Like virtually everyone else, it seems, I am fully onboard the Animal Crossing bandwagon right now. Admittedly, this isn’t the first time. I obsessed over the original Animal Crossing on GameCube back in the day, as well as Animal Crossing: New Leaf on the 3DS (the Nintendo DS and Wii entries were also nice, but didn’t connect with me in the same way).
But there’s something unique about the timing of New Horizons that makes it all the more special. Something that I don’t believe I’ve ever really seen with a video game release.
It’s timely. But timely in a way that couldn’t be planned.
We often talk about movies with timely messages and themes (elements that can also be translated to games). That’s great and everything, but it’s usually intentional, with surrounding world events often inspiring or influencing the direction the creators take with their work.
But Animal Crossing – a video game series all about every day life and normalcy – comes at a time when such mundane affairs now seem like rare gifts.
As we’re all stuck in our homes during this COVID-19 pandemic, longing for the return of normal life; when we can go shopping, hang out with friends, go to movie theaters, and just do anything outside of our homes, Animal Crossing: New Horizons is giving us that sense of normalcy through escapism.
Even under normal circumstances, Animal Crossing: New Horizons would be a great addition to the series, as it adds enough new content and depth to the proceedings to make such a simple series feel engrossing all over again. But the fact that it has been released now, during this topsy-turvy time, makes it feel like something really special.
While Animal Crossing: New Horizons was always planned to be Nintendo’s big release for the first quarter of 2020, no one could have predicted that it would end up meaning a whole lot more than simply being a big seller. But with the world feeling more and more upside-down by the day, Animal Crossing: New Horizons feels like a rare treasure. I can’t remember the last time any work – let alone a video game – felt so timely, so unintentionally.
As we’re all stuck in our houses, wishing to go back to jobs and school (admit it, you miss them), longing to hang out with friends, and just continue our usual routines, Animal Crossing: New Horizons has given us the opportunity to bring a little normalcy back into our lives during an incredibly abnormal time. It’s not just a fun game, but Animal Crossing’s simple premise of a Nintendo-ized version of real life has never felt more welcome, or more blissful.
With a name like Super Smash Bros. Ultimate, the Switch’s edition to Nintendo’s massively-successful crossover fighter certainly gave itself a lot to live up to. Somewhat miraculously, Ultimate manages to pull that very feat off, delivering what is undoubtedly the best entry in the long-running series to date. Bursting at the seams with content and fine-tuning the series’ gameplay, Super Smash Bros. Ultimate lives up to its lofty expectations, even if a lackluster adventure mode and a thin (and inconsistent) lineup of new fighters means it doesn’t quite surpass them.
Super Smash Bros. really doesn’t need an introduction at this point. The franchise has become one of Nintendo’s biggest sellers thanks to its engrossing gameplay, which combines elements of traditional fighting games with Mario Kart-esque party elements, all while incorporating sumo style rules that make it unique unto itself.
By ‘sumo style’ rules, I of course refer to Super Smash Bros’ key mechanic of sending opponents off the screen – similar to sumos throwing each other out of the ring – in order to defeat them, as opposed to depleting a health bar as in most fighters. Though with that said, the ‘Stamina mode’ first introduced to the series in Melee, in which players do deplete each other’s health, returns as one of Ultimate’s primary game modes, no longer relegated to a kind of bonus mode as in the past.
That seemingly small change is indicative of the very nature of Super Smash Bros. Ultimate. This is the Super Smash Bros. that attempts to legitimize every play style for the series, and to appease every type of Smash fan. And for the most part, Super Smash Bros. Ultimate wildly succeeds in doing just that.
If you’re a serious Smash player, you can remove items and play on flat stages a la Final Destination or small stages with minimal platforms in the vein of the classic Battlefield stage, with no match-altering Final Smashes included. Players who want chaotic fun can have all items active, Final Smashes turned on, and enable every last, crazy stage hazard and gimmick. Or, if you’re somewhere in between, you can play on the standard stages with the gimmicks turned off, only allow Final Smashes by means of building up a power meter during battle, and only enable the occasional Pokeball and Assist Trophy in regards to items.
The ways in which you can customize matches are boundless. This really is the Super Smash Bros. that can appeal to any Nintendo fan. At least in terms of the core gameplay, that is.
If there is one glaring downside with Super Smash Bros. Ultimate, it’s with the game’s adventure mode. Dubbed ‘World of Light,’ Ultimate’s adventure mode is mind-numbingly tedious, and simply not worth the time and effort it takes to see it to the end.
In World of Light, players initially take control of Kirby, the only survivor of a Thanos-style mass extinction, as they progress through one battle after another, unlocking the other characters and collecting ‘Spirits,’ which are won after defeating opponents in possession of said Spirits.
These Spirits are a new feature in Ultimate, replacing the series’ long-standing trophy collectibles. It’s ultimately an unfair trade. While the trophies of Smash’s past featured unique character models and gave some insights into Nintendo (and gaming) history, the Spirits are merely presented as stock promotional art from past games, and provide statistical bonuses to your characters when equipped. Spirits can grant boosts to attributes like strength or speed, or provide you with a special ability (such as starting fights with a particular item, or being resistant to certain types of attacks).
This may sound interesting in concept, but it kind of goes against the very nature of Super Smash Bros. This is a fighting series all about learning the different play styles of the various characters. So if you have Spirits activated in the standard game, it makes things more about who has the best Spirits equipped, as opposed to who played the best in any given round.
Suffice to say the Spirits find all of their appeal in the single player World of Light mode. Though even then, the game often mishandles their usage. Pulling a page out of Paper Marios Sticker Star and Color Splash, there are a number of battles in World of Light in which it is necessary to have specific Spirits equipped in order to win. If the Spirits gave you advantages in these situations, that’d be fine. But on more than one occasion you will come across a battle in which victory is impossible unless you have a specific Spirit equipped.
Another issue with World of Light is that it’s just too long for its own good. It features an unnecessary amount of branching paths, alternate routes, and overall battles. And when it finally looks like you’re done with it, World of Light pulls a Ghosts ‘N’ Goblins on the player and extends the adventure by rather lazy means. To detract from the experience even further, World of Light is exclusively played by a single player. Super Smash Bros. Brawl’s adventure mode, Subspace Emissary, was far from a winner, but at least I could play that with a friend.
Not to mention Subspace Emissary served as a fast means of unlocking every character. But World of Light just drags on and on, with the lonesome tedium making you seek one of the many other means of unlocking the characters (thankfully, there are no shortage of options when it comes to expanding the roster). The fact that World of Light actually makes me long for Subspace Emissary could be a sign that maybe Super Smash Bros. is better off without an adventure mode at all.
Of course, the adventure mode is just a small part of the overall package, and every other mode included in the game delivers in spades: Classic Mode is more fun than ever, and includes unique challenges for every last fighter. Tournaments are easier to set up than ever before. New Squad Strikes have players selecting teams of characters and eliminating them one by one. Smashdown sees players cycle through the entire roster one at a time, with previously selected characters getting locked out after use. The variety never ceases to impress.
On the concept of variety, the biggest selling point of Super Smash Bros. Ultimate is that every playable character from the franchise’s history is present. If they were playable in a past Super Smash Bros. title, they’re playable here. So those of you who missed Solid Snake for being omitted from Super Smash Bros. on Wii U/3DS, he’s back. Young Link and Toon Link can now face off against one another. Pichu makes his return after seventeen years (they can’t all be winners). The DLC characters from Wii U/3DS return. Even the good ol’ Ice Climbers have found their way back to the series, after technical limitations on the 3DS prevented their appearance in the last installments. And yes, we even get a handful of new characters joining the fray, meaning that Super Smash Bros. Ultimate has all of the character variety of each and every one of its predecessors put together and then some.
“You’re the man now, Croc!”
Speaking of the new characters, that’s where things can be a bit inconsistent when it comes to selections. Ridley and King K. Rool feel like the most meaningful newcomers, given that they’ve been in high demand from fans since Melee. Splatoon’s Inklings also make sense as they represent one of Nintendo’s contemporary success stories. And Simon Belmont feels long overdue in the third-party character department (seriously, besides Mega Man, what other third-party character even compares to Castlevania’s early history with Nintendo?).
The remaining newcomers, however, are a bit of a mixed bag. Isabelle from Animal Crossing – though a welcome addition in her own right – doesn’t exactly come across as a character fans were dying to see join the series. Incineroar feels like he could have been any randomly selected Pokemon. And the downloadable Piranha Plant just feels like a big middle finger to the fans who have been requesting their favorite characters for years. That’s not to say that these characters detract from the gameplay by any means. But for a series so grounded in fanservice, some of these character selections feel misguided.
“Evil kings from classic series are the coolest!”
Perhaps with more newcomers the more disappointing entries wouldn’t stick out so much. But with most of the emphasis going towards bringing back every past character, you kind of wish that the smaller quantity of newcomers would have translated to a consistent quality. And that’s unfortunately not always the case.
Some fans may also lament that clone characters – now officially referred to as “echo fighters” – are still present, but at least now they’re categorized appropriately, and not treated as though they’re full-on additions to the franchise.
“The colors, Duke! The colors!”
Still, it’s hard to complain too much when Ultimate boasts seventy unique characters (with more on the way via DLC. Here’s hoping some favorites make the cut). There’s simply never a shortage of characters to choose from, and all of them bring their own sense of fun to the gameplay (with the possible exceptions of the excessive amount of sword fighters from Fire Emblem, who often feel interchangeable even when they aren’t clones).
Each character’s Final Smash has also been altered this time around, as they take on a more cinematic approach. Unfortunately, while the Final Smashes look more impressive than ever, their infrequent interactivity makes them less fun than in previous installments. This was probably done for the sake of balance, which is admirable. Though chances are, if you have Final Smashes active, you aren’t exactly aiming for a balanced, competitive bout.
The stages also adhere to Ultimate’s “everything but the kitchen sink” mentality. Although there are a few omissions, the majority of stage’s from past Super Smash Bros. titles make a return (unfortunately, Brawl’s Electroplankton-inspired stage is bafflingly among them). There are only four brand-new stages in the base game: Odyssey and Breath of the Wild themed levels for Mario and Zelda, and courses based on newly-represented series Splatoon and Castlevania. That may not sound like a whole lot of newness, but more stages are planned to be added along with the DLC characters. Besides, with the returning courses, Super Smash Bros. Ultimate includes over one-hundred different locations to do battle. And as stated, every last stage comes in three different versions (standard, Battlefield, and Final Destination), so you’re not very likely to get bored from repetition.
For those who don’t always have someone at the ready for some couch multiplayer, Super Smash Bros. Ultimate also expands the series’ online capabilities. Creating online matches has been streamlined by means of creating arenas, where players can set the rules as they see fit. You can even search for specific rulesets if you want to join an arena that’s more to your play style (though admittedly, the search engine needs some work). It’s now much, much easier to set up or join an online match and play with or against Smash players from around the world.
Sadly, the online functionality still isn’t perfect. Though lag is considerably less frequent than in Brawl or Wii U/3DS, it’s still present more often than you’d like. It isn’t limited to worldwide matches, either. I’ve encountered some slowdowns in games against my friends. Again, the lag isn’t so common as to detract from the overall experience, but considering that in five years’ time I’ve never encountered any lag issues in Mario Kart 8 (whether on Wii U or Switch), you have to wonder how and why Nintendo can’t replicate that level of online functionality with their other multiplayer franchises.
Other quibbles with the online mode include some minor (but no less irritating) design quirks, such as leaving your place in cue for the next fight in an arena just to change your character’s color (let alone change your character). Or why entering the spectator stands also removes you from cue (why the cue and spectator stands aren’t one and the same is anyone’s guess). Again, these are all just minor annoyances, but you have to wonder why they’re there at all.
Of course, it must be emphasized that, with the exception of the World of Light adventure mode, all of the complaints to be had with Super Smash Bros. Ultimate are minor grievances in the big picture. The series’ signature gameplay has never felt so polished, the content has never felt this endless, and with every last character in franchise history present, Super Smash Bros. has never felt this complete.
Super Smash Bros. Ultimate is also a technical showcase of the Switch’s capabilities. Though it retains a similar overall look to Super Smash Bros. for Wii U/3DS and Brawl, the graphics are much sharper and more refined. The level of background detail in the stages themselves – often so small you’d never see them in the heat of battle – is a testament to the abilities of the artists behind the game. The character animations are similarly impressive, especially those with unique characteristics (such as DK’s eyes bulging out of his head when hit, Donkey Kong Country-style; or Wario’s manic, sporadic movements).
Complimenting these visuals is a soundtrack that represents an unrivaled array of video game music, featured in both their original and new remixed forms in addition to many remixes from past Super Smash Bros. installments. Unfortunately, I don’t think there’s quite as many new pieces of music added into the fray as Brawl and Wii U/3DS brought to the table, but it’s hard to complain too much when the music is this terrific. Not to mention the soundtrack to Super Smash Bros. Ultimate is inarguably the biggest library of classic video game themes ever compacted into a single game.
On the whole, Super Smash Bros. Ultimate is an absolute winner. Its overall sense of newness may not be as prominent as the past few entries, but its inclusion of the best elements of every past installment, along with each and every last one of their characters, makes this the definitive entry in the long-running Super Smash Bros. series to date. With the exception of its egregious adventure mode, everything about Super Smash Bros. Ultimate is exploding with fun. With so many characters, stages, modes, and options, the content included in the package is seemingly bottomless, leading to an unparalleled replay value.
Super Smash Bros. Ultimate is not only the best game in the series, it’s one of the greatest multiplayer games ever made.
Although the original Animal Crossing remains an engaging and addicting gaming experience, it’s DS and Wii sequels, while solid enough, lacked any meaningful changes to the series. It became a wonder if Animal Crossing was doomed to complete repetition. Then along came Animal Crossing: New Leaf on the 3DS, and suddenly the series once again became one of Nintendo’s secret weapons.
Rest assured that the “New” in the game’s title is appropriate. New Leaf represents the first leap forward for the series, after the the previous entries seemed content with merely replicating the original. It isn’t necessarily a complete reinvention of the series, but New Leaf adds enough meaningful changes to the formula to make it a memorable and engrossing experience that demands replayability.
Yes, you still collect bugs, fish and fossils. You still greet your absurd animal neighbors, and you still scrounge around town looking for enough bells (the game’s currency) to pay off your house to Tom Nook. But now you do so with a more personal control of your town. As soon as you name your character and town, you become the new mayor of the place. As such, you can now help shape the town itself, instead of merely being a part of it.
In a more literal sense you can commence construction on various public work projects (bridges, police stations, etc.), which can be placed pretty much anywhere you choose. And in a more figurative sense, you can commission ordinances for how your town operates. Maybe you want your shops to open extra early, or perhaps you want them to stay open into the wee hours of the night? Or you just want to be able to sell things for a higher price? New Leaf provides plenty of options for you to run your town.
Additional changes include the ability to swim and scuba dive (meaning there’s all new kinds of undersea life to catch), more character customization options, various new events that occur around town (quite frequently), and you can now visit your tropical island at any time starting early in the game (no attached gimmicks to gaining access to the island this time around). Said island now features a range of mini-games for a bit of added variety.
It may not sound like much, but the thing that makes New Leaf such a standout is that these little touches just keep coming at you. One day your entire town will be scavenging for bugs, the next day you’ll be invited to one of your resident’s homes for a little get-together. You’ll commission a cleanup of the town’s litter one minute, then take part in a game of hide-and-seek after that.
The best part is you do things however you want. Whatever the game throws at you, whether it be a festival or a town get-together, you can just go about things at your own pace. There’s no pressure to do any one thing. You can even go to the beach and catch some fish, avoiding the hustle and bustle of the town’s goings-on altogether. Animal Crossing has always been a rare stress-free experience in gaming, and the new additions to New Leaf make at an even greater “play it your own way” type of game. You can literally play for fifteen minutes or five hours if you want, and you’ll get a lot done either way. The simple sense of accomplishment that is so often found in this game becomes an accomplishment in itself.
New Leaf, more than any Animal Crossing before it, is also built with multiplayer in mind. You can visit your friends’ towns (or they could visit yours. Just keep your place nice and tidy) and do whatever you want. You can trade items, share your customized t-shirt designs, plant trees to make the local fruits of your town a new local fruit of your friend’s, or just go to a cafe for a cup of joe. The 3DS’ smoother online capabilities over those of the DS and Wii versions make this the most enjoyable Animal Crossing to play with a friend.
If you’re an Animal Crossing fan but felt that the sequels were too derivative, New Leaf brings enough newness to the table to make you remember why you love the series to begin with. If you’re new to Animal Crossing, New Leaf is a great way to introduce you to the series (not that this is a series that would overwhelm anyone very easily), and it retains everything that made the series so addicting to begin with.
There are some small quibbles that have continued since the series’ beginnings: the game is insistent on making you collect furniture and trinkets for your house, yet most of such trinkets aren’t interactive in themselves, leaving you to wonder why you spent so much money on them to begin with. And Tom Nook’s demands for your Bells can get quite hefty, which can leave you spending entire play sessions scrounging for Bells, should you wish to pay the conniving raccoon and improve your house.
But these really are small complaints when the overall package is so delightful. You may just find yourself checking into your town on a daily basis for no other reason than to just check in on its progress. It’s an addictive game, but in a rare case where it’s addicting for being inviting, not demanding. There’s always something to see and do, the experience itself is a reward.