Seriously, Riggs. Like the elderly ignoring the internet and cellular methods of communication, I feel as if I’m hitting a wall when it comes to “new” games and their control schemes.
I tried playing Super Smash Brothers Brawl (SSBB) at work last Friday, and while I recognize the appeal and the quality, I had a hard time getting comfortable with it, and as a result didn’t really find the appeal for it on a personal level. The main reason for this, I realized, was that the control scheme was something completely foreign to me.
Now, I’ll be the first to admit that I’ve been neglectful in my fighting game education by never actually taking any Smash Bros. seriously enough to be bothered to pick up and play, but my bonafides in the fighting genre are fairly solid. I can hold my own with a small handful of Street Fighters (from just about any offering) and for awhile I was well versed in the Tekkens. Hell, sometimes I feel like I’ve practically played just about every fighter there is, from my personal favorites like Samurai Showdown, to the insanely old school such as Karate Champ, to the hilariously awful Time Killers, to the even more obscure (but just as hilarious) Body Blows. So I’ve seen my fair share of fighter controls, and if you can get good at Karate Champ, I figure you can pretty much get the hang of anything.
That said, I’ve never quite come across a control scheme as odd as SSBB. It just doesn’t come off as very intuitive to me. I’m not going to argue against the fight mechanics. Hell, I enjoy them. No block. Check. No health bar; you just get lighter. Double check. Sign me up, I get it. But my problem is when I start pushing buttons and I start getting seemingly random results. For instance, when you’re Link, the B button yeilds you an arrow shot. But I guess that’s on a null stick input? When you push the stick in a direction, you get the whirlwind boomerang. Not an arrow shot? And I hear if you tap the joystick and hit the B button you get yet another completely unrelated to archery attack for that button which is neither the bow and arrow nor the boomerang.
This kind of thing makes it really difficult for doddering old fools such as myself to pick up and play your game. I’m not saying that it has to play like every other fighting game on the planet, but I just find this seemingly random control scheme confusing and odd. For instance, the ability to float or glide (air recover, whatever you want to call it) seems to be mapped to a different set of buttons for each character. For some, it might be using their special ability while in the air, while for others, it might be using the jump button twice, and for still others it might be using a primary attack to keep them airborn.
While I get and understand the need to make characters feel and behave differently, I’m not a big fan of changing what makes someone airborne and what doesn’t. For instance, I don’t think Street Fighter would be any fun if pushing the stick up made Ryu jump, but to make Ken jump you had to push the stick down and hit A. That’s just unnecessary player confusion in my book, and while you are rewarding a form of player skill (which is paramount in multiplayer games), I don’t feel you’re rewarding the right kind of player skill, which should be expertise in the gameplay mechanics, not in a different control scheme for each character. Granted, Ryu’s Dragon punch is performed differently than Guile’s Jacknife Kick, but it should, as the attacks are different and they yield a different result. And besides, if I want Guile to punch, I hit a punch button. The button isn’t any different to punch for Ryu.
My bottom line here isn’t that SSBB is broken. Quite the contrary. I fully recognize how awesome the game is. I’d actually like to get into it. I’m just wondering if it couldn’t be made more accessible. Would it be possible to make the game just as fun without the confusing control schemes so that new players could pick up the game and just as easily control Link as they do Kirby? I’d honestly love to see an experiment using Street Fighter, where the health bars are removed, the level is given a “ring out” make-over, and players reaction to gravity is impacted by how much damage they take. You could probably even use an Alpha version with air recovers to allow players to “double-jump” their way back onto the level as they’re getting ringed out.
Would a Street Fighter using SSBB mechanics be just as fun yet more accessible?
Or is the different controls (and crazy seemingly random attacks) for each character what people find appealing about SSBB?
Please, hardcore players (or even newfound converts), give me your informed and non-inflammatory comments. I crave knowledge on this subject.
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{ 5 comments… read them below or add one }
I’ll confess that I don’t really understand your post…most of the things you mention simply aren’t true. I don’t mean that to be offensive or inflammatory but I’m somewhat startled, really.
For starters, there is a block button – if you’re using the Gamecube controller it’s either trigger. You’ll know you’ve done it because your character gets a little bubble around themselves. The blocking mechanism is actually very intuitive because the little colored bubble slowly decreases in size based on how long you’ve held the block button and how much damage you’ve blocked since doing so. Eventually the bubble gets too small and “breaks” and you’re vulnerable again.
Jumping is essentially the same way on all characters. Again, using the Gamecube mappings, the Y button jumps. Every character can do two jumps (one from the ground and another whilst still in the air) using just that button. In addition, every character has a least one “air dash” type of maneuver, which is what (I believe) you were referring to when you talked about air control. The input for this is consistent across all characters: UP + B will do some sort of air dash for all characters. What, specifically, that move entails varies from character to character, and some have more than just that one, but the basic idea is there.
Regarding your fighting game pedigree, I noticed you didn’t include the Soul Calibur series. I suspect that wasn’t an oversight because your main grip with SSBB – the fact that attack buttons have different results depending on the directional button held at the same time – is the core of the SC system. SSBB’s input system doesn’t react the way you expect it to because your expectations are based on the wrong system (that is, Street Fighter and its ilk). I’m a huge fan of the Soul Calibur series and I personally find it’s control scheme to be more intuitive than Street Fighter, but obviously that’s a personal preference.
Some of the rest of what you cover I’d consider depth. Yes, some character’s attacks can be used to keep them afloat longer, but this is the kind of thing you learn from experience. Given how critical it is to “stay in the air just a second longer!” in SSBB I don’t think it ought to be surprising that there are a lot of different options in that area. Things like ground and air dodging, rolling, etc. are all the more advanced facets that most fighters expose when you’ve spent a sufficient amount of time trying to master them.
Finally (I apologize for rambing!) I’d say that the attacks aren’t really random if you understand the mechanism. It could be that SSBB makes too many assumptions regarding how much of that system you already understand and you happen to be a sort of perfect storm here: no experience with previous Smash Bros. games and no experience with the series that created its underlying mechanics (Soul Calibur).
Sorry for the confusing post, but that’s pretty much how I feel about the game :)
What I listed was a mere smattering of my fighter pedigree; it would probably be easier to list what I haven’t played rather than what I have played, and Soul Calibur is certainly in the “has played” category. I still find SC’s control more intuitive than SSBB’s because when I hit one button I get a “horizontal” attack and when I hit another button I get a “vertical” attack. Unless it’s an elaborate combo, I usually get what I expected out of the button presses. They don’t, for instance, typically whip out one weapon on an X press and then a completely different weapon on X plus D Pad direction.
I think a better post would have simply been one where I pondered if my brain is just done soaking up new control schemes, and I need to get some kind of portable brain hard drive or something when I want to play a new fighter.
Or, just sit down and play through some single player SSBB so I can learn the controls better.
Actually, I’ll have to apologize too: overnight I rethought some of my comments and came to the same conclusion that you have in your response, heh. Soul Calibur definitely has a more intuitive use of the system than SSBB does, but I still say it’s a better mental jumping-off point that Street Fighter.
I think the saving grace of the Smash Bros. series is its relative simplicity. The controls may be more nonsensical when compared to top-tier fighting games but that’s balanced by the narrow movesets for each character. Characters in SSBB don’t have more than a dozen or so attacks, and in many cases that’s being generous because many of them are identical (but in different directions). The depth comes more from technique and, to a certain extent, item knowledge. There’s also the importance of knowing the levels as they tend to be considerably more interactive and dynamic than standard fighter fare.
Thus, it doesn’t need to worry as much about making sure that attacks are internally consistent because there’s so little to memorize. Forward + A always does a “Smash Attack”, the properties of which are similar across characters even if the presentation is different. Same for air dash moves, rolling and dodging, etc. I’ve found that the schizophrenia comes primarily from B button attacks, and even there you’ve only got 5 of them to worry about!
Your description of the attacks seems to make more sense to me, and if it had been presented in that light I probably would have had a better understanding of the game better. You should totally write an every-man’s faq on SSBB with those descriptions. When I went to look up some faqs on it to make sure I wasn’t crazy, everyone listed the attacks out literally, such as “Use the ____ button to get Snake’s rocket attack!” which only furthered my confusion.
If “Forward + A = Smash Attack” was the dialog that described how to play the game when I played it, it would have seemed a bit more intuitive. And I’m sure my confusion with the game stemmed from the B button madness as you described, as I’m pretty sure that was the main attack button I was using the entire time.
But thanks for the thoughtful replies, Norm. I’ll be taking another look at it later this week keeping your descriptions in mind.
Smash Bros, confusing? HA! They map moves to up, down, side, and neutral button pushes. No need to memorize entire strings of button presses. If I want Mario to throw a fireball, I hit B. Not Down, Down-left, Left, Punch.
I believe you’re very confused about jumping. It’s up on the joystick. People can map different moves to different buttons, so maybe you got a weird control scheme. Up is always jump, though.