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Super Smash Bros. Ultimate Review In Progress — Mario Teaches Takedowns

The idea of ​​what the Super Smash Bros. games are, and what they can be, was a different thing during the twenty-year history of the series. What started out as an accessible multiplayer game has also become a highly competitive one-on-one game. But he was also noted for having a complete single player adventure, as well as becoming a sort of virtual museum catalog, exhibiting audiovisual knowledge and artifacts from the stories of his ever more diverse cast. Ultimate embraces all these aspects and each has been greatly improved, added and improved for the better. All, and basically everything from the previous games are here: all the existing characters, almost all the existing stadiums, together with the flexibility to play and enjoy them in different ways. Super Smash Bros. Ultimate is a complete, considered and fascinating package based on an already strong and lasting combat system.

If you've ever spent time with a Smash game, you'll probably have a good idea of ​​how Ultimate works. Competitor players deal damage to their opponents so they can easily defeat them from the stage. Controls remain relatively accessible for a competitive combat game; three different tandem buttons with basic directional movements are all you need to access the variety of a character's attacks and special abilities. There are a great variety of objects and power-ups to mix things (if desired) and the interesting and dynamic stages on which to fight (even if you want). You can find the complexities beyond this, of course ̵

1; once you've quickly experienced the breadth of a character's skillset, you can start thinking about the nuances of a fight (again, if you want). Thinking about optimal positioning, imagining which attacks can easily be combined by another, identifying the best move for each situation, and playing mental games with your human opponents can quickly become considerations, and Smash's appeal as a fighting game is how easy it is to reach that level.

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The complexity also comes with the wide variety of techniques offered by the incredibly wide list of Ultimate of over 70 characters. The continued accessibility of Smash is a lucky trait in this sense, because once you have understood the basic idea of ​​how to control a character, many of the obstacles to try a completely new one have 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 different and unorthodox styles for both handling and competing is as attractive as the presence of the characters themselves. In fact, it is still surprising that there is a game with characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy and Street Fighter who interact with one another.

At a more technical level, Ultimate makes a number of changes under the hood that, at this early stage, look like positive changes that make Smash look remarkably faster and more exciting for both watching and playing. The characters suffer more damage in one-on-one fighting; the continuous dodging is punished with greater vulnerability; fighters can perform any ground attack, including smash moves, immediately out of execution; and short-range airstrikes (previously a moderately demanding technique) can be easily performed by pressing two buttons at the same time. Refinements like these may not be noticed by most, but they help define Ultimate's main gameplay as a tangible evolution of the basic mechanics of the series.

A number of Ultimate's more superficial changes also help Smash's overall quality of life experience. Some make it a more readable game – additions to the user interface communicate previously hidden elements, such as tester loads and objects captured by Villager, a simple radar helps keep track of characters off screen and a motion effect slow and zoom in case of critical hits connecting make these moments more exciting to watch. Other changes help to simplify the multiplayer core experience and add interesting options. Match rules can now be predefined with a series of modifiers and saved for a quick selection later. The selection of the stage takes place before the selection of the character, so you can make more informed decisions about which fighter to use

In addition to a built-in tournament bracket mode, Ultimate also offers a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create combinations with extravagant modifiers. Squad Strike is a personal favorite, which allows you to play battles with 3v3 or 5v5 tags (thinks King of Fighters), and Smashdown is an engaging mode that takes full advantage of the player's role by disqualifying characters that have already been continued as a series of matches, challenging your ability to do well with characters you may not know.

The most significant addition to Ultimate, however, lies in its single player content. Ultimate presents once again a classic mode in which every single fighter has his only scale of opponents to defeat, but the most important deal is World of Light, the surprisingly substantial RPG style campaign of Ultimate. It's a complicated setup: starting with Kirby, take a long journey through a huge map of the world to save the other Smash fighters (who have been incidentally cloned in large numbers) from controlling the bad guys. Along the way, you will make battles with Spirits, characters from other video games that, while not directly engaged in combat, have taken control of the clones, have altered them in their images and have unleashed them on you.

is a little disconcerting, the world is naturally full of hundreds and hundreds of fights – there are over 1200 characters of the Spirit, and the vast majority have their unique battle stages that use the variables of the match to represent their essence. For example, the Spirit of Goomba will put you against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit could launch three Warios against you using only their Side + B motorbike attacks.

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It may initially seem like a & # 39 slight idea, but these fights are incredibly fun. It's hard not to appreciate creativity in using Smash's resources to represent a thousand different characters. Zero Suit Samus could resist a battle with The Boss of Metal Gear Solid 3: Snake Eater wearing a silver table costume and fighting in a final destination full of flowers, but it is also in the spirit of Alexandra Roivas of Eternal Darkness using a costume black table and fighting in the troubled stage of Luigi's Mansion, with a modifier that from time to time does flip the screen (Eternal Darkness was a horror game of GameCube whose main feature was "Sanity Effects", which distorted the game in spectral ways to represent the character's adherence to reality). If I knew the character, I often found myself thinking about how intelligent their battle in the Spirit was.

Defeating a Spirit will add it to your collection, and the Spirits will also act as the World of Light RPG system. There are two types of Spirit: Primary and Support. The Primary Spirits have their number of power and can be leveled through various means to make your real fighter stronger. The Primary Spirits also have one of the four associated classes, which determine the effectiveness of combat in a "paper-scissors" system. These are both important considerations to consider before a battle, and making sure that you are not playing a battle with a huge disadvantage adds a nice dimension to the fun unpredictability of this mode. What you need to keep in mind are the modifiers that can be activated on each stage, which is where the Support Spirits enter. They can be attached to the Primary Spirits in a limited amount and can mitigate the effect of things like poisonous floors, pitch – black phases or inverted controls or they can simply buff certain attacks.

There are some spiritual fights that can be frustrating, however. The phases that are a 1v4 accumulation are definitely annoying, despite how well you can be well equipped, as well as the stages in which you compete with powerful trophies assist. The downside, once you are near the end of the campaign, there are some workouts that can trivialize most of the phases, gaining victory in less than a second. Regardless of this, there is a compulsive quality in collecting Spirits, and not just because they could make you stronger. It is exciting to see which dark character you are following, feel convinced to recognize them and see how the game interprets them in a battle with the Spirit. It is also only a superficial joy in collecting, for example, the cast of Elite Beat Agents (even the characters of Osend! Takatae! Ouendan are here), even if 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 group related Spirits together with great effect – Dracula's Castle of Castlevania, which changes the map into a 2D side scroller, and the world of Street Fighter II, complete with the iconic noises of airplanes, are personal strengths. Despite the dramatic nuances of the setting of World of Spirit, the tributes you find within it seem like a pleasant commemoration of games and characters without feeling like a moving nostalgia. One of the most gratifying giveaways of all, however, is found in the huge Ultimate video game music library. Over 800 songs, including original and fantastic new arrangements, can be set as soundtracks for stages and enjoyed through the game's music player.

There is a significant fight that Ultimate meets, however, that lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in Switch's hand mode is not simply a good experience. In situations where there are more than two characters on the screen, the action view often becomes too large, making the fighters too small to see properly, and it can be hard to tell what you or your opponent are doing. The passion of the game for flashy special effects and bright and colorful stadiums does not help at all and, unless you are playing a one-on-one game, you will probably suffer irreproachable losses. This is a situational disadvantage and can not affect all players, but puts a stop to the idea of ​​Smash on the go.

The need to unlock characters also has the potential to be an initial nuisance, especially if your goal is to jump straight into multiplayer and start learning one of the six new characters. In my time with the game, I have divided my attention between playing World of Light (where the characters that save them unlock them everywhere) and multiplayer games, where the constant drip-feed of "New Challenger" unlocks opportunities (which you can easily try again if you fail) came regularly. I've naturally earned the entire roster in about 10 hours of play, but your mileage may vary.

Super Smash Bros. Ultimate also offers online modes, but they were not active during the Ultimate pre-launch period. The game offers matchmaking based on skills, private lobbies and voice chat via the Nintendo smartphone app. It also features a system in which defeating another player will earn you his custom player tag, which can be used as currency to unlock spirits, music and costume items for Mii fighters. I will start testing these features once the service is launched with the public release of the game and I will finalize the review score once a considerable period has passed with the matchmaking experience.

Situational downers do not stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as free or as solid as you want it to be. Its fun single player content helps keep the game packed with interesting things to do, as well as reinforcing its spirit of loving homage to games that have enchanted Nintendo consoles. The diversified content of Ultimate is compelling, its strong mechanics are refined and the collection it includes is simply superb.

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