special rules, Stadium modes and more. In the "Master Orders" you pay Gold for every ticket, where orders with higher difficulty cost more. Here you can earn rewards, like equipment, Mii outfits or alternate Special moves for your fighters. You can keep drawing tickets, as long as you enough of the ingame currency left.

This is different for the "Crazy Orders", where you have to invest either 5000G or a Crazy Order pass to participate. You don't have to pay extra for the tickets afterwards, but you're limited to ten minutes of play time and you also keep your damage from the previous battle. If you have battled enough, you can face Crazy Hand in one final battle. Only if you win this, you will get to keep all rewards. If you lose, you lose everything. It's somewhat similar to Classic Mode, but where you can decide at which points you go into the finale to collect as many as rewards as possible at beforehand.


Stages

While the selection of fighters is identical, Super Smash Bros. for Nintendo 3DS and Wii U have a different selection of stages. Those are available much faster than on the Nintendo 3DS or in Super Smash Bros. Brawl, however, where only eight of the fighters and six of the stages need to be unlocked here. And this can be achieved relatively quickly. Fans of the Zelda series don't have to do anything here, where all of its fighters and stages are ready from the get-go – even Ganondorf, who still had to be unlocked on the Nintendo 3DS.

There is a total of 46 stages in Super Smash Bros. for Wii U, with a third being classic stages, mainly from Super Smash Bros. Brawl. For many franchises you get one new stage accompanied by an old one, where some of the old ones might feel redundant. An example would be "Smashville" and the new "Town and City" from Animal Crossing, where both of these feel very similar.  But two are better than one.

Link doing a spin attack with the Statue of the Goddess in the background

For Zelda there's one new stage with "Skyloft" based on Skyward Sword, where it works similarly to "Delfino Plaza", which means that a floating platform will take you to different places all over the sky island. You will fight on the Goddess Statue or on top of the waterfall for example, while the entirety of Skyloft can be seen in the background during the flights.

Next to the addition of Skyloft, the Zelda series even gets two returning stages: "Hyrule Temple" and the "Bridge of Eldin". Hyrule Temple was an excellent choice for the 8-Player-Smash, where there it's certainly one of the better stages for that mode. And the Bridge of Eldin probably has returned, because the design of the Zelda fighters is still based on Twilight Princess, where it's nice to have a fitting stage.

Nothing much has changed about these classics and it would have been more interesting to get the "Pirate Ship" back. A new version could have used the visuals from The Wind Waker HD, making a good fit for the Wii U, while Toon Link would have gotten something more from his games, where currently he feels like the odd one out, next to his realistic Zelda colleagues. (Update: this stage got later added as paid DLC, but without the visual upgrades of The Wind Waker HD. Hyrule Castle returns as DLC as well.)

One of the more interesting additions is the "Pyrosphere" from Metroid: Other M, which offers Ridley as a stage boss. If you attack him, you can bring Ridley over to your side and you can also try to defeat him to score a point. The boss action is a lot more dynamic here than it was on the Nintendo 3DS with the Yellow Devil or the Dark Emperor. Also, this really makes Other M look quite good, where it almost makes you want to play the game again despite its flaws. Almost.

Omega version of Hyrule Temple with the original stage visible in the background

Many of the (new) stages offer some special mechanics or gimmicks, but compared to Super Smash Bros. for Nintendo 3DS things are a little bit more down-to-earth. You also get the flat Omega variants of all stages, if you like to play more competitively. Again, it's a shame that there are no "Alpha" variants with platforms as well to offer some more variety, but it's still a great option to have, especially if you like a stage for its setting, but dislike its mechanics.


Stage Builder

If all those stages aren't enough for you, you can make your own in the "Stage Builder". This feature was missing on the Nintendo 3DS and it's nice to have this back, where you can have a lot of fun with this. It even makes use of the touchscreen of the Wii U GamePad, unlike the entire rest of the game and its menus. This is also the major difference compared to the Stage Builder from Super Smash Bros. Brawl, where now you can freely draw your own shapes with this, which offers many new possibilities.

A Master Sword stage made via the Stage Builder

It does have its limitations, however, where the handling of the Stage Builder can be quite inconvenient. You are unable to move around your drawn shapes and you also cannot alter them via the eraser tool, where your only option is to delete them entirely and draw them again. But you might not be able to re-create the same shape exactly like you had it before... Luckily, there is also a grid, which lets you design things in squares and other geometric shapes, which makes things much easier and cleaner.

It lacks the large variety of placeable stage parts, however, where this time you only get springs, cannons, moving platforms and magma, all in two different sizes. The cannons shoot you around, like in the Donkey Kong Country games, which can be used for some fun setups, but overall Brawl just had a lot more to offer. There you had conveyor belts, ice blocks, drop blocks, ladders and even rotating platforms, as well as a variety of decorations. So, despite the possibility to draw freely, it feels more limited of what you can do.

There also wasn't much done when it comes to the backgrounds. There is now a sky world, a volcano, a space station, an ocean and some sort of city made out of blocks. All of those look very pretty and come with fitting textures, but you still don't have the possibility to use the backgrounds from normal stages, where you could build your own stage set in Skyloft or the Mushroom Kingdom. That's just not possible and you're limited to the five presets.


Collect and Connect

There is the option to connect the game to Super Smash Bros. for Nintendo 3DS for sharing Mii Fighters and customized fighters. However, these fighters can only be edited in the game where you've first made them, so you can't modify them any further after downloading them from the Nintendo 3DS and vice versa.

The Mii Fighters are a great addition to the series, where it's nice to have them to make your own fighter creations. But if you want the same Mii Fighter on both consoles, while keeping the Special Moves and equipment customizable, then this copy functionality isn't helpful. You either have to recreate the same Mii Fighter on the other system or use the original system to edit the fighter, where both of these options are somewhat inconvenient.

This limitation is probably in place to prevent you from sharing collectible items as well, but that's not a good excuse. While the trophies are different between the versions, the Mii outfits, equipment and custom moves are all the same. But you get most of these randomly anyway, where there is no good reason to not have them shared as well and synchronize your collections between the Wii U and the Nintendo 3DS. Instead you have to get everything a second time now...

Zelda tapping Toon Link on his giant head

And it's not like collecting all these items is a lot of fun. In Super Smash Bros. Brawl you had the stickers, which got presented in a giant sticker album and offered some value next to the many trophies, with further references to all sorts of characters and things from many video games. But in Super Smash Bros. 4 it's really just a bunch of icons. Since many of the equipment items also come with a disadvantage, it's easy to ignore them entirely, but there are some helpful abilities, like starting the match with certain items.

At least the custom Special moves have some value and can be interesting, e.g. Link's large, but slow "Giant Bombs". Others might not be as useful, where for example Link's "Power Bow" does more damage, but the arrow drops down right at his feet, unless he fully charges the bow.

Most of the time you will play with the default Specials anyway, because you have to specifically allow and select the customized fighters, where the whole concept might get lost in the shuffle. The default attacks are the most balanced ones and there are only very few characters who offer real alternatives, instead of just variations of the existing Special attacks, like Palutena does. But there is a lot of potential here and it can be fun to experiment with the customized fighters.

Of course the popular trophies return another time, 716 in total, which you now can put into showcases or into a landscape to take pictures of them. For the Zelda series you'll only get trophies from the five big 3D Zelda games: Ocarina of Time, Majora's Mask, The Wind Waker, Twilight Princess and Skyward Sword. Again, it would have been nice to have the stickers, instead of the simple equipment icons, where those also had references to all sorts of other Zelda titles, not just the major ones.

You can also earn trophies, Special moves, music and even new stages as rewards for the Challenges. There are 140 in this game, all arranged in one big menu, which is much better than the pages on the Nintendo 3DS. There you had to complete a page first in order to continue with other Challenges, where things are much more fun on the Wii U. It does require you to do things in Smash Tour, however, where it's probably the best to just plug in multiple controllers and cheat around the randomization.


The Zelda Factor

As a Zelda fan, one of the main reasons to play Super Smash Bros. always has been the contents from the Zelda series. Before there was Hyrule Warriors, Smash was the only way of playing characters other than Link – like Zelda, Sheik or Ganondorf. And it always has been interesting what stages, music, trophies and items make it into the games to represent The Legend of Zelda.

Ghirahim's Assist Trophy making a stupid face

But Super Smash Bros. 4 isn't exactly exciting on that front. There is no new fighter from the Zelda universe and the veterans have barely changed, except for separating Zelda from Sheik. You still have the visuals from Twilight Princess for most of the characters, where Link and Zelda look somewhat grim here in Smash.

After Hyrule Warriors did an amazing job of portraying all these characters and more, the representation in Smash feels somewhat lackluster. They could have gone with the Skyward Sword looks for Link and Zelda, and maybe even replace Sheik and Ganondorf with Impa and Demise from that game to offer something new. Ganondorf is even still a glorified Captain Falcon clone, where not a lot has changed.

The only department where the Zelda series got a lot of attention are items. The Beetle, Gust Bellows, Bombchus, Cucco and Fairy Bottle all add to the arsenal, while fan favorite characters got turned into Assist Tropies with Skull Kid, Midna and Ghirahim. So, there is a lot more on the battlefield from the Zelda universe, if you play with items turned on. The Beetle and Gust Bellows are even devilishly strong, which let you score some cheap K.O.s.

There is also a lot of music, stemming from A Link to the Past, Ocarina of Time, The Wind Waker, Twilight Princess and Skyward Sword. There is even one piece from Link's Awakening and one from Four Swords Adventures, though both of these simply return from Super Smash Bros. Brawl. Curiously, there is even music from A Link Between Worlds in Super Smash Bros. for Wii U, while the Nintendo 3DS version didn't have anything from the latest Zelda, despite sharing the same system.

So, if you're only interested in Super Smash Bros. for Wii U because of Zelda, then you might consider getting Hyrule Warriors instead, where The Legend of Zelda has now its dedicated all-star title, which even lets you play as Midna and Ghirahim. But of course Zelda alone isn't the whole focus and the only reason to get this.


Conclusion

Smash is still best played with friends and here you can't go wrong with Super Smash Bros. for Wii U. It's all polished, plays (for the most part) fantastically and has a good amount of content in the form of fighters and stages. It will not satisfy everyone, however. Many things got recycled from Super Smash Bros. Brawl to fill this title with content, while its also missing some of the strengths of the Wii predecessor, like the story mode or certain aspects for the Stage Builder. Zelda fans also shouldn't expect any major novelties here, where there's only one new stage and a couple of new items.

The Good:

  • Polished Smash gameplay in 60FPS and 1080p
  • Supports every possible controller
  • Big selection of fighters and stages
  • Mii Fighters

The Neutral:

  • Stage Builder lets you freely draw, but lacks most of the stage parts
  • Useful Omega stages, but no Alpha variants
  • 8-Player-Smash is nice to have, but can be too confusing

The Bad:

  • Not much new from Zelda
  • Lots of recycled content from Brawl
  • No Adventure mode
  • Smash Tour
  • Limited connectivity to the 3DS version
  • No stickers

Friday, September 26, 2014

Hyrule Warriors Impa in Super Smash Bros. for Wii U?

Impa wielding her fiery naginata

I hope this rumor is true! This is exactly what the new Smash needs to get some love back from the Zelda fans. Impa as the next Zelda Smasher would probably be the best choice, since she has been there since the beginning and was included in many different Zelda games. And using her Hyrule Warriors form would even be better, because that's officially the most awesome Impa and it would be nice to see Smash 4 paying tribute to the new Zelda fighting game.

Thursday, August 21, 2014

Ghirahim, the Assist Trophy

Smash Bros. 4 does it again...


So, they basically compiled a list of the most wanted Zelda characters for Smash and turned them all into Assist Trophies. I just can't get excited for the new Smash and people wonder why...

Also, how terrible do they look? Both Link and Ghirahim look nothing like in the games. Link's face is so weird and Ghirahim looks very goofy, those are like parody versions... This is how they should look like:


Koei Tecmo can consider themselves lucky that Nintendo is doing such a terrible job with the new Smash Bros. All the more reason to play Hyrule Warriors instead.

Tuesday, June 24, 2014

Super Smash Bros. 4 looks unexciting and uninspired, gets owned by Hyrule Warriors


Just today's screenshot perfectly sums up everything I think about Smash 4 at the moment. How lazy can they be? "Hey, I heard, you guys want Link's Skyloft clothes as a costume in Smash 4, so we made it into a color for his tunic..." I just get more and more the impression that Sakurai and his team didn't really want to work on a new Smash Bros, so they're just making Brawl Version 1.1 and be done with it. Take Super Smash Bros. Brawl, swap the stages, add some new characters, replace the Subspace Emissary with that Smash Run mode, ready is the new Smash.

There's nothing new or exciting about this. You can customize the B-moves, which is nice, but only really used for Palutena. Why can't there be different weapons/attacks for Link as well? And otherwise I don't see anything of relevance. One simple thing I wanted is actual costumes. Instead of just changing the color of the character, gives us different clothes. Every other fighting game does it and I didn't how lazy Brawl's color skins were. They did it for the Villager and the Wii Fit Trainer, you can ever swap the gender with these characters(!), so why not for the fan favorites? For Link I wanted his Skyward Sword clothes, for Toon Link the blue shirt from The Wind Waker and his conductor uniform from Spirit Tracks. Instead we get these lazy paint jobs.

Also... compile a list of playable characters, which fans wanted for the game... Dark Samus? Make that an assist trophy! Ridley? We just copy the stage from DOA:Dimensions! Midna? Assist Trophy! Ghirahim? You can bet, he will be an Assist Trophy as well... Impa? We just give you Sheik again as its own playable character!

I do in fact like that they separated Sheik and Zero Suit Samus (the latter probably my most anticipated character in the roster), but I'm sick of Sheik and seeing the exact same characters for Zelda again. Only the princess offers something new with the Phantom Smash, but they all have the same lame Ultra Smash again and so on.

But the less I get excited for Smash 4, the more I get excited for Hyrule Warriors. Wanna play as Midna or Impa? Not a problem there. And with the announcement of Agitha you can be sure that Hyrule Warriors will offer every fan favorite from the Zelda franchise. Hyrule Warriors does, what Smash 4 doesn't.

It's really just Brawl Version 1.1, it doesn't feel like a new game. Like the next big step for Smash. And those ridiculous Amiibos certainly don't help with the situation either.

Wednesday, June 11, 2014

E3 2014 Thoughts

I don't know, but this year's E3 feels somewhat empty to me. I don't care much about Microsoft and Sony, when I'm not playing Nintendo consoles, I prefer to play on the PC, usually Minecraft or some arena shooter. Minecraft is regularly getting updates and a new Unreal Tournament is in the making, hand in hand with the Community, so my gaming needs outside of Nintendo are fully satisfied.

My Nintendo gaming needs, however, hunger for more. I was hoping for Majora's Mask 3D (for Din's sake, Nintendo, stop teasing us with it and just deliver) or a new Metroid, but nothing. I think that Nintendo's take on the multiplayer shooter genre with Splatoon is charming and the more I see about the game, the more I like it, so I will probably give it a try. It's also good to see Nintendo making some new IPs, they had a lot on this E3 with Splatoon probably being the most awesome. I also liked Captain Toad for some reason, though I haven't even touched 3D World yet. Mario Maker looks like fun as well (I always enjoyed the stage builder in Brawler), but it definitely needs more options. More powerups, enemies, different backgrounds. And maybe some day we'll get a Zelda Maker.

But the biggest things seem to be the new Super Smash Bros. and Hyrule Warriors. Smash looks solid, but overall it doesn't seem to be all that different from Brawl. And stuff like collectible figurines certainly are not helping with that. I like the new Zero Suit Samus as a character (the invitational tournament was even won by someone playing with her), so I'm going to have one more main character next to Toon Link and Kirby, which is good. But overall it doesn't feel as exciting as Brawl did, when it came out. (I even started my blog at that time!)

Hyrule Warriors got me really excited last month with all its info, but the E3 stuff was somewhat underwhelming. Zelda looks awesome and really beautiful as a character, but the inclusion of Imp Midna and the Twilight Realm as a stage brings this mishmash feeling of the first trailer. I was hoping for a more consistent storyline and even a place in the timeline, but I can't see how they will be able to throw that into the mix without it being too crazy.

Of course on the other hand, Hyrule Warriors will be a fanservice game and Midna certainly has many fans. But I personally would have preferred her human form as a playable character, because it would make more sense storywise, taking place before the events of Twilight Princess... and because it would add to the sexy. :D I also would have preferred Demise over Ganondorf, but whatever... (Update: it has already been confirmed that the game won't take place in the timeline, but some alternate dimension...)

And overall I was positively surprised that Miyamoto's big Wii U GamePad games didn't turn out to be Zelda... yet. I still expect Zelda to use the GamePad in many ways, but there's now the chance to have optional Skyward Sword controls, since they haven't given any indication of turning Zelda into a big GamePad experiment.

I also like the Treehouse live stream a lot. That's a good way to do an E3, I almost feel like being on the convention myself.

Wednesday, January 1, 2014

Dawn of a New Year – 2014

Link going against a Lizalfos and a horde of Bokoblins from Skyward Sword

Let's start the year 2014 with a little preview of what will and could happen throughout the year for Zelda. We can already say for sure that this is not going to be a silent year, where Zelda takes a big pause (like in 2012), since some announcements already have been made. But there might be even more.

One of the first things will be the Zelda level for Sonic Lost World. Nothing special, but it might be interesting to see how they will incorporate elements from Zelda into a Jump'n'Run like that. Super Mario 3D Land also got an unique Zelda level during the anniversary, but that wasn't all too special.

It's also for sure that we're going to learn about the Wii U Zelda game. How is it going to look like? How is it going to play like? These questions will definitely be answered in 2014. At E3 at the latest. Maybe even earlier in another episode of Nintendo Direct. We don't know, how far they are into development, so it's hard to make any other predictions. The best bet right now is that the game is slated for a late 2015 release and that we're only getting some first impressions. But considering that Nintendo was ready to show the game half a year ago and that Nintendo likes to keep their games close to the chest these days (A Link Between Worlds got announced seven months before its release), it even might be that the game is scheduled for 2014.

It all depends on how much progress they made in the last two years. It's hard to say. With Twilight Princess and Skyward Sword they took four and even five years, but it took so long, because they kept changing directions with these games. On the other hand they made Majora's Mask and The Wind Waker both in less than two years. A three year development cycle would be the perfect middle and that's probably what they're aiming at with this new Zelda game. But it might happen that they need the typical "extra year" for quality assurance. Or because they decide to change the controls again...

But in any case the Wii U will get some new Zelda fodder with Hyrule Warriors. It's a spin-off, it's not made by Nintendo and there's lots of skepticism about this, but it still might become some entertaining filler material. And it will get released in 2014, so the Wii U is slowly becoming more and more interesting for Zelda fans, even with the new Zelda game still on the horizon.

Zelda fighting Fox with a Phantom

And I should not forget about the new Super Smash Bros., which will be released in 2014 for both Wii U and Nintendo 3DS. We already saw Link, Toon Link, and Zelda as characters, but also the Skull Kid and maybe a Phantom as assist trophies (the Phantom might be a new move of Zelda though). Skyloft, Gerudo Valley and the Spirit Train have been shown as Zelda stages and there's probably more. Maybe even new fighters from the Zelda series.

The Nintendo 3DS has already received its big share of Zelda love in 2013 with the excellent A Link Between Worlds. I'm positive that Nintendo will definitely be working on a follow-up to A Link Between Worlds, the engine and everything is way too good to not be used again in a second Zelda game. However, if they're producing a sequel, it won't be ready until 2015, so that's nothing to be concerned about in 2014. However, there's still the possibility for DLC. Fans (including myself) have been asking for boss battle and online battle modes and maybe Nintendo might consider this. A Link Between Worlds has just been released in Japan last week, so things are still going there and DLC for A Link Between Worlds might happen in the near future.

What also has been on the mind of both the developers and fans lately is Majora's Mask. There are quite some references to the game in A Link Between Worlds and the Skull Kid recently got announced as an Assist Trophy for the next Smash Bros. On the side of the fans this recent video shows how the people are still deeply fascinated with the world of Majora's Mask. And one of the most common posts on the A Link Between Worlds Miiverse community is about Majora's Mask 3D, usually with a screenshot of Majora's Mask in Link's house...

And I'd say that there's a fair chance that we get Majora's Mask 3D in 2014. Grezzo, the team that made Ocarina of Time 3D and the Anniversary Edition of Four Swords, finished their last project in June with the StreetPass Garden game. Their current project is unknown, but I wouldn't be all too surprised, if Nintendo announced Majora's Mask 3D for next summer. The timing is perfect.