On his way out one night, a friend of mine jokingly
said that PlayStation All-Stars: Battle Royale
is pretty much dead to us now. I don’t
want to say that he’s right…but yeah, he’s right. The only reason to ever touch Sony’s mascot
fighter again is if every copy of Smash 4
and every Wii U spontaneously exploded.
And I’m sorry to say it, but I just don’t see that happening.
All right.
So let’s dive right back in, shall we?
Or get sent flying. That works too, I guess.
--Prior to release, I had one thing in mind: if Smash 4 managed to have a good enough
netcode for smooth online play, then it
was over for everyone else. So now
that it’s out, what’s the end result?
Well, it seems to vary from person to person and connection to
connection, but speaking personally?
It’s not amazing, but it’s more than just playable. That’s in stark contrast to Brawl, of course; I don’t think there was
a single online match where I thought “Yep, I’m enjoying this.” Then again, I pretty much gave up on it a
couple of weeks in.
--I’ve played a couple of bad matches (i.e.
matches with framerate issues and/or input lag), and while the online situation
can’t compare at all to the responsiveness of local play, it’s a viable option
for those who need it -- assuming they can adjust to it. Still, I’d recommend that if you’re going to
go online, do it with a pal beside you.
Not just for the fun factor, but so you can form up good teams and
strategies. Apparently there was a trick
in the 3DS version -- pre-patch -- where Game and Watch could get a full charge
for his Oil Panic move by absorbing Pikachu’s Thunder. Likewise, a teammate could make easy setups for
Jigglypuff’s lethal Rest move.
--If you’ve been paying attention to the Smash news prior to release, you
probably know that there are a ton of modes included in the Wii U version. Personally, I think that’s a good thing. My brother’s convinced that -- in his words
-- you might as well take a nap instead of playing those modes, but I just
don’t agree. Here’s why: setting aside
the fact that there’s more content to indulge in besides multiplayer/online
battles, they present an opportunity for you to learn how to play the game.
--Okay, those modes might not necessarily give you
an edge against human players and intelligence, but they undoubtedly help you
get more comfortable with your character of choice -- and in some cases,
comfortable with other characters, and even the mechanics in general. In the absence of a straight tutorial or
in-depth strategies packed in (remember how BlazBlue
came with an instructional DVD on how to play your character?), becoming a
successful Smasher means learning how to play the game efficiently.
--Maybe if every Little Mac player tried them out,
they wouldn’t side-B off the ledge and kill themselves. Seriously, my KO record has gotten so
inflated because Mac’s such a liability…
--That all said, there’s an important distinction
that needs to be made: even if there are lots of modes and features and “things
to do”, they need to be compelling. Otherwise I might as well be playing a Ubisoft game. And in all honesty, I was skeptical about the
long-term appeal and quality of these new modes; were they actually going to
offer something worthwhile? Or would
they simply try to overwhelm the player with doodads and baubles to tide them
over? Having spent some time with the
modes, I can say that the modes almost uniformly lean toward the former.
--The main draw for me would be the trinity of
Classic Mode, Master Orders, and Crazy Orders.
You can go to Classic to unlock some characters and trophies, naturally,
but after that I’ve found use in it as a way to earn money. You use that money to enter Master Orders
challenges, wherein you buy tickets for the right to fight matches with unique
circumstances -- and winning them will give you a shot at some fabulous
prizes. Well among them…
The SICKEST song!
--Crazy Orders demands a steep price (or a
consumable pass you can snag in Classic or Master Orders). It’s pretty much Smash 4’s version of the standard Survival Mode fighting games --
the twist being that you can determine how long you have to survive at any
point between rounds. Basically there’s
a risk/reward system where you have to make a choice: keep fighting matches for
a shot at more fabulous prizes, or --
assuming you stay within the time limit -- fight Crazy Hand and cash out.
--It shouldn’t be as captivating as it is, but I
find myself coming back to those modes again and again -- and not just to get
more comfortable with Palutena (WOW that sounded dirty). I suppose that I am getting better with the
game and my suite of characters, but really, the modes are just a way for me to
enjoy the game some more. Special
conditions aside (fight while everyone is heavy and metal!), there’s no filter between you and the meat of the game
-- and since the gameplay is so satisfying on its own, then why would I not want to play more?
--Event Mode returns! This time around, you’ve got a point-filled
chart that branches out as you clear those events (and as you unlock more
characters, on occasion). Some of the fights
are pretty straightforward, while others have you doing some pretty strange
challenges -- planting flowers on every enemy’s head at once, putting the child
characters to sleep, keeping parachuting Game and Watches from touching the
stage, and even enacting a game of Duck
Hunt. Again, those challenges are
there to help teach you how to play the game -- how to effectively accomplish a
goal while disguising it as a game. So
basically, it’s a game within a game, but it still acts as a decent teaching
tool.
--But man, can some of those matches be
balls-to-the-wall. Get ready to feel the
struggle if you try to clear events on Hard.
--It’s worth noting that there’s been a jump in
the AI’s difficulty this time around -- in single-player and multiplayer. Computer players aren’t unbeatable, but
they’re a lot stronger than you expect them to be, even if you’re a veteran
Smasher. When playing with my friends in
Brawl, the CP was lucky to score one victory per session. Here, it’s more than capable of walking away
with a good half-dozen. (Then again, I’d
bet the aforementioned Little Mac point inflation factors into that…)
This post is starting to get on the long-ish side,
so I think I’ll wrap up here. After all,
I haven’t even touched Smash Tour or the character customization, AKA the whole
reason for those in-game prizes. I
should probably tend to that, lest I lose my credibility. Or what remains of it, at least. How can someone who didn’t like Interstellar POSSIBLY be considered
reputable?
No comments:
Post a Comment