Super Smash Bros. Has Lost Its Heart

I hate to admit it, but I kind of hate what Super Smash Bros. has become.

I know, I’ve complained a lot about Super Smash Bros. in the past. But I finally think I best understand where my disillusionment with the series lies. In the past, I’ve not-entirely joked about my disdain for the overabundance of “anime sword guys” in the series, and I stand by those complaints in that their execution lacks variety. But that’s ultimately only a critique. My real issue with the series is actually much deeper than that.

Super Smash Bros. simply isn’t the same series it once was. By that, I mean that it no longer feels like the “Nintendo fighter” that it used to be. In its earlier entries, Super Smash Bros. was all about Nintendo’s history, pitting the company’s many characters against each other in bouts that were one part 2D fighter, one part Mario Kart, and one part sumo wrestling. The series was as much a love letter to Nintendo history as much as it was a combination of a party game and a fighter.

That “Nintendo-ness” has been lost to the series in more recent entries: There are no longer trophies that give brief glimpses to the deeper nooks and crannies of Nintendo’s back catalogue. The once simple arcade-style single player modes are replaced with overblown “story” modes with cinematics that look more like something out of Kingdom Hearts than Super Smash Bros. And while the series used to pluck Nintendo characters like Ness or the Ice Climbers out of obscurity, these days we instead just get more and more third-party characters who have less and less to do with Nintendo. The franchise now feels like it’s more about the hype than the history, with each subsequent third-party addition getting a more over-produced reveal trailer than the last.

“Ugh. Barf.”

I know, by now you’re probably ready to jump down my throat for being a Nintendo fanboy. But this isn’t a case of “X company is better than Y,” it’s a simple matter of a series forgetting what it once was. Super Smash Bros. is bigger than ever, but it’s kind of lost sight of its original purpose as it expanded.

I miss the humbler days of Super Smash Bros. Back when the inclusion of someone like King Dedede was considered a big deal, because he was a classic Nintendo character. Nowadays Super Smash Bros. just seems like it’s trying to get bigger and bigger, gluttonously trying to snag as many of the biggest names from other people’s games as it can get.

Don’t get me wrong, I’m not against the idea of third-party characters being included in Super Smash Bros. But I do think the series has gone too far in this direction, and needs to take a few steps back in this department. Back in Super Smash Bros. Brawl (the first entry to introduce characters from outside of Nintendo) they made it a point to keep the third-party characters to a minimum (it had two). Now, they just can’t stop adding them. It’s kind of polluted the whole point of the series.

It isn’t just the number of third-party characters that’s diluted the Nintendo aspect of Super Smash Bros. on its own, but who they’re selecting. I liked the idea Sakurai and company had going into Brawl, that the third-party characters had to have some history with Nintendo (which makes the fact that Solid Snake was the first such character added a little odd, since his presence on Nintendo consoles wasn’t too expansive). I think maybe, going forward, the series should look back and double-down on that notion, and the third-party characters should at least have strong ties to Nintendo’s own history. Mega Man and Simon Belmont make all the sense in the world. When you think of third-party games in Nintendo’s early years, that’s immediately who you’d think of. Banjo-Kazooie also makes perfect sense, given that Rare was probably the most beloved and prolific second-party Nintendo ever had (they basically carried the N64).

“This is stupid.”

Those characters’ series all played a key role in Nintendo’s history, so they still feel like they fit into the proceedings. They may not have been made by Nintendo themselves, but their association with the Big N is so strong they feel right at home in Super Smash Bros. The same can’t really be said about Final Fantasy VII, Fatal Fury, Persona, Tekken or Minecraft. That’s not to say anything against those games (well, maybe Final Fantasy VII), and some of them have appeared on Nintendo consoles at one point or another. But you can’t really make an argument that they are as much a part of Nintendo’s history as Mega Man or Castlevania.

Now I know people will really want to thrash me, and accuse me of being “salty” that my favorite character didn’t make it or whatever. Lord knows the Sakurai Defense Force grab their torches and pitchforks and spread their toxicity whenever someone shows the smallest modicum of disappointment in the series. I personally don’t find it unreasonable if someone is disappointed in a game about fanservice when said game fails to deliver on that fanservice. But that’s besides the point. The point is that Super Smash Bros. now just feels like a big hype machine, a shallow commercial more focused on the promotion of other people’s games and the production values of its own trailers than it is about, you know, Nintendo characters fighting.

I’ve heard some people claim that Super Smash Bros. “isn’t about Nintendo history anymore” as a means of defending the series. But that’s exactly the problem! There used to be a spirit of playfulness and inventiveness to the series, a trait shared by other Nintendo staples like Super Mario and The Legend of Zelda. And that just isn’t present anymore. The heart and soul of Super Smash Bros. has all but disappeared as it becomes more and more about shallow, meaningless hype.

“Dear God, why?!”

Think back to the original Super Smash Bros. No one knew who this Ness kid was. You could almost hear the collective “What the hell is EarthBound?” of everyone who played it. Then there’s the reveal trailer for Super Smash Bros. Melee, which introduced Princess Peach, Bowser and Zelda to the series, then turned around and also reminded fans of the existence of the Ice Climbers! Even when Brawl introduced Solid Snake to the series (whose reveal seems as tame as a kitten compared to what we have now), it did so only after bringing in Wario, Meta Knight, Zero Suit Samus and a freshly-resurrected Pit from Kid Icarus.

These were all eclectic combinations of classic Nintendo faces, as well as some that inspired players to look deeper into Nintendo’s history (or elicited delightful surprise to the people who were aware of the more obscure characters ahead of time). Sure, Super Smash Bros. Ultimate brought in longtime requests Ridley and King K. Rool, and that was amazing. But then it all gets kind of diluted when the focus quickly shifts to a revolving door of third-party characters. There’s been so many third-party characters added through the game’s DLC, that Ridley and K. Rool’s welcome inclusions feel like they’ve been drowned.

Some people would say that they’re running out of Nintendo characters to use. Like hell they are! Series like Advance Wars and Golden Sun still go unrepresented, despite demand from fans (but those fans are naturally just supposed to shut up “because SepHiRoth!!1!”). There are characters like Stanley the Bugman or Muddy Mole that they could pluck from history. Hell, Takamaru from The Mysterious Murasame Castle has been considered for inclusion into Super Smash Bros. in the past, but was rejected for “not being as recognized as other Nintendo characters.” Since when was recognizability a factor? Good thing Ness and Pit made it in when they did, I guess.

Point being, there’s no shortage of Nintendo history that can still be drawn upon to be included as playable characters in Super Smash Bros. It’s just that Nintendo and Sakurai and whoever else choose to focus on the big names they can get elsewhere. It was fun for a while, but by this point, it’s kind of robbed Super Smash Bros. of what made it special to begin with.

The fans who want to see these characters from Nintendo’s past often seem to get bullied online by Super Smash Bros’ strangely zealous defenders, since those characters “don’t have a chance” to make it. Funny, because in the Super Smash Bros. of old, those are exactly the kind of characters who would make it. Resurrecting characters from the obscure corners of Nintendo’s history is the most “Super Smash Bros.” thing imaginable. Or at least it was back when the series was actually about Nintendo characters (it may be worth pointing out that learning the reason for Takamaru’s exclusion was what brought me to the realization of what’s wrong with Super Smash Bros’ current mentality).

It isn’t just the characters though, but the gameplay of Super Smash Bros. itself seems to care less and less about the items, the stage gimmicks, and all the Mario Kart-esque party elements that separated Super Smash Bros. from other fighters in the first place. I think the competitive gaming scene has had a negative influence on the Super Smash Bros. series (I would argue competitive gaming has had a negative impact on a lot of other series as well, but let’s stick to Super Smash Bros. for now). I don’t have a problem with people who want to play Super Smash Bros. as a competitive game (I myself often played the series on flat stages with little to no items). But let’s be real here: Super Smash Bros. was never a hardcore fighter. While it’s admittedly a good thing that the series has had more of a focus on character balance in recent entries, that’s one of the few positives, as much of the series’ appeal has been abandoned as it caters more and more to the competitive crowd.

Take, for example, the WarioWare stage. In Brawl, if you were playing on the WarioWare stage with AI opponents, and one of the stage’s “micro-games” showed up – asking the combatants to play along with its goofy instructions – the AI would follow those instructions, because it was like WarioWare. That was the appeal unique to that level. That was the kind of playfulness the series used to have. In Super Smash Bros. Ultimate, however, if you do the same thing, the AI opponent will ignore the WarioWare rules and just keep fighting because hardcore fighter!

Where’s the charm? Where’s the personality?

They’ve been lost, unfortunately. Lost to Super Smash Bros’ insistence on being taken seriously as a competitive fighter, and its even more egregious ambitions of being a hype machine.

It’s almost like Super Smash Bros. has had a direct opposite trajectory as Paper Mario in regards to the changes the series has made over time, but both have been damaging to their respective series’ heart: Paper Mario continues to strip away its depth to the point of being an empty shell of its former self, while Super Smash Bros. just keeps adding bells and whistles to the point that it’s lost its identity as Nintendo’s take on the fighter.

Again, some people claim that Super Smash Bros. is now something more than it once was, as it now encompasses video games as a whole. I’d argue that it’s become too much, and that less would actually be more at this point. Give me the smaller, more creative Super Smash Bros. over its garish, Esports-pandering current self any day.

Some even argue that Super Smash Bros. is bigger than “just Nintendo” at this point, but does it really have to be?

Personally, once the DLC characters for Super Smash Bros. Ultimate are good and done with, I hope Nintendo, Sakurai and everyone else involved take a good, hard look at the series. After Ultimate, I’d love to see the next installment go back to its roots. Yes, that means cutting a lot of the fat which yes, means cutting back on characters like Cloud, Sephiroth, Joker, Terry, Steve and Kazuya. Will that disappoint some people? Sure. But hey, at least those characters had their time in the sun. Besides, their fans seemed to relish in rubbing the disappointment of other people in their faces, so I can’t say I’d feel too bad for them.

“I miss THIS.”

Let’s have the next Super Smash Bros. include the original N64 cast, and those of Melee and Brawl as well, but maybe be a little more selective of the characters from subsequent entries. Characters like Mega Man, Simon Belmont and Banjo-Kazooie can stay. But let’s really try to keep it to a minimum with the third-party choices. A few new characters who actually have meaningful ties to Nintendo’s history can join in as well, whether they be recognizable or not. Let’s maybe have a few fun modes and mini-games instead of trying to concoct this big, epic storyline that couldn’t be more out of place in this series. And let’s stop pretending that Super Smash Bros. should be some big ESports franchise, and bring back the playfulness and emphasis on fun of the earlier entries.

Super Smash Bros. would do well for itself to go back to basics. To self-reflect and realize it doesn’t have to be the hulking monstrosity it’s become. Just let it be Nintendo’s fun take on the fighter genre again. Maybe then it can reclaim its heart and soul, instead of just being the empty embodiment of hype.

Advertisement

Banjo-Kazooie Are in Super Smash Bros. Ultimate

Oh. My. Shatner.

They did it. They finally did it!

During Nintendo’s E3 Direct, it was revealed that Banjo-Kazooie will be joining the Super Smash Bros. roster sometime this Fall, complete with music by Grant Kirkhope and a Spiral Mountain stage.

Oh yeah, the Dragon Quest “Hero” was announced for a Summer release as well. But he’s not Banjo-Kazooie so he kind of got overshadowed.

This is… This is amazing! For years I (and so many others) have wanted, and hoped, and dreamed that this could be a possibility. Now our patience has paid off, and this dream has become a reality.

With the exception of Super Mario RPG’s Geno, I don’t think there’s another character left who has been so strongly requested for so long as Banjo-Kazooie. And now, after all this time, the bear and bird tandem finally join their rightful place among the Super Smash Bros. roster.

Now if we could just get Geno…

Here is the Banjo-Kazooie reveal trailer (admittedly, it is a little bit of a bummer it’s mostly a tweaked version of King K. Rool’s trailer, but I’m not about to let that dash any of my excitement).

Super Smash Bros. Ultimate Review

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.

 

9

The Inconsistency of the Smash Roster

I ramble about Super Smash Bros. a lot, and I plan to write my full review of Ultimate really soon, so I’ll try to keep this quick. But the other day, I saw a tweet that made a good point, claiming that Ultimate, more so than Brawl or Smash Bros. for Wii U/3DS, has a list of Assist Trophies who should be playable characters, and playable characters who should be Assist Trophies.

Now, this person did leave out the first four announced newcomers in Inkling, Ridley, Simon Belmont and King K. Rool in their argument. Some people argued that that skewed the original poster’s point, but they emphasized that they left those characters out because they thought they were deserving newcomers. Hard to argue that, seeing as Ridley and K. Rool have been two of the three most wanted characters for over a decade, Inkling represents a contemporary Nintendo franchise, and Castlevania’s history with Nintendo goes without saying. But they pointed out that the remaining newcomers – including echo fighters – when compared to a number of characters who were relegated to Assist Trophies, leave a lot to be desired. And I kind of agreed.

Yes, I am aware that the echo fighters “don’t take up much programming space” yada yada yada. I get that. But let’s face it, they’re still difficult characters to get too excited over. Especially when we get reminded of the characters we could have had. And if the remaining newcomers are a little on the… ‘iffy’ side, well then those echo fighters are going to mean even less.

But let’s get back to the remaining newcomers. Isabelle is a choice that makes sense given Animal Crossing’s immense popularity. And you know what, I like that she’s in the game and think she’s very fun to play. However, whenever I remember that Shovel Knight and Bomberman are simply Assist Trophies, Isabelle’s placement as a playable character loses some of its appeal. Yeah, she’s a good addition, but if I – and many, many others – had a choice between Isabelle and Shovel Knight or Bomberman, well, I think we could all agree that’s a runaway victory for Shovel Knight and Bomberman.

“Even Incineroar is embarrassed he made it in before Geno.”

Then of course, we have Incineroar. Now, again, I completely understand the popularity of Pokemon, and have stated in the past that it’s one of the few series where it could potentially have as many characters as it wants. But, also again, when we look at characters who didn’t make the cut who fans have been begging for for years (Isaac from Golden Sun, anyone?), it boggles the mind that a Pokemon as random as Incineroar would be chosen instead. I mean, at least someone like Decidueye would be unique with his grass/ghost typing and emphasis on archery. But Incineroar kind of just seems to cover ground that’s already been covered in Smash being a brute character with fire moves. Again, I don’t hate Incineroar, but why are so many characters fans have wanted relegated to Assist Trophies in favor of random selections like Incineroar.

“Kill it with fire!”

Oh, but then we have the soon-to-be-released Piranha Plant. Now this is where I feel the selection was just a massive letdown. I mean, no one asked for a generic enemy (and if they had to add one, why not Goomba? At least Goombas are kind of the most iconic generic enemy in games, so they have that going for them). Some people claim Sakurai wanted to do something unexpected to surprise fans, but does a surprise really matter if it ends up disappointing? I mean, if someone ding-dong-ditched me and left a flaming bag of dog poop on my porch, I’d be surprised, but certainly not happy about it.

Sure, Piranha Plant could end up being a fun character to play. But its inclusion still seems like a slap in the face to all the fans who have been dying to see their favorite characters make the cut. I repeat, people really, really wanted Isaac, Bomberman, Shovel Knight, and many others. No one wanted Piranha Plant. And for a series as grounded in fanservice as Super Smash Bros., it just seems like a counterproductive move to so blatantly go the opposite direction of what fans want.

Yeah yeah, I’m going to bring up Geno again. Of course I am. But I don’t continuously bring up Super Mario RPG’s possessed puppet without reason. Fans have begged for the character’s inclusion for perhaps longer and more adamantly than any other character (wit the possible exceptions of K. Rool and Ridley), and yet, time and again, Super Smash Bros. fails to deliver on him. Granted, there’s still hope for Geno to make it as DLC, seeing as he doesn’t appear as an Assist Trophy. But there’s no guarantee to that. Some people think the fact that he shows up as a spirit deconfirms him, but that just sounds like a weak argument, since the spirits are just stock images that boost stats and don’t actually appear physically in matches.

But as I’ve stated ad nauseam, Geno’s continuous absence seems to personify the wonkiness of Smash’s character selections and omissions. I mean, if the most requested characters by fans can’t make it in, but Piranha Plant can, it seems to go against the very nature of the series.

Some people defend these selections by claiming that “it’s Sakurai’s game” and while that’s true, his is a game series built on fan service. It’s not like he’s telling a deep, personal story with the series. It’s Nintendo (and other) characters beating the crap out of each other.

What’s really annoying is when Sakurai apologists lash out against disappointed fans, as though they don’t have a right to be disappointed. We all love Smash Bros., but again, when the characters people want keep getting ignored while seemingly random selections make it in, it’s annoying. I love Super Smash Bros. Ultimate, and I think it’s the best game in the series. But would I enjoy it more if I could play as Geno? Oh, hell yeah! Without question.

Look, I understand that not everyone can be pleased, and some fans are always going to be disappointed. But there’s a difference between certain characters not making the cut, and the characters people have wanted most for over a decade not making the cut in favor of characters no one asked for (again, that damn plant!). It just comes off as spiteful (even if that isn’t the intent).

Even K. Rool and Ridley, despite their demand, had to wait until now to finally make it into the series, with Sakurai always coming up with rather weak reasonings for their omissions in the past (the “character uniqueness” statement in regards to K. Rool was particularly laughable, given all the similar characters already present in the series). I don’t want to complain too much about that, since they’re here now. Better late than never and all that. But given some of the characters who made it in before them, it’s pretty head-scratching.

What’s particularly hypocritical of the fans who dismiss those who express disappointment is that they’ll often ridicule fans of a particular character when they’re not in, but once a character makes it in, they suddenly act like they were always onboard with the idea since Sakurai and company gave the green light. It’s like, what a bunch of trollish sheep.

Look, I hope I never sound too negative in regards to Super Smash Bros. I truly love the series. But that’s why I get so passionate about it, both the good and bad. It’s easy to love the games themselves, but it’s often hard to ignore what could have been… especially if what we get is Piranha Plant.

Again, I hope to have my review of Super Smash Bros. Ultimate up soon. And since the omissions of my (and other people’s) most wanted characters isn’t a serious fault in terms of game design, I won’t be talking much about this stuff in my review. Hence why I decided to get it out of the way here. It’s certainly not the first time I’ve ranted about the Smash roster, and it surely won’t be the last.

My review of Ultimate is definitely going to be mostly positive (except in regards to World of Light). So please don’t think I’m just a grumpy guys when it comes to Smash. It’s just that I, like many fans, have the right to be disappointed when the series, frankly, disappoints in certain areas.

Super Smash Bros. Ultimate Impressions

Super Smash Bros. Ultimate is finally here, and it’s yet another jewel in the crown that is the Nintendo Switch. Although it may be premature of me to say this, given I haven’t tried out all of its modes yet, but Ultimate may very well be the best Super Smash Bros. title yet.

Like any sequel to a multiplayer title, the gameplay hasn’t exactly changed much, but something about it definitely feels smoother. It just feels right to control. It’s hard to explain, but it seems like every returning character I’ve tried feels more fluid to control than they did in past games, and the newcomers are just as smooth. The gameplay may be the series’ trademark “sumo rules” take on the fighting genre, but it just feels so polished.

Another big improvement over past games is the Classic Mode. As much as I appreciate Super Smash Bros for 3DS/Wii U trying to make Classic Mode into something bigger, it never really enticed me to try it out with every character. But here in Ultimate, I find myself wanting to complete Classic Mode with every new character I unlock. The beauty lies in its simplicity, as Classic Mode sees each character go through six fights, a bonus stage and a boss enemy, with each character’s opponents being vague (or literal) little callbacks to their own games.

For example, Ryu’s version utilizes stamina rules to reflecting the traditional fighter nature of Street Fighter. Meanwhile, Mega Man’s journey ends with a battle against Dr. Mario who, once defeated, becomes Mewtwo, subtly referencing the final fight against Dr. Wily in Mega Man 2). And in perhaps my favorite example, Dr. Mario’s fights are against triple opponents, with each bearing a red, blue and yellow color scheme in reference to the viruses from the classic puzzler. It’s just simple, fun and addictive.

Admittedly, the Adventure Mode, dubbed ‘World of Light’ is one I have yet to play. I’ll get around to it, but honestly, Brawl’s Supspace Emisary story mode was kind of a glorified means of unlocking every character. So I’m not exactly rushing into the story mode when everything else is already so much fun. So no opinions on World of Light for now.

Much to my pleasant surprise, it was actually really easy to play against my friends online! I know, that seems shocking considering this is a Nintendo game that isn’t Mario Kart, but playing against friends is actually accessible. That alone gets huge brownie points from me. I also haven’t experienced any lag issues when playing against opponents on a broader online scale, so that’s also an improvement from its predecessors. I have heard some people say the specific searches for quick online matches aren’t very accurate (one-on-one proponents experiencing repeated multi-man matches and such), but I haven’t tried that myself yet so I can’t comment. But the sheer easiness of playing against friends alone feels like a godsend, given all the hoops you usually have to jump through for such features in Nintendo games (I’m looking your way, Splatoon 2).

Then, of course, we have the characters. The title’s main selling point is that every past fighter from Super Smash Bros’ history is present. And with a small batch of newcomers, as well as ‘echo fighters’ we have about 70 characters (depending on how you count Pokemon Trainer). That’s a pretty hefty lineup of characters. And while the roster isn’t perfect (Geno isn’t in it), there really is such a wide variety of characters that, no matter what your play style is, you’re bound to find multiple characters you like. I personally have quickly become a King K. Rool man (hey, if Super Mario RPG isn’t represented, I’m going with my other favorite SNES title, DKC2).

All in all, I find myself having trouble putting Super Smash Bros. Ultimate down. In a weird way, it doesn’t feel quite as “massive” as the past few entries in terms of what it adds compared to what came before, but it does feel better. It takes the best bits and pieces of past Super Smash Bros. games and makes something that feels like one of those ‘special’ Nintendo releases on par with Breath of the Wild or Super Mario Odyssey.

But seriously, can we please get Geno?

Top 5 Most Wanted Super Smash Bros. Ultimate Characters

The release of a new Super Smash Bros. game always gets people hyped. And while the E3 Direct and playing the E3 demo accomplished just that, for me, Super Smash Bros. Ultimate was something to be excited for, but one that seemed a bit familiar. That is until earlier this month with the second SSBU-focused direct, which revealed a host of new information on the upcoming entry, and kicked things into high gear with the announcements of Simon Belmont and King K. Rool!

Of course, being a series built on Nintendo’s history (or just plain video game history at this point), people always have their characters that they’d like to see make the Super Smash Bros. roster with every new entry. So far, the newcomers for Ultimate reads like a shortlist of winning selections: The Inklings represent a contemporary Nintendo franchise, Simon Belmont hails from the third-party franchise most synonymous with Nintendo’s early years (except maybe Mega Man), and Ridley and K. Rool have been among the most requested characters to join Super Smash Bros. for ages, so their inclusions feel like gifts for the fans.

The following characters are the ones I’d most like to see be announced in the coming months to join the ranks of Super Smash Bros. fighters in Ultimate. I know, people might bring up that Sakurai has already stated there won’t be too many newcomers (outside of echo fighters) this time. But this list isn’t called “Five Characters Who Will Totally Make the Cut in Super Smash Bros. Ultimate in Addition to the Ones Who Have Already Been Announced.” It’s a list of the five characters I’d most like to see make it. Not expecting all five, but I like to think my top two picks have more than a fighting chance.

The funny thing is I had originally planned to make this list before the last Smash Bros. Direct, but never got around to it. And since Simon Belmont and King K. Rool were originally going to be on this list, I had to change things up a bit after they were announced.

Also, my list includes a mix of Nintendo characters and those of third-parties. Because honestly, Super Smash Bros. now has most of Nintendo’s most notable characters. There aren’t too many left that would make a big splash outside of an Assist Trophy. Kind of have to branch out at this point.

With all that out of the way, here are the top five characters I’d most like to see become playable characters in Super Smash Bros. Ultimate. But first, a runner-up.

Continue reading “Top 5 Most Wanted Super Smash Bros. Ultimate Characters”

What Super Smash Bros. Ultimate Needs to do to Actually be the Ultimate Super Smash Bros.

Super Smash Bros. hype is a unique entity for me. On one hand, Super Smash Bros. is one of the few remaining series where the announcement of a new entry gets me genuinely excited. But of all my favorite gaming franchises, Super Smash Bros. is the one that can (and has) disappoint(ed) me the most. Of course, it shouldn’t be too surprising, considering this is a series largely built around fanservice, so when it fails to deliver on a much-wanted character or (in the last entry’s case) seems to cater to director Masahiro Sakurai’s favoritism, the experience can feel a bit sullied.

That’s not to say that the games aren’t good though. Super Smash Bros. for Wii U, despite being the entry I have the most complaints about in terms of character selections and omissions, is actually the most solidly designed and technically sound iteration yet. Hell, even the bafflingly reviled Super Smash Bros. Brawl is still a really well made video game. But again, this is a series that’s built around Nintendo’s history, and its fandom. So when it feels like Nintendo’s history and its fans are being ignored, it really stings.

“Proof that Sakurai hates us all.”

Case in point, Masahiro Sakurai has actively asked fans to suggest characters for the series since Super Smash Bros. Brawl was in development, and yet, the three most consistently requested characters – Metroid’s Ridley, Donkey Kong’s King K. Rool, and Super Mario RPG’s Geno – were just as consistently ignored. None of them made it into Brawl, and in Super Smash Bros. for Wii U and 3DS, Ridley was made into a stage hazard, while Geno and K. Rool weren’t even that lucky, being represented solely by Mii Fighter costumes, which felt like a blatant middle finger to the fans on Sakurai’s part, especially seeing as that particular entry had a sudden emphasis on his own characters (Kid Icarus suddenly seemed to get plenty of references, conveniently after Sakurai directed Kid Icarus: Uprising on 3DS).

Sakurai has tried to explain his reasons for leaving out requested characters, but most such reasons seem more like half-hearted excuses than anything. He often claimed that “Ridley was too big,” even though by that logic, Captain Olimar should be too small. Or he would claim that he would go over the character and see what uniqueness they would bring to the table…only to fill a good chunk of the roster with clone characters.

Basically, Sakurai’s excuses end up feeling like just that, excuses. Look, I get that not every character can make it in, but when you actively ask people to suggest characters, and then continuously ignore their most wanted characters for over a decade, it’s kind of hard to accept the excuses.

Even worse, however, are the people who defend Sakurai’s every action (whom I refer to as “Sakurai apologists”). Again, I understand not everyone can make the cut, but when people actively defend things like the “Ridley is too big” argument and the overabundance of clone characters, it’s like, just… come on! Sakurai is a great game designer, but it’s okay to admit to his mistakes. And well, blatantly ignoring fan requests after asking for fan requests, and resorting to simply copying existing characters and claiming its another are definite mistakes.

These people will often question what a potential character’s moves would be, but that’s an argument that seems beyond pointless, considering that from Super Smash Bros’ very first entry, Captain Falcon has been a playable character. He’s a character who, in his own series, was never seen outside of his racing vehicle! If they could turn him into a fighter back on the N64 in 1999, there’s no reason why Sakurai and company couldn’t get even more creative with current hardware.

This brings me to the point of all this ranting: Super Smash Bros. Ultimate has the opportunity to live up to its name. The game is being billed as the “Smash Bros. for everyone” and is set to include every single returning character from the series’ history, which is a good start. However, the real big news is that Ridley has finally joined the Super Smash Bros. roster as a playable character! Finally, after over a decade of waiting, the patience of Metroid fans has been rewarded.

On the downside of things, Sakurai has already stated that there won’t be too many new additions to the roster this time around. I suppose that makes sense, with so many characters in the game, they’re running lower and lower on classic characters to choose from. But that’s just my point, if we’re only going to get a ‘few’ new characters, why not make them characters that count?

Of the three most consistently requested characters, Ridley has now become the first of the trio to make the roster. So, why not finally pull the trigger and deliver the other two as well? K. Rool and Geno are two characters that have so much potential for the series – let alone their fan support – that not adding them in at this point would seem like petty spite. Hardly what you would want from a game that’s supposed to be the Ultimate edition of a franchise largely built on fanservice.

That would already make something of a statement for the series. It’s like, not only would we be getting every past character from the series history, but also the three most requested, ever-elusive characters. Whatever other newcomer selections could also potentially be filled with old fan-favorites. Again, if the newcomers are going to be few in quantity, they really better make them count in terms of quality.

Of course, even with Ridley’s inclusion, there are still causes for some concerns. The fact that clones now have the ‘official’ label of “Echo Fighters” has me greatly worried that Sakurai might just be doubling down on them (again, quality, not quantity. A bunch of clones is hardly something to get excited over). And in another downer, Bomberman is finally making his debut in the series…as an Assist Trophy. Considering how big of a multiplayer franchise Super Smash Bros. is, it’s a real shame that Bomberman – one of the pioneers of multiplayer gaming – can’t make the cut as a playable character.

Still, Ridley’s presence gives hope that not only could Geno and K. Rool make their long-awaited debut, but that the select amount of newcomers might bring out the more creative side of the developers. If Sakurai and company can deliver everything from Super Smash Bros. past (which looks to be the case so far), and throw in the few remaining missing elements that fans have been craving, Super Smash Bros. Ultimate may just live up to its name.

Between the presence of every returning fighter and the debut of Ridley, so far so good. But to make Super Smash Bros. Ultimate truly the ultimate Super Smash Bros. experience, the rest of those newcomers really have to mean something.

Early Thoughts (and Concerns) on Super Smash Bros. Ultimate

The Switch’s iteration of Super Smash Bros. has been revealed as Super Smash Bros. Ultimate! So far, from what I’ve seen and the little I’ve played, it seems like a refinement of the franchise. It’s faster paced like Melee, but looks to incorporate the sense of balance from the Wii U version. Despite Nintendo’s overall lackluster E3 Direct, Super Smash Bros. Ultimate looks to please its loyal fanbase, and then some.

However, even though Ultimate looks like it could be the definitive Super Smash Bros. game, I do have a few reservations about it. Primarily, it may seem awesome on one hand that the game will feature every character who has ever been in Super Smash Bros. history – from the N64 originals to the one-timers from Melee and Brawl to the DLC characters from Smash Bros. on Wii U – on the other hand, series director Masahiro Sakurai said they planned to emphasize the inclusion of every past character, so to “not expect too many new additions.”

But is that really what anyone wanted? Sure, Ice Climbers and Solid Snake had plenty of support to make a return, but did anyone really want characters like Pichu and Wolf O’Donell to make a comeback? Don’t we have enough clones as it is?

Speaking of clones, that brings us to another source of concern: Sakurai has given clone characters the official name of “Echo Fighters.” The problem with this is that the fact that clones nw have an official label could imply that Ultimate is doubling down on clone characters.

I know, a lot of people like to claim that “clone characters don’t take up much data, and so they aren’t getting in the way of anyone else.” Maybe, but if you ask me, I’d rather see a smaller roster with unique characters than a large roster filled with half-assed, copied-and-pasted clones.

The reason why I’m concerned about this (other than the fact that the clone characters are already just lazy additions) is that, with the Inklings from Splatoon and Metroid’s Ridley being the only completely new characters announced for the new game, along with the grim promise that there won’t be too many new additions, this could mean that most of the potential new characters could just be clones. And who the hell wants that?

Things get worse, however, with the revelation of the first new “Echo Fighter” in Super Smash Bros. Ultimate is none other than (oh lord, give me strength)… Princess Daisy.

Ouch! It hurts just to type that.

Look, I understand that Ridley was one of the most requested characters for years, and Splatoon is Nintendo’s biggest new franchise, but Daisy? I don’t know, seems like we’re scraping the bottom of the barrel here. And yeah yeah, once again “clones don’t use up a lot of data,” but when they start stacking up clone after clone, the roster just feels watered down.

Now, part of me isn’t too disheartened with the idea of only a handful of new characters (I remember when Melee first showed off Bowser, Peach, Zelda and Ice Climbers as new additions, and I didn’t mind it when I thought they were the only new additions to Melee). But, if we do see only a handful of new characters, and most of them are just going to be clones, it would feel like a waste. And don’t even get me started on Bomberman being relegated to an Assist Trophy while Princess Daisy makes the roster. That’s just insulting.

I hope I don’t sound overly negative, because I love Super Smash Bros., and from what I played of Ultimate at E3, it looks to be excellent. But while it looks like Super Smash Bros. Ultimate may refine the series’ mechanics and competitive nature, it runs the risk of diluting the experience with an overtrumped roster largely comprised of characters who lack uniqueness. I mean, this is a series built on Nintendo’s illustrious history and peerless catalogue of video game icons. I’d hate to see it simply decide to settle on the quick and easy alternatives in place of meaningful additions.

Sakurai is known for asking his fans to “just be happy.” But if we’re getting a bunch of throwbacks and cookie cutter additions at the expense of worthwhile newcomers, it makes it kind of difficult.

“The physical incarnation of “we’re all out of ideas.””

But seriously, just give me Geno and Dixie Kong and I’ll take it all back and love it 100% LOL.

Super Smash Bros. (Nintendo 64) Review

SSB64

Super Smash Bros. quickly became one of Nintendo’s most beloved franchises. And how could it not? It’s a fighting series where Nintendo’s most beloved characters duke it out with sumo-style rules, and Mario Kart-esque weapons. But after the sequels built so strongly on the series’ formula, going back to the original may come us a slight disappointment. While the 1999 original Super Smash Bros. remains a fun game in its own right, it feels more than a little empty when compared to any of its sequels.

As stated, Super Smash Bros. is a fighting game where – rather than depleting your opponents’ health – the goal is to accumulate enough damage to send them flying off the screen, thus eliminating them. It’s a simple enough setup, but it has proven so much fun that the series has produced some of the most insanely replayable games of all time.

On the downside, much of the depth found in the gameplay wouldn’t arrive until the GameCube sequel, Super Smash Bros. Melee. Melee would add more moves, more specials, and tighter mechanics. Brawl would add Final Smashes and some really creative movesets. And the recent Wii U and 3DS editions add depth and polish to pretty much every facet of the gameplay.

By comparison, the N64 original feels barren. Here, the characters only have three special attacks (performed with B, B + up, and B + down), as opposed to the four found in Melee and subsequent titles. Even more notably, the number of standard attacks each character has is incredibly limited. There are no Smash attacks or more intricate moves. You can’t midair dodge, or perform very many fancy combos. You only have a few directional ground and midair attacks, and the aforementioned specials. The gameplay is still fun at its core, but knowing just how much depth the sequels added to the equation, it’s easy to feel that the original Smash Bros. is a bit dated.

On top of that, some of the mechanics also haven’t aged too well. Here, opponents will be sent flying off-stage with relatively little damage. In later entries, opponents usually need to be well above the one-hundred damage mark before you can think about sending them packing. But here, you can defeat enemies after having only dealt about half of that damage. This leaves many battles feeling incredibly short. Another downside is just how slow the characters move. Many people complained that the characters in Brawl moved too slowly, but I might assume those same people hadn’t played the original in a good, long while. Here, the characters move so slowly and jump so floaty it’s hard to complain about Brawl’s movements by comparison.

SSB64On the bright side, the original Super Smash Bros. featured an indisputable roster of deserving characters. From the get-go, players can select Mario, Donkey Kong, Link, Yoshi, Samus, Kirby, Fox McCloud and Pikachu, while the secret characters include Luigi, Jigglypuff, Captain Falcon and Ness. It’s an incredibly small roster compared to the sequels, but it also benefits by predating the clones, self-damaging characters, and seemingly random character selections found in later games. Every character here strongly represents Nintendo’s diverse franchises, and you can’t really complain about the the character inclusions (though it is a shame the low memory of the N64 meant that Princess Peach, Bowser and King Dedede were left out of the mix until later entries).

Super Smash Bros. also featured a good number of fun items and a small but creative selection of stages, each one boasting their own gimmicks. There are also some additional modes to be found, though understandably, there’s not nearly as much content as there would be in future installments.

Single player modes are limited to an arcade-style “story mode,” where you battle in a series of fights until you make your way to the Master Hand, and the mini-games Break the Target and Board the Platforms. They aren’t much, and once you’ve played through them to unlock the secret characters, you’ll probably be sticking with the multiplayer battles.

The original Super Smash Bros. is still a fun game, particularly with a full group of four players. But it doesn’t hold up nearly as well as any of its sequels. The game feels prototypical and a bit shallow, and it simply isn’t nearly as fun as Melee, Brawl or the Wii U and 3DS editions. It does hold up better than many of the other multiplayer titles on the N64, however.

If you want to play a more definitive and deep Smash Bros. experience, stick to the Wii U version. But if you simply want to have some old fashioned, multiplayer fun, you could do a whole lot worse.

 

7

Super Smash Bros. Really Needs More Donkey Kong Characters

Super Smash Bros.

Super Smash BRos. for Wii U and Nintendo 3DS saw another major update recently, with a lot of additional content including Tournament Mode, the ability to upload videos to YouTube, and DLC stages and costumes for the Mii Fighters.

Unfortunately, one of those Mii Fighter costumes includes King K. Rool, the recurring antagonist from the Donkey Kong series. Why is this unfortunate? Because K. Rool has been one of the most requested characters to join the Super Smash Bros. roster, and him being included as a Mii Fighter costume almost feels like a mere token. He’s included as a Mii costume, so will Sakurai just stop there?

Now, it is possible that if K. Rool (or anyone else) gets enough votes in the Smash Bros. character poll he could potentially still be added. But that really depends on how many new characters the poll will allow. It’s an uncertainty.

I understand it’s difficult to write coding and add a whole new character to the game, so I understand people can’t get every character they want as DLC. My problem though, is that the Donkey Kong series, one of Nintendo’s premiere franchises, is sorely underrepresented in Super Smash Bros. DK shouldn’t have to wait for DLC.

"Not like this... Not like this..."
“Not like this… Not like this…”

Donkey Kong and Diddy are great characters in Super Smash Bros. But considering the series’ importance to Nintendo’s history (it was their first full-fledged franchise, the Mario series itself is a spinoff from it, I could go on), having just two characters when it has more to work with seems unfair to the beloved series. Especially when one considers that Kid Icarus, a series that didn’t even have a new entry for over two decades, has three characters. And don’t get me started on the small army of Fire Emblem characters.

I’m not even saying that the game needs to include the whole Kong family (no one wants Chunky Kong), but Dixie Kong should have already been in Super Smash Bros. some time ago. Not to mention her prehensile hair could give her a unique moveset. King K. Rool would also be a great addition, since he’d not only bring more DK representation, but the series could use some additional villain characters (the current games only have Bowser, Bowser Jr., Ganondorf and King Dedede filling the villain roster), and K. Rool could add to that category nicely. Even Cranky Kong makes more sense than a lot of the characters who actually made it into Smash Bros. (because seriously, Dark Pit)!

Metroid is another series that is sorely underrepresented in Smash Bros., also having only two characters (both of which are two versions of the same character). But I understand that Metroid has a bit less characters to work with. So while Metroid definitely deserves more characters, it isn’t quite as baffling as DK’s underrepresentation. There’s no shortage of material to work with when it comes to Donkey Kong.

Again, there is still some shred of hope for the DK faithful with that character poll. But the big question is, why should Donkey Kong, one of Nintendo’s greatest franchises and one of gaming’s most iconic series, have to rely on the character poll just to get one additional character?

Hopefully, the K. Rool Mii Fighter costume is just an appetizer for something better for the DK crew around the corner, and not just compensation.