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"Smash Ultimate" gave me more than a sequel, it brought me home



Watch Austin Walker, Natalie Watson, and Ricardo Contreras play Waypoint Smash Ultimate.

Nintendo's long-standing Smash Bros. series "Platform Fighter" means different things to different people, meaning developers need to serve many different audiences when launching a new title. For some it is a silly good time with friends. For others, it's a gateway to exploring Nintendo nostalgia or a toy that you can engage in your spare time. For many, it's an enthralling competition game. (And hey, if you're curious or even skeptical when it comes to Smash's contest, give East Point Pictures' # 1

stand-out documentary series on the subject). And I would bet that what Smash "is" has changed for most people over time.

I play Smash Bros. from time to time since I was ten when the first game of the 1999 series was launched. With three siblings, the four-player mode against my family was the perfect setup. I sat on TV with my sisters and brother and had a silly, silly time together, and in the end I had won a lot because I was the oldest, which meant I could always claim the working controller.

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Smash's Appeal

] We played each of them until the Super Smash Bros. Brawl of 2008, but then I moved out alone to live my adult life. Since then I followed Smash more casually, to the point where it became a game that I really only played when I went back home. I would still see the occasional smash tournament, but since I did not have Wii U (and the demo for Smash 4 did not play very well on the 3DS.) Stick) I never felt the need to own this game.

Enter Super Smash Bros. Ultimate I had a switch, so I was immediately interested, maybe I paid the purchase to see a lot From the childhood moments in which I came home, I was up the fence. Was that really enough to buy this game in a year when I was already behind my already big backlog? Had it enough for me, the player who can not just walk into the living room and find people to play with can?

Then Nintendo announced World of Light, a single-player mode focused on collecting and matching. "Spirits" characters from all over Nintendo history, including third-party vendors, the quick and dirty thing is this: they fight these ghosts to add to their collection.

Each fight is set up in a unique way to the essence The Eevee Ghost, for example, lets you fight three Yoshis, each of whom holds an element to recreate the three evolutions of Eevee from the original Pokémon games, and once you've won the fight, you get the Spirit and You can equip it now by upgrading your Fighter in World of Light (and in multiplayer battles where you want to allow them to do so) with a range of performance enhancements and special abilities, and even scissors-rock-paper-scissors mechanics in which certain spirits have advantages over others, and spirits can also win or lose through fighting.

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This is essentially a series of funny, quirky fights, taking into account my loading and spiraling. There is an unexpected depth of mechanics that has led to long life in past smash games and always surprised with what characters they have dealt with and how the fights imitate their abilities or personalities.

An early fight that makes this particularly good is the fight against Celeste by Animal Crossing. She is an owl who often sleeps in the AC franchise, so fighting a Jig Glypuff who prefers the use of the resting movement is what drives her to sleep, but to anyone unhappy enough to Being close to her, doing incredible damage and recoil. That would be weird enough, but then the AI ​​in this game has also increased a lot: This jigglypuff wants to win, and the fight is transformed within a short time for the intermediate heavy smash player like me.

Ultimate has done something very special in World of Light, offering soloists the kind of experience you can already collect from multiplayer. Nintendo's deep source of characters and worlds enriches this experience not only with its sizeable list, but also with the variety of stages and music you can access. The library is deep, and they go wherever they can, with the care and care you expect from Nintendo. To be able to play in this nostalgia, not only for Nintendo as a whole, but for Smash itself, is for me a big draw of this game.

It's easy to look at the different stages as a series of platforms. The game even gives you the opportunity to turn each level into a "Final Destination" variant. However, there was a moment when one of these levels immediately brought me back to my childhood and played at home with my family. It was during a spirit fight against Zelda and Young Link to decode Zelda's mind. None of these fighters were in the original game, but the fight took place on the Nintendo 64 version of Hyrule Castle. The great polygonal plain was such a part of my childhood that despite everything that was new in Ultimate I felt at the age of ten when I saw something so familiar to me – Hyrule Castle – which has been converted into a multiplayer battlefield.

Smash Ultimate rejects this mixture of old and new. The Spirits system is unique and surprising, but it's based on the knowledge of past games that I sometimes forgot. The jukebox like the "Sounds" mode brings me not only to classic game titles, but also to exciting new remixes. Even "echo fighters", which offer new variations of other playable characters, mix old and new in an intelligent new way. It is impossible to know if Smash Ultimate could ever serve anyone. But with this strategic mix of nostalgia and experimentation, something could happen that I did not expect: take me home.

Have thoughts? Check out the forums of Waypoint to share them!


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