I’m going to take it back to the old school and write about Super Smash Brothers for the N64, the only game I play with any regularity.
The Smash Brothers series has evolved and taken a turn for the worse, in my opinion, losing touch with its roots. Too much has been altered in terms of game play and physics, with most of the emphasis being placed on shocking new moves and clean graphics.
Let me begin by giving credit where credit is due. The entire Smash series utilizes its simplicity with such genius that it actually can be quite complex. This makes it fun for mashers and technical fingers alike since you can have fun playing at any level. The careful observation of move priorities, canceling attacks, and character personalities makes this 3-button game more intriguing than any other.
Where the original Smash really shines is in its character equality, limited moves and extremely well grounded physics. People may be excited by the larger cast selection of Melee and Brawl, but less effort has been put into making sure each character has an equal amount of power. In Brawl, Bowser’s side-B claw attack can be used on an edge for a one-hit KO, and is ten times easier to execute than Luigi’s or Jigglypuff’s one-hitters. Pit’s never-ending spin move (no move should ever be never-ending) can be used to prevent recoveries indefinitely. On N64, each character has a plus and minus against another, leaving everything up to the individual player.
Like I mentioned previously, simplicity can actually provide complexity. Too many moves makes for a random mash-up of attacks which makes players lose focus, and actually prevents subtle movements. Smash Bros on the N64 is more predictable and makes it more of a mind game between players, allowing for trapping and using a player’s intentions against them. The addition of side B attacks prevents players from moving sideways while executing simple specials. Mario’s cape is useful for recovery, I agree, but sometimes you want to drift or turn while attacking with fireballs, which can be an impossible task in the newer versions. If you want Yoshi to run forward and swallow an opponent you have to stop first, unless you want to turn into a rolling egg.
Floaty physics is a trend in all newer games. For some reason, all game producers of late seem to think there’s a problem with characters being grounded, so instead characters fly around the screen with little effort or control. I’m playing a fighting game, I want to move carefully and precisely. I want my opponent to know where I’m going so I can act like I’m going there next time, and ambush him when he tries to attack that spot. Floating around looks pretty but it is a graphics gimmick, and subtracts from technicality.
The point is games of a series should add to possibilities in a subtle way that doesn’t subtract from game play. Adding new characters is the best way to add new moves, not cluttering up button options. Graphics can be improved without changing physics, affecting the way a game looks instead of how it reacts. If the producers want a completely different game they should make a completely different game, instead of ruining the legacy of a classic. This will ensure all that is endearing about a game remains as such, and we can continue to enjoy our favorites as they evolve.