The world of light has raised my spirits for Smash Bros. Ultimate



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For a while, I felt that my excitement for Super Smash Bros. Ultimate was much more moderate than usual. With 99.9% of games, I would see a good thing. I try to manage my time and money more cautiously and despite the fact that I like to be excited about what I think is a good game, it's a more effective practice to avoid riding on such a train fashionable. Again smash is one of my favorite series, and a new version usually has the mood to celebrate a celebration, especially as I enjoy every new thing I've witnessed. Ultimate.

Of course, I got excited to see the new characters on the principle of seeing my favorite crazy crossover become even crazier. But for once, I thought I would wait for a used copy at a reduced price. My intense hype before the release for Smash for Wii U and 3DS Soon after I started playing them, and while I was easily earning my time and money in the titles, my actual experience did not live up to my expectations. They were missing Something I liked to Melee and Fightbut I had a hard time finding what, and even my favorite news on Ultimate did not quite fill this void. Maybe I should be restrained this time.

Then the last Ultimate Direct hit me like a freight train stemming from Fan Plant Boy's passion and I shamelessly jumped on the hype at full speed. As I have already written, I am not an online competitor in fighting games and I consider that single player content is important to them. I was not addicted to the previous one Smash solo options on 3DS or Wii U, but among other things, this month has shown a lot more than what I've seen in other smash Game. I am not only excited by the volume of play in single player mode, but also by the way these modes differ from previous offers.

Of the two modes, the most passionate first player will probably be the adventure mode, which many have anticipated since. Fight. FightThe SubSpace emissary, his own adventure, is considered one of the most unique things in any fighting game. This unique mode displayed production values ​​similar to those of a standalone game and minimized the traditional fights (but still had several) in favor of the platform, the mooks rustle and dozens of cutscenes. I like SubSpace and I think it's an excellent, objective campaign, but so far, the internet has failed to reach a consensus through some of its most controversial moves, such as the platform as heavyweights or writing cinematics in "Silentprotagonish". Everyone agrees on the fact that they want an adventure mode, critics often citing the more arcade adventure of Melee like something that they appreciate a lot more.

In light of this, it seems appropriate that World of Light minimize the experiences of SubSpace while committing to a similar ambition. Focusing on more minded battles and great bosses, he stays closer to the core smash gameplay (including the occasional fight against the boss, similar to Master Hand at the end of a classic race) while offering enough variance to make each leg of the trip distinct and memorable. The magnificent map of the world, filled with various thematic dungeons of challenges and puzzles based on exploration, enhances the show and the sense of adventure.

Sakurai hinted that there would not be so many stories this time, so it would be foolish to wait for cutscenes other than the intro we've seen before and probably an end. That should be enough given that only the intro has already done so much that many of us are investing in the simultaneous "death" of all the characters, despite the fact that Kirby will save them all because he is a brave boy. I've seen the memes invade our Discord community and everyone's reaction. I think the intro has played its role of tracer of sounds for a story both minimalist and entertaining if so many people are already sold in this tone.

In this regard, I am also extremely interested in the autonomous mode of spirits hunting, even if only to fight more spirits. smash is no stranger to whimsical combat conditions, but most single-player battles stick to the same basic set of rules. The exception usually consists of event battles, predefined scenarios with modified rules, ranging from capacity modifiers to gain conditions, and so on. Event battles have been part of the series since Meleeand each imposes its own challenge that has been a pleasure to discover and learn to overcome … except the one where you had to protect a Yoshi egg during Rainbow Ride. Fudge this escort mission.

Spiritual battles fulfill an extremely similar role, both in its autonomous mode and in World of Light, with some modifications. First, just like in the campaign, characters can be equipped with Spirits to change their stats and abilities. Personalization is one of the most diverse features of recent years. smash games, but highlighting their use in long-time modes to a player like this and World of Light will solve the big problem that arises, namely the limited number of slots to use custom outings.

Second, instead of being centered on a scenario, a spiritual battle is focused on a specific character, imposing conditions and behaviors based on that character's traits. Some simply use bizarre and distinct strategies, such as favoring melee weapons and taunting as much as possible. Others bring enough modifiers for normal battles to feel completely different, such as attacking an immobile enemy while an immortal aid trophy teleports you and fights you constantly. These thematic conditions are even more impressionable and memorable than most event battles and, since there is one for each mind, it will be much larger than previous event modes. I agree that it's a bad mood that trophies are replaced by flat images, but from a gameplay point of view, the spirits passionate me in a way that neither games nor trophies have ever elicited. .


One of the problems I have with this mode is that since spirits are only available on a random board (with the exception of World of Light), it's impossible to repeat favorite battles at will. I do not mind having a random assortment of innumerable allies to collect because, uh, that's kind of one of my strangely special favorite things. But sometimes I'm looking for a record, I'm a little disappointed not to be able to track and challenge my best scores, as I did in the past. In fact, several solo mini-games based on the attack score seem to be missing, including the fan favorite, Break the Targets. I think the amount of solo stuff is enough to make up for that, but it's a bit silly to say nothing that can scratch as much as they did.

Even the classic, tried-and-true fashion is getting a new look. In most of the previous classic modes, many opponents are chosen at random. The only exception was the first game, which assigned predefined challengers to the classic composition of each character. Ultimate comes back to the idea of ​​the first game, but with the added caveat that whole rules may change for some characters. For example, Ryu's classic mode fights him in Stamina duels on Omega stages, probably because his own series is entirely devoted to Stamina duels on flat scenes.

The fact that all these one-player modes do more to look at smashThe other rules lead me to expect more variety than the typical solo smash modes while reinforcing what makes the multiplayer battles fun. That is, hitting the others very hard, adapting your style of play to their strategies and more.

Single player content is even more important for a given Switch game, now that the online game has been placed behind the Nintendo Switch Online subscriptions. A few months ago, I wrote this article to explain my lack of confidence in the online version of Nintendo, and the Splatoon 2 The community's usual concerns about the online stability of its own game persist even after the start of Switch Online subscriptions. I had my own Ethernet adapter and tried the 7-day trial version of Switch Online, and my stability improved as expected thanks to my cable connection. I was still not impressed by the frequency with which mistakes hit my face. I do not buy on Switch Online unless players tell me UltimateToday is the launch of an online experience much more reliable than I expected, say, on par with most other online fighting games, which never caused me these problems.


That means I'm getting out of online multiplayer mode, and since virtually none of my friends and family are interested in video games, the local multiplayer mode has never been in my head. Now, on my switch, I am a single player. On my Gamecube, I was also a unique player. Before online gambling became the norm, meeting friends was only sometimes possible (well, it's still sometimes possible online), so it goes without saying that people often want to play when they do have no one to play with I've already said that single-player content is important for a specific audience of fighting games, but, if you think about it, a good mode for a single player in a multiplayer game is leafy content. persistent for everyone.

I played Melee It's been years that I do not get tired, thanks to the enthusiasm of the youth and its plethora of modes, and yet I have never "completed" anything other than the composition of the character. I have never gotten any trophies, fallen at random or otherwise. I was not even diligent enough to unlock all the steps. I really do not expect that I will end almost Ultimate.

Again, I 'm rather a softcore completion, someone who likes to discover as much as I can, just as satisfying as getting all those things. The design of Mind Battles and World of Light quenches this thirst with cameo combat modifiers and an atlas of extreme worlds. I think anyone sticks to one player in Ultimate will be entertained for a very, very long time. And that is before they access the tree of skills and fix it for more than a week before deciding on their first upgrade.

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