41. Super Smash Bros. Brawl
Release: 2008, Wii
Beaten: July 10th, Wii U
Playtime: 7h 6m
Playtime accounts for Subspace Emissary (adventure mode) completion.
Brawl is one of those games that you look back on fondly but isn’t that fun to go back to. Everything feels so slow and clunky compared to Ultimate, which makes even characters I’m comfortable with significantly less fun to play as. Still, SSE is pretty enjoyable, primarily for its cutscenes. Seeing your favorite characters interact in silly or cool or dramatic ways is just a lot of fun, and the story is just flat out good, with a lot of threads that run parallel and then end up tying together and a decent amount of twists.
The actual gameplay of SSE is rough, with some uninteresting level geometry that sometimes borders on unfair and a handful of enemies designed primarily to frustrate the player. But sometimes it’s alright. The final level, a giant maze of connected areas which needs to be full-cleared to progress to the final boss, is actually one of the better parts of the experience. It’s not perfectly designed, but navigating it is fun and surprisingly intuitive. And the enemies, despite being frustrating to fight against at worst, have really cool designs that gives the game its own identity. I think the biggest complaint I’ve seen leveraged against SSE is that its enemies are original creations when they could have been pulled from the individual IPs being represented, but I like the new enemies. I kind of wish there was a mixture of both, especially because it’s odd how only Mario enemies are represented alongside the SSE enemies.
Overall, I do genuinely think Subspace Emissary is worth going back to, even if I felt myself fighting against the game a lot (I still don’t know if I was having controller issues or if Brawl is just like that). I wish we had something closer to it, particularly the full story plus cutscenes with every weirdo character interacting, in a more modern Smash game.