Review

Super Smash Bros. Ultimate Review - Me And You And Everyone We Know

  • First Released Dec 7, 2018
    released
  • NS

Smash has spirit, oh yes it does.

The idea of what the Super Smash Bros. games are, and what they can be, has been different things during the series' 20-year history. What began as an accessible multiplayer game also became a highly competitive one-on-one game. But it's also been noted for having a comprehensive single-player adventure, as well as becoming a sort of virtual museum catalog, exhibiting knowledge and audiovisual artifacts from the histories of its increasingly diverse crossover cast. Ultimate embraces all these aspects, and each has been notably refined, added to, and improved for the better. Everyone, and basically everything, from previous games is here--all existing characters, nearly all existing stages, along with the flexibility to play and enjoy those things in different ways. Super Smash Bros. Ultimate is a comprehensive, considered, and charming package that builds on an already strong and enduring fighting system.

If you've ever spent time with a Smash game, then you likely have a good idea of how Ultimate works. Competing players deal damage to their opponents in order to more easily knock them off the stage. The controls remain relatively approachable for a competitive combat game; three different buttons in tandem with basic directional movements are all you need to access a character's variety of attacks and special abilities. There are a large variety of items and power-ups to mix things up (if you want to) and interesting, dynamic stages to fight on (also if you want to). You can find complexities past this, of course--once you quickly experience the breadth of a character's skillset, it allows you to begin thinking about the nuances of a fight (again, if you want to). Thinking about optimal positioning, figuring out what attacks can easily combo off of another, working out what the best move for each situation is, and playing mind games with your human opponents can quickly become considerations, and the allure of Smash as a fighting game is how easy it is to reach that stage.

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Now Playing: Super Smash Bros. Ultimate Review

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Complexity also comes with the wide variety of techniques afforded by Ultimate's staggeringly large roster of over 70 characters. Smash's continuing accessibility is a fortunate trait in this regard, because once you understand the basic idea of how to control a character, many of the barriers to trying out a completely new one are gone. Every fighter who has appeared in the previous four Smash games is here, along with some brand-new ones, and the presence of so many diverse and unorthodox styles to both wield and compete against is just as attractive as the presence of the characters themselves. In fact, it's still astounding that a game featuring characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy, and Street Fighter all interacting with each other actually exists.

On a more technical level, Ultimate makes a number of under-the-hood alterations that, at this early stage, seem like positive changes that make Smash feel noticeably faster and more exciting to both watch and play. Characters take more damage in one-on-one fights; continuous dodging is punished with increased vulnerability; fighters can perform any ground-based attack, including smash moves, immediately out of a running state; and short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously. Refinements like these might go unnoticed by most, but they help define Ultimate's core gameplay as a tangible evolution of the series' core mechanics.

A number of Ultimate's more superficial changes also help Smash's general quality-of-life experience, too. Some make it a more readable game--additions to the UI communicate previously hidden elements like meter charges and Villager's captured items, a simple radar helps keep track of characters off-screen, and a slow motion, zoom-in visual effect when critical hits connect make these moments more exciting to watch. Other changes help streamline the core multiplayer experience and add compelling options. Match rules can now be pre-defined with a swath of modifiers and saved for quick selection later. Stage selection occurs before character selection, so you can make more informed decisions on which fighter to use.

On top of a built-in tournament bracket mode, Ultimate also features a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create matches with wacky modifiers. Squad Strike is a personal favorite, which allows you to play 3v3 or 5v5 tag-team battles (think King of Fighters), and Smashdown is a great, engaging mode that makes the most of the game's large roster by disqualifying characters that have already been used as a series of matches continues, challenging your ability to do well with characters who you might not be familiar with.

The most significant addition to Ultimate, however, lies in its single-player content. Ultimate once again features a Classic Mode where each individual fighter has their own unique ladder of opponents to defeat, but the bigger deal is World of Light, Ultimate's surprisingly substantial RPG-style campaign. It's a convoluted setup--beginning as Kirby, you go on a long journey throughout a huge world map to rescue Smash's other fighters (who have incidentally been cloned in large numbers) from the big bad's control. Along the way, you'll do battles with Spirits, characters hailing from other video games that, while not directly engaging in combat, have taken control of clones, altered them in their images, and unleashed them on you.

Though there is some light puzzling, the world is naturally filled with hundreds upon hundreds of fights--there are over 1200 Spirit characters, and the vast majority have their own unique battle stages that use the game's match variables to represent their essence. The Goomba Spirit, for example, will put you up against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit might throw three Warios at you who only use their Side+B motorbike attacks.

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It may seem like a tenuous idea at first, but these fights are incredibly entertaining. It's hard not to appreciate the creativity of using Smash's assets to represent a thousand different characters. Zero Suit Samus might stand in for a battle with The Boss from Metal Gear Solid 3: Snake Eater by donning a silver-palette costume and fighting you in a flower-filled Final Destination, but she also stands in for the spirit of Alexandra Roivas from Eternal Darkness by using a black-palette costume and fighting you in the haunted Luigi's Mansion stage, with a modifier that makes the screen occasionally flip upside down (Eternal Darkness was a GameCube horror game whose signature feature were "Sanity Effects", which skewed the game in spooky ways to represent the character's loosening grip on reality). If I knew the character, I often found myself thinking about how clever their Spirit battle was.

Defeating a Spirit will add it to your collection, and Spirits also act as World of Light's RPG system. There are two types of Spirit: Primary and Support. Primary Spirits have their own power number and can be leveled up through various means to help make your actual fighter stronger. Primary Spirits also have one of four associated classes, which determine combat effectiveness in a rock-scissors-paper-style system. These are both major considerations to take into account before a battle, and making sure you're not going into a fight at a massive disadvantage adds a nice dimension to the amusing unpredictability of this mode. What you also need to take into account are the modifiers that might be enabled on each stage, which is where Support Spirits come in. They can be attached to Primary Spirits in a limited quantity and can mitigate the effect of things like poisonous floors, pitch-black stages, or reversed controls, or they can simply buff certain attacks.

There are a few Spirit fights that can be frustrating, however. Stages that are a 1v4 pile-on are downright annoying, despite how well-equipped you might be, as are stages where you compete against powerful assist trophies. On the flip side, once you find yourself towards the end of the campaign, there are certain loadouts that can trivialize most stages, earning you victory in less than a second. Regardless, there's a compulsive quality to collecting Spirits, and not just because they might make you stronger. It's exciting to see which obscure character you run into next, feel validated for recognizing them, and see how the game interprets them in a Spirit battle. There's also just a superficial joy to collecting, say, the complete Elite Beat Agents cast (Osu! Takatae! Ouendan characters are here too), even though these trophies lack the frills of previous Smash games.

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Some hubs in the World of Light map are also themed around certain games and bundle related Spirits together to great effect--Dracula's Castle from Castlevania, which changes the map into a 2D side-scroller, and the globe from Street Fighter II, complete with the iconic airplane noises, are personal standouts. Despite the dramatic overtones of World of Spirit's setup, the homages you find within it feel like a nice commemoration of the games and characters without feeling like a pandering nostalgia play. One of the most rewarding homages of all, however, lies in Ultimate's huge library of video game music. Over 800 tracks, which include originals as well as fantastic new arrangements, can all be set as stage soundtracks as well enjoyed through the game's music player.

There is one significant struggle that Ultimate comes up against, however, which lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in the Switch's handheld mode is simply not a great experience. In situations where there are more than two characters on screen, the view of the action often becomes too wide, making the fighters too small to see properly, and it can be difficult to tell what you or your opponent is doing. The game's penchant for flashy special effects and busy, colorful stages doesn't help things at all, and unless you're playing a one-on-one match, you'll likely suffer some blameless losses. This is a situational disadvantage and may not affect all players, but it puts a damper on the idea of Smash on the go.

The need to unlock characters also has the potential to be an initial annoyance, especially if your goal is to jump straight into multiplayer and start learning one of the six brand-new characters. In my time with the game, I split my attention between playing World of Light (where rescuing characters unlocks them everywhere) and multiplayer matches, where the constant drip-feed of "New Challenger" unlock opportunities (which you can easily retry if you fail) came regularly. I naturally earned the entire roster in roughly 10 hours of playtime, but your mileage may vary.

Your mileage may also vary in Ultimate's online mode, where the experience of competing against others was inconsistent during the 200+ matches we played. Ultimate matches you with players from your region, but continues to use peer-to-peer style connectivity, which means the quality of the experience relies primarily on the strength of each player's internet connection. A bad connection from any player can result in a noticeable input delay, stuttering, and even freezing as the game tries to deal with latency issues. Things have the greatest potential to go bad during four-player matches, where there's a greater chance of finding a weak link.

There's some blame to be put on the console itself--the Switch only has the capabilities for wifi networking. You can invest in an optional USB LAN adapter to make sure your own connection is stable, but because of the peer-to-peer nature, I found that the experience was just as inconsistent. You can get lucky--I would regularly enjoy sessions filled with smooth matches--but regardless, laggy matches aren't exactly a rare occurrence. It's also worth noting that you're required to have a paid subscription to Nintendo's Switch Online service to be able to play online at all, so the sub-optimal performance of the mode is disappointing.

Network performance aside, Ultimate's online mode does have an interesting way to cater to the large variety of ways to play Smash Bros. You can create public or private arenas for friends and strangers, which serve as personal rooms to dictate specific rulesets, but the primary mode is Quick Play, where you're matched against people of a similar skill level to you. Quick Play features an option where you can set your preferred ruleset--things like the number of players, item availability, win conditions--and it will try to match you up with someone with similar preferences. However, Ultimate also prioritizes getting you into a match in under a minute, which is great, but sometimes means that you might find yourself playing a completely different style of match.

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In my experience, I found that there were enough people who wanted to play with my ruleset (one-on-one, three stock, six minutes, no items, Omega stages only) and I would find myself in these kinds of matches, or at least a very close approximation, the majority of the time. Getting thrown into the occasional four-player free-for-all felt like a nice, refreshing change of pace to me, but depending on how flexible you are as a player, this can be a turn-off. But like so much of Ultimate, its multitude of options and styles of play doesn't necessarily mean that all of them will suit every player.

An inconsistent online mode and situational downers don't stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as freewheeling or as firm as you want it to be. Its entertaining single-player content helps keep the game rich with interesting things to do, as well as bolstering its spirit of loving homage to the games that have graced Nintendo consoles. Ultimate's diverse content is compelling, its strong mechanics are refined, and the encompassing collection is simply superb.

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The Good

  • Refined fighting system remains both accessible and complex
  • Incredibly large and diverse character roster
  • Numerous quality-of-life improvements, both technical and superficial
  • Single-player content is plentiful and engaging
  • A number of entertaining multiplayer modes
  • Immense library of iconic video game music
  • Packed with loving homages and fan service
  • Everyone is here

The Bad

  • Difficult to follow the action in Switch's handheld mode
  • Character unlocking can be initially bothersome
  • The quality of matches in online mode is inconsistent

About the Author

Edmond sure is glad he invested in that WaveBird controller 15 years ago. He completed the World of Light campaign, played countless multiplayer matches and whiffed like, a hundred PK Thunder recoveries. Nintendo provided a game code for the purposes of this review.
181 Comments  RefreshSorted By 
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Midna

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Is this accessible for people who are not good at fighters? I’ve never played a smash game. I like playing guilty gear and street fighter V but I can never do the flashy stuff like other people can. This does look like a lot of fun though.

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RomeoTheBeast

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@midna: As someone who no longer has the time to master long string of combos Smash Bros. is still a fighting game I play. It's simple to pick up and play and just learning a good amount of tips and tricks to the fighting can make you competitive online (in my experience).

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Midna

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@romeothebeast: Thanks. That’s good to hear, I think i’ll buy it then. It does look fun.

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aiat_gamer

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Unlocking characters should absolutely be a negative point. For someone like me who does not care about online, single player or anything outside couch play spending 10 hours to unlock characters is the worst. For this exact reason I had to buckle down and hack my console to be able to edit and save file and unlock all the characters. I just want to be able to play offline against friends and family!

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RGLGAThrawn

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Edited By RGLGAThrawn

@aiat_gamer: Why would you spend $60 to only play 10% (if that) of the game? Unlocking characters is one of the best parts of the game. I'm tired of the mentality everyone has today, where they feel they're entitled to get everything handed to them for nothing. I see it where I work, I don't need to see it when I try to sit down to play a game.

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chrtecdev

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@rglgathrawn: Couldn't agree more. I can see why some game development companies have been dumbing down games to cater to casual players.

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Dr-No

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@rglgathrawn: I totally agree with you. I'm a millennial but see that line of thinking in so many other millennials that it annoys me. @aiat_gamer: and this is not an old fart mentality. The original super smash bros required you to unlock characters. So.... this is not out of character for the series.

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aiat_gamer

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@rglgathrawn: "damn kids, get off my lawn".

If you are old enough, which by the sound of it, you are and would love to announce it to the world, you would know that in the old days you rarely had to unlock characters in fighting games. Maybe one or two here and there, but the majority were unlocked from the get go. So I have no idea what is this mentality you are talking about. Maybe you played Mortal Kombat 3 on the genesis and wished they locked 80 percent of the roster...!

Also, stop it with this asinine old fart level of thinking that people should work to access what they paid for. Just because you are having a bad time at work does not mean I have to tell my friends to wait 10 hours so we can play the newest SSB.

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PrimusTool

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@aiat_gamer: "old fart level of thinking that people should work to access what they paid for. Just because you are having a bad time at work does not mean I have to tell my friends to wait 10 hours so we can play the newest SSB."

Most games work that way. You can't just skip to the end of Uncharted 4, Battletoads or many games in between without playing the beginning levels. Also you and your friends don't have to wait 10 hours to play the game. If not having every single character is that big of a deal google how to unlock them faster.

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aiat_gamer

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@PrimusTool: are seriously equating an action adventure game to a fighting game??

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PrimusTool

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@aiat_gamer: The point is the same. Not every game has everything unlocked from the beginning. Unlocking the characters is part of the experience for a lot of us.

Stop complaining and just unlock the characters. It's not behind a paywall. This has been apart of the series since the very first game.

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aiat_gamer

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Edited By aiat_gamer

@PrimusTool: As far as I have seen having to unlcok 90 percent of the roster is probably the only negative point in reviews covering the game, so no, you are not in the majority. And your point still does not make any sense, you cant compare a fighting game with single player adventure game. I have no idea how can you do that and keep a straight face.

And I did, I hacked my console and edited the save file to unlock all the characters in less than 5 minutes.

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PrimusTool

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@aiat_gamer: I never said I was in the majority. But yes, progressing and unlocking the next part of the game is fun for a lot of us. It keeps things exciting and fresh.

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deactivated-5c2b926b0d74a

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@aiat_gamer Locking charachters is about nothing other than than the ability to sell gold or stars etc to unlock them early, even if some games dont offer that its all part of keeping it the norm, if you buy a game you should get access to everything not be offered the ability to pay to open it instantly

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Oloryn

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@aiat_gamer: I understand your point, but Devil's Advocate for a second, Marvel vs. Capcom 2, arguably one of the greatest fighting games in history, required MASSIVE amounts of unlocks and playtime to unlock 32 of the 56 characters, taking far longer than Smash Ultimate, and the Soul Calibur/Tekken Series have required a ton of unlocks in the earlier games too, both series also being knockout successes. I'm not saying that's necessarily a good thing, but there is a precedent to fighting games with unlocks, and finding enjoyment in the required unlocks. I personally enjoy the unlocks, but can see why someone would want to dive in and play the new characters without having to find n' grind them.

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angelbless

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@aiat_gamer: You do know you can unlock all characters in less than 2 hours right?

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Boodger

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The game is great, but the final review really need to mention the absolute atrocity that is the online play. It is a DOWNGRADE from Smash 4, and that is saying something.

A truly, horrible, awful online.

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rayhaku

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Wow, major props to you for mentioning Ouendan. I'm afraid that gem is lost among the next generation. I'm praying for a 3rd installment and a 3ds re-release of the first two.

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Sepewrath

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Edited By Sepewrath

After playing a ton of Smash on 3DS, playing handheld mode is like playing on 50 inch screen lol. Loving the game so far, online play has been seamless and I'm enjoying the spirit mode.

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hushed_kasket

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Halfway through video, ad plays. Then another. Then another. And another.

F off with this, GS

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Gelugon_baat

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Edited By Gelugon_baat

@hushed_kasket: Yeah man... It sucks. It has been a complaint for years and it was never addressed - CBSI just wants that fucking Internet traffic and ad-triggers, to pad out the portfolio of its sites for the advertising of its advertising services.

I would tell you how to deal with it, but there are several sections in the CBSI Terms of Use that prohibits users from telling other people how to screw around with how the GameSpot video player - or any webpage on the site, for that matter - load into their browser, especially sections 4 & 11.

The most that I can say here is that you can make the video player get the hell out, along with other things, if you know what tools to use for your browser.

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hushed_kasket

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@Gelugon_baat: Thanks will look into it.

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Pongman75

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My wife said her 2nd graders wont shut up about this game lol. Its been the talk of the classroom all week. Shes plannimg on using this game to help teach math. Pretty cool my wife is lol.

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cetaepsilon

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Whatever the score is no Booette no deal.

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Gelugon_baat

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@cetaepsilon: Oh, you prefer the Boo version?

Man, all of them just look like evil Peach.

Shygal, I say, at least looks more different from the other ridiculous gender-set anthros.

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ballaShotCaller

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Unlocking characters is a minus? Do you guys edit and rethink what you put into these reviews or just anything that comes to mind?

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ILSATS

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@ballashotcaller: Unlocking is fun at first, but when you have to unlock more than 60 of them it gets boring real quick.

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Gelugon_baat

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@ballashotcaller: I remember that some people said that they found exploits to quickly grind out whatever it takes to unlock characters.

Whether it's true or not, that this is appearing on the 'net should already tell you that unlocking characters is not fun.

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doorselfin

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@ballashotcaller: Nope, no thought put into this review whatsoever. Sometimes my reviews are just extended blog posts about my dinner, but I don't think anyone notices.

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Doctor_MG

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@doorselfin:

Lol thanks for the chortle.

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BlueIon

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The hype surrounding this game is Galaxy-size-big lol ??? I gotta say the big N have outdone themselves!

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stealthy1

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@50cratez: Ah COD player I assume

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ballaShotCaller

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@stealthy1: haha black ops 4 is more of an enhancement to the CoD franchise than Ultimate is for Smash Bros.

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RGLGAThrawn

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Edited By RGLGAThrawn

@ballashotcaller: Spoken like someone who's never played Ultimate. How can Blops 4 be more of an enhancement when it gets rid of the only reason most people even pick up a CoD game nowadays - singleplayer?

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cboye18

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Edited By cboye18

As much as I love Smash (It's my favorite franchise after all), I don't think this game really deserves a 9. It has the most amount of content when it comes to characters, music and stages, but it's lacking in everything else. There's no Smash Run, Break the Target, Homerun Contest, Event Mode, Custom Moves and Trophies (which were very informative IMO). The adventure mode, according to several reviewers, isn't that good either and it lacks the presentation that the Subspace Emissary had.

I know that gameplay is king when it comes to this franchise but after 4 sequels you'd think they would add something new or different. Hopefully the DLC can expand upon this by giving us new or missing modes.

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Derpalon

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@cboye18: For the most part, I would agree. Though World of Light really kind of counts as a substitute for Event Mode with some added bells and whistles, as structurally it plays out more or less the same. But still, I think it is FAR from a comprehensive replacement for Subspace Emissary as many other critics seem to be giving it a pass for. It's a better effort than Smash 4 for sure, but as much as the pros like to rag on Brawl, it is still the definitive version of Smash in terms of offering varied and well-rounded content, and it's sad that the series has regressed since.

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Gelugon_baat

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Edited By Gelugon_baat

@cboye18: Hah. "Gameplay is king."

I know some Ninty die-hards, like YouTuber Mageknight404 and his homies, and they have said that Smash had always been about the star-power of the characters.

Sakurai and his team may try to add some gimmick in here and there, when they could - but they are going to prioritize cramming in some characters first.

Why else would there be Echo characters and assist trophies? ;)

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crimson_82numb

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Review in progress. Already has a 9. ?

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ZmanBarzel

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@crimson_82numb: "In cases such as this, when we can't pass judgement on a key component of a game, we will sometimes publish a "review in progress," which will be denoted by the headline and by a blue score (rather than the usual orange.) Once we're ready to evaluate a game in full, we will add the relevant critique to the existing text, and turn the article into a standard review."

https://www.gamespot.com/review-guidelines/

Seems pretty clear...

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Gelugon_baat

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@zmanbarzel: *Pfffftt*...

I had been a long-timer here, and I know a pretty dressing-up when I see one.

This "tentative review" is there to rope in traffic early - the "updated" one is there to rope in more. Those aren't the only objectives of course, but they are definitely there among them.

Besides, Polygon perfected that formula. It took some drubbing for being fickle, but it got the traffic anyway, didn't it?

Even if the staffers believe the guideline and may have even formed it themselves, their bosses at CBSI would have blocked it if it would cost more resources than it would bring in benefits. I know I would have, if I am their boss.

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buzznugget

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"OUCH! My moneys hurt!" - Multiplatform (and PC) Gamers

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isildor

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garbage

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mogan

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mogan  Moderator

@isildor: Why?

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Gelugon_baat

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@Mogan: Dude... I looked at that person's comment history. Looks like dude's one of those wanna-be contrarians, e.g. "this thing's overrated". I doubt that you will get anything more than some "I am too cool for this shit" rant.

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Pacer8888

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I've never really played a Smash game, if I play it online will I get enjoyment from it in a casual fun sense, or is this game dominated by people who know every frame and see this thing as a way of living?

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Boodger

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@Pacer8888: Unfortunately, at this point, online is 100% geared towards casuals. Players wanting to 1v1 in a more competitive atmosphere are being relentlessly funneled into casual, 4 player free for alls, where skill means very little. Take this how you will. On one hand, it means it is more casual friendly. On the other hand, you are going to get more serious players that DO know every frame getting mixed into your casual games.

They really need to improve the matchmaking, and make it so that players looking for 1v1 will NEVER get put into FFA mode. Because of this, this game has some of the worst online I have ever seen in a Nintendo game.

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ginxeno

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@Pacer8888: i've played it on the wii and wiiu, still don't get how to play it properly, i guess i'm just lazy or this not my kind of fighting games, but yet i'm still buying this one just for the fun with all my friends.

The way i see it, it's fun to see many characters fighting each other from different world/games, things that only we could imagine before

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