SSB: Brawl. A month later review...

[QUOTE=EsotericEnigma]
The problem that ruins the game for me is that it seems like I have to release directions to change them. For instance, if I was moving right and needed to do an up attack, I would have to stop moving, let go of the joystick (let it return to center), and then hit up and the attack to get it to do anything other than the right attack. And since using a joystick makes that pretty much impossible, I started losing interest. It was unbelievably frustrating to recognize openings for a particular move and not have it work because a different move went off that I didn’t intend to do. it was basically the worst controlling game I’ve ever played (that was really popular). On a side note, I was never able to “dodge” once. (My guess is that I was holding a direction when I hit the shield button, and I’d have to release it and repress it to do the maneuver, ugh.)

Oh, and character balance is so broken and hopeless that once you find the “good” characters, you might as well not even bother playing others anymore.

In other words, I’m really, really bad at this game. And I’m generally pretty competitive in fighting games. :frowning:
[/QUOTE]

If you play fighting games, then I don’t see how you can complain about smash bros’ controls. I don’t play many fighting games, but from I’ve played, you typically have to mash a sequence of buttons in many different directions in order to perform a special move…not intuitive at all.

Some characters are easier to use than others, but you can definitely get good with any character if you keep at it. Case in point, Jigglypuff (widely considered the most weak, useless character) has been my main man…er…thing…since the original smash bros, and I’m able to hold my own against anyone without even considering it a handicap.

[QUOTE=EsotericEnigma]

Oh, and character balance is so broken and hopeless that once you find the “good” characters, you might as well not even bother playing others anymore.
[/QUOTE]

That’s actually less true of Super Smash Bros. than it is of other fighting games.

Balance is an extraordinarily difficult thing to acheive. Worst-case scenario, you wind up with something like Marvel vs. Capcom 2: dozens of characters, and about five of them who you can use for competitive play. Even the very best fighting games have a few characters who will totally dominate the rest; that’s just the nature of the genre.

Smash gets around this by way of items. The randomness of items means that even the most unbalanced fight can still work out for the disadvantaged player if they’re suddenly haded a few Bob-ombs and a Smash Ball.

That’s not to say that the game is perfectly balanced or anything, but compared to other fighting games, it performs very well in that regard.