22nd March 2008, 1:28 PM
Some fighting game sequels change almost nothing, others change a lot... in most fighting game serieses the way it works is they make a game, then quickly make several more versions of it that only change things slightly, before, if the series continues, changing things more in a later sequel. SSBB is more like 'it's a lot later, but changes things minimally'. The same applies to the character selection... just look at KOF, where they constantly rotate their large roster so that every game brings some characters back and drops others, occasionally adding a few new ones. The SSB games are too spread out to use that technique, so they just brought back almost everyone while adding some new characters, having only a few more characters than last time (though I still think that their choices of new characters weren't too good). It's okay that way, but it does leave you frustrated when you know that there are so many more characters they could be putting in but aren't...
As for stages... as I said, what the heck is the point with all those tiny stages? They're no fun to fight on...
Yeah, those levels are cool. But they aren't all that good.
As for stages... as I said, what the heck is the point with all those tiny stages? They're no fun to fight on...
Quote:Classic Donkey Level with DK, springs, and fire that attack you or the WarioWare level that actually makes you play the different minigames.
Yeah, those levels are cool. But they aren't all that good.