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Gamecube Super Smash Brothers Melee Developer: Nintendo | Publisher: Nintendo
Rating: AEveryoneRiisuke
Type: Other Players: 1-4
Difficulty: Variable Released: 12-03-01

When I was appraising the launch of the Nintendo Gamecube over the course of this year, it immediately occurred to me that there was only one launch title that appealed to me signifigantly at all; Super Smash Brothers Melee. Apparantly, a lot of people shared this sentiment: SSBM quickly became the de-facto "Killer app" for the Gamecube's launch. I find this to be, however, unfair. SSBM is not a killer app by nature; it is not a title that is aimed at reaching mass appeal, or creating paradigm shifts in game design, or one that achieves a new level of graphical excellence.

What Smash Bros. 2 is, however, is fun.

A whole lot of bloody fun.

Firstly, the graphics: they are gorgeous. While there is nothing that has the flash factor of the prettier star systems in Rogue Squadron, or the more intense fire fights of Halo, what there is refinement. Every character looks great; little details are utilized to great results, everything from Mario's newly denim-textured overalls to the scales on Bowser's skin. This game arguably has the most visual charm of any 3D title I've ever played. And in a world where skyrocketing technology is quickly starting to equate to simply "impressive" graphics no longer being that impressive, developers are going to have to start tapping their creative juices again to give their 3D creations that certain appeal that the cast of Smash Bros. has in spades.

Unfortunately, not everything is quite as rosy. The backgrounds are a very mixed bag in this title. Now, while some titles are purposely trying to emulate the (I hate using this term, but) "primitive" look of NES titles, they still can't help but feeling a little...flat. Compare the Whispy Woods stages of the original title on the N64 to the one on the Gamecube and you can see that, while both are basically unchanged, the newer one has what seems almost like a slack layer of graphical varnish. Then compare the classic Super Mario Bros. stage from title to title, it looks very, VERY much the same. Also, many of the stages are really quite lifeless, which is both dull from a graphic standpoint as well as a gameplay one. Stages like this though, are thankfully counteracted with some wild ones that are packed full of activity, and beautifully realized. Two that stand out are a beautifully lit battle ground that takes place atop a the city rooftops from Earthbound (complete with a silvery ominous fling saucer) and a Metroid stage that is complete with a gigantic, fully animated 3D Kraid going on a rampage and causing the stage to tilt and turn with his titanic blows.

The graphics work wonderfully well with the gameplay, which I will admit, is not for everyone. There are a lot of people who dismiss Smash Bros. as button masher style gameplay, devoid of depth. These people are the same folks who couldn't adapt the the item-based 3D-moving antics of Powerstone, incidentally. There's plenty of depth to be foud in SSBM, as there was in the original, it's just not "traditional" fighter depth. That depth is added to in this sequel, however, by the advent of two big new inclusions: charged-up Smash techniques, and "dodge" techniques. Smash techinques are the moves from the first game, executed by "smashing" the analog stick in any of the primary directions, that are best suited for sending your enemies flying into the stratosphere. The ability to charge these techniques up to deliver extra gravity shattering power makes things even more dicey when you find yourself in the air stunned, directly above your opponent. The dodge/sidestep/evade technique is another, that allows players to dodge projectiles tossed at them. While not well suited for dodging, pardon the pun, "melee" attacks, they certainly are useful when you're trying to not get blown up by that Bob-omb your enemies tossed at you.

But far beyond it's actual gameplay is the overall appeal of Smash Bros., which brings more "bells and whistles" to gameplay in terms of mods than any other fighter available. It is not an understatement in saying that Super Smash Bros. Melee has the single best one-player fighting offering of any fighting game ever. As well as the "classic" mode, which is pretty much a carbon copy of Smash Bros. 1's single player mode, there is the newly included "Adventure" mode that features 3D remakes of classic Nintendo titles. Want to relive the escape from Norfair...with Kirby? Want to plow through a the Mushroom Kingdom and it's hordes of goombas and Koopa Troopas....with Pikachu? You can do both in Adventure mode, and it's definitely fun. Add to this the "challenge"-type battles available in Event mode, Home Run Derby (in which you test your ability to smash a sandbag as far as you can), and Multi Man Melee (in which you fight an endless army of wire-frame minions of eeeevil) and you have a compelling single player package. Add to this the VS mode options (Giant Melee, Tiny Melee, one-on-one, four player free for all, handicap matches, tournament mode, team battles, lightening speed)....and well, it certainly all adds up in the end. To further the amount of times you return to the game, Nintendo has included a nifty little feature borrowed from Shenmue, in the form fo collectable "trophies", of which there are over 300. Everyone from Princess Peach (who, I now know, wheres bloomers instead of panties, thanks to being able to examine trophies from multiple angles!) to Kid Icarus is available in collectable polygon form. Completists will certainly have their hands full collecting this huge assortment, and if the game wasn't so bloody fun I'd pity them.

Finally, the special on sound for SSBM is "nostalgia du'jour", with remixes of classic gaming themes being the order of the day. They range from spectacular (the Mario theme megamix playing on the Peach's Castle level) to ho-hum (the orchestral remix of Kirby's theme), but on the whole are magically delicious. The sound effects follow suit, with the indigenous sound effects of each character being captured to a T. Of special note, I think, is the excellent voice acting for the characters--everyone sounds well done, and the game is unmarred by any sort of horrendous dubbing (even the Fire Emblem characters speak in their original Japanese!). Truly an awesome showing.

The first "killer app" for the Gamecube is anything but. However, it sure as hell is a "must-have" for fans of the original, and a "worth checking out" for those who've never played either. If you didn't like the first one, why the HELL are you reading this review anyway, you ninny? Go play Myst or something. I'll be working on getting those last few trophies.

· · · Riisuke

 

 


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Rating: ARiisuke
Graphics: 9 Sound: 10
Gameplay: 9 Replay: 10
  © 2002 The Next Level