Review: Super Smash Bros. for WiiU
By Sean Booker
January 10, 2015 - 19:57
Studios: Nintendo and Bandai Namco
Rating: E10 (Everyone 10 and Up)
Platform: Nintendo WiiU
Players: 1 - 8
Super Smash Bros. for WiiU is the version you have been waiting for. It takes almost everything from the 3DS option and adds a collection of new features all in the high resolution. A new eight player option changes up how a lot of the game works and continues to increase the party-like nature to the game. While some of the added modes are unique and interesting, not all of them stand this strong. This is easily the most accessible and diverse version of Smash Bros.
One of the main complaints I had about the 3DS version of the game was the way it controlled. The handheld’s analog stick often missed my inputs which threw off some of my attacks. On the WiiU the control options are quite impressive. Not only can you use the gamepad but you’re also able to use the wiimote, classic controller, pro controller, wiimote and nunchuck as well as the 3DS itself and even the original Gamecube controller if you have an adapter (currently the only WiiU game that supports this option). The inclusion of the original GCN option is great for fans of Melee (easily the most popular version of Smash Bros.) and shows that Nintendo has a respect for those who play this game on a serious level.
The number of control options you have begins to make even more sense when you learn that Super Smash Bros. for WiiU supports up to eight players at the same time. By doubling the standard amount for this fighting game the chaos that can play out on some of these stages is plentiful. Most players will have some assortment of useable controllers so jumping in becomes quite easy; each person can use the specific controller they want. The eight player matches really shine on some of the very large stages that easily outscale what we have seen in the past. It adds to the party-game aspect that Smash Bros. flirts with but still manages to widdle down to a more serious tone as the games go on. This player count is even featured throughout the single player/campaign modes as well, as opposed to only held off for random, multiplayer battles. This number of players/opponents is a quirky addition that helps boost the crazy, random fighting that can take place.
The Smash Run mode from the 3DS is gone - one of the very few missing features - and replaced with a couple new modes. Smash Tour is a Mario Party style game board for your Mii to move around on with other players (human or computer controlled). While moving you can pick up items, powerups (much like in Smash Run) as well as actual characters. This party you collect will then be yours to use against anyone you meet with on the same space. Different conditions will result in how these battles work out and the items you’ve collected can be used to change up the battle too. Overall it ends up being a bit too random for my liking but that does allow for anyone to have a good shot of winning despite their skill level. It’s not the most interesting of the new modes.
That title is given to Events which is similar to a playlist of battles you can take part in. Each is set up around a central idea or concept. For example: the Wii Fit Trainer wants to get others in shape. This involves you playing as the Wii Fit Trainer and fighting a selection of the roster’s larger characters. These short narrative ties add a bit a quirkiness into what is basically just random matchups. You can also do many of these with another human player as a team which is a nice bonus. The mode is quite long and each battle can be done on different difficulty stages along with bonus objectives. Smash Tour combines the game’s goofy nature with enough depth for the more serious player to enjoy.
Easily one of the major new features if the introduction of the Amiibo figurines. These are real world toys (similar to Skylanders and Disney Infinity) that the near-field communicator on the WiiU’s gamepad can interact with in order to put into the game. Every time you do this, and the Amiibo character fights, it gains experience and grows stronger. Unfortunately you can never play as the Amiibo itself; it is only ever computer controlled. You can choose to fight against or in a team with it. It would have been cool if you could control it and level up your own playable character - Pokemon style - for when you meet up with friends. Since the game has enough computer controlled options already I personally find the game’s implementation of these to be lacking. I have more enjoyment in having the figurine on my desk than putting it into my game to fight.
Those are the main differences between the two version of Super Smash Bros. for WiiU/3DS. Almost all the characters and stages are the same. The Omega options for the arenas are also there. The WiiU version ends up being more interesting based on the higher resolution, control options and eight player fights. It’s a shame that the Amiibos don’t do anything that interesting (which seems to be the case with all their current implementations). Super Smash Bros. for WiiU has some interesting game modes despite one relying a bit too much on luck. Despite being so similar to the 3DS option, if you were to only get one then this home console option is the easy choice.
Review: Super Smash Bros. for WiiU
Review: Super Smash Bros. for 3DS
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