8:56AM

QCF: Super Smash Bros for 3DS

hen a name becomes more and more distinguished over time like Super Smash Bros has, the occasional fumble or two can easily be overlooked, like it never even happened at all; and at the Chagrin of Super Smash Bros Brawl, the expectations for the latest sequels to bear the Smash name have never been higher.

While the 3DS version out of the pair of new games, has quickly gotten the label of being the B-choice release, the experience it has to offer is by no means the case. Everything that’s been jam packed into this port is very much faithful to those very same lofty expectations I mentioned earlier, and dare I say, Super Smash Bros for 3DS went on even further to surpass them.

While it’s obvious that the mascot-driven brawler has its fair share of nuance and style when it comes to its fighting system, that was never really the driving point that Nintendo focused on; every iteration of Smash Bros up to this point, has always been a party game at heart, and a plethora of Fan service on the brain. So while loyalists of the Big N's pugilist series may argue otherwise, Smash Bros has always worked more towards being the experience that titillated it's following with all the media and homages it could phyically pack in, and the cult fighting fundementals of the title otherwise, has manage to garner an inflated degree of praise.

That isn't exactly the case now though, in fact, it seems that Super Smash Bros for 3DS has reached a level of awareness towards just how deep it's unique style of sparring and skill can travel to, and the result is a title will signficantly redefine what little niche it's made for itself within the competitive scene of video games— a niche that fighting game purists can finally acknowledge.

Indeed, the latest entry of Smash Bros comes to the party with a sense of finesse and technique that mines a new depth that the series has never quite reached before. While the distinction between each character on the Smash roster is always principally discernable amongst one another, the differences in each competitor this time around has never felt so precise from one personality to the next.

Even returning veterans of the series will find themselves learning the ropes all over again, picking up on the smallest touches of change to any number of specific details with a familair mascot, may have now act with a significantly different or new effect all together. The refinements boil all the way down to the universal physics and momentum, making it all the more easier to attune battle traits like never before. Traits ranging anywhere from Pac-Man’s surprisingly effective guile with air-attacks, to Yoshi’s astounding new sense of speed, exude a sense of refreshment over the entire formula around every corner, and without an ounce of concession towards any of the accessibility of the franchise’s trademark charm to boot.

So what, all the punchy-punches and donkey-kick spins are a lot more profound than they’ve ever been before, big deal right? What about that sweet adventure mode with all the level hopping, and maze searching like the last two games!? Well, thankfully, the debatabley filler-type content that's typically thrown in to distract players from getting all wrapped up in all of the fisticuffs has been significantly cut down; in its place instead, are modified modes and options that continue to emphasize the new polish and refinement of the combat mechanics.

So right off the bat, there's no full-fledged adventure mode, well, as far as one that features large, thematic levels boasting a myriad of elements from the various game properties of the cast it stars at least. Instead, in its place, is a mode exclusive to 3DS version called “Smash Run” which in essence, does repurposes a lot of the elements the previous adventure-type campaigns; only into a single, multi-tiered stage that branches out into several different routes, comprised of uplifting stories, tunnels, and zones that are filled with secrets and loot to collect.

Players can either run left or right, clashing about through the colorful army of malcontents until they reach the end of the time limit, where a four-way bout awaits you at the end for your troubles. While this may not sound like much, the real hook to Smash Run is all stuff that can be earned earn from the random caches of goodies dropped from every dumb baddie you beat down. The assortment of prizes can vary from special attacks that you can use at any time during the Smash Run, making the dash to the end fight a much easier one, or passive power-ups that function as perks that strengthen certain areas of skill for that said-fight, like speed or endurance for example. The rest of the plunder can be chalked up to the predictable appearance Smash’s trademark collectible trophies, and the new, all-important customization parts, another addition to the gameplay, and easily one of the most intriguing ones packaged into this sequel at that.

Accompanying Smash Run, you can hit through the ranks of the other returning single player fares like Classic mode or All-Star mode, also presenting a chance to earn you special parts for your favorite fighters; especially the brand new Mii Fighter option introduced into this edition’s character selection.

Parts are categorized into three classes, Bruiser, Speedy, and Defender, which as their name would imply, grant an upgrade or passive effect to the given areas of skill. Various forms of equipment like hats armor, and badges all play into these perks as well, with badges having three slots of their own, along with slew of specific sets of equipment that are catered towards one of the three available fighting styles available for a Mii fighter. Anyone can also choose what kind of B-Button special moves they want to assign to their Miis instead of simply using the stock skill moves, opening a door to an entirely new realm of experimentation and intimacy in Smash’s systems unlike anything ever ventured quite like it before.

The customization for the base characters operate fairly similarly, except that their iconic B-specials can’t be completely changed, but instead modified into something slightly different, still functioning to the tune of whatever field of skill it’s labeled under. This new dynamic alone can create significant changes in how Smash bros is played, leading to the possibilities of players getting the chance to round out any fighter that they’re already proficient with, or even the potential to balance out a new character into a setup that would fall more along the lines of their comfort zone.

The personalization can especially become an investment of time, and judgment, when you factor it into the online component of competition; too bad the online performance is so unreliable though—the frequency of lag and frame-skipping will probably push you to rage quit way before an opponent may even get the chance to.

Considering all the hype that Nintendo threw behind the flexibility of the online multiplayer and the various predilections available for either the very casual or the seriously professional, it’s truly a shame that a lot of the kinks weren’t worked all the way out when it came down to the execution of successfully matching up on the web.

After attempting five different points of connections through completely different locations and services, the frustrating chug and slowdown found it’s way into the round at least once, if not twice, and in a game like Super Smash Bros, every second genuinely counts.

The delay and interference from a struggling connection can especially hurt when playing against a league of considerably skilled players, ones who feed off of the precision that their kind of talents command. Local multiplayer is a different story though, and operates swimmingly well, but considering that Nintendo has pulled off some really impressive work with past titles like Pokémon X/Y and Mario Kart 7 when it came to using the net, it’s surprising that the online multiplayer is easily one of the game’s biggest disappointments here.

Overall though, any apprehension you might have had over the experience being watered down from its jump to the portable scene can be put to rest. Super Smash Bros for 3DS is fully capable of serving all ends of the spectrum, whether it’s a quick pick up and play distraction, or another gateway to a discipline of commitment to the Smash Dojo—it’s amazing in every way.

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