Brawl vs Melee
Enigma takes two of the best games from Nintendo and pits them against each other.
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I disagree, but only barely, and in the way you compare them, of course Brawl will win, but when comparing fatal flaws, Melee has none that I can think of, where Brawl has the infamous tripping. While I personally am not horribly annoyed by tripping, the thing is, it was only included to punish the competitive players for playing the game in a way they didn't intend and in the process made it a smidgen less fun for everyone. Cause there is no liking tripping, there is only a how much does tripping bug you on a scale of 1/10; it adds nothing to the game, and I'm referring to the random 1%(2% for Luigi, poor weegee) chance of tripping when dashing, not banana peel tripping, that's fine.
Well, if combos are ice cream, I guess that makes Brawl's fighting system a raspberry sorbet for me. ^^
My guess is that so many people love combos because they give a certain satisfaction when you manage to pull them off. I can understand that, and I respect that, but I personally hate combos. If one person manages to hit just one single quick, light punch on his opponent, it may cost his opponent his life. Not being able to do anything to counter the combo is just plain boring.
I much prefer Brawl's style. You have to constantly figure out your opponents next move. If you launch him in the air, you'll have to predict his next move correctly in order to continue your "combo". If he'll dodge, attack, move away, counter, etc. It just feels so much more exhilarating to me.
That's like asking why ice cream is good.
This is especially made for larger maps, where some players prefer running and spamming projectiles from distance. I used to play a lot with my friends and I was watching some of my older matches and realized how much we all improved. Back in the day that's what we used to do, and I'm sure all newcomers did. Again, if you check out matches from tournaments you'll see that most of the fight happens in the air for 2 reasons. Most important is to continue the combos as your opponent is regaining balance and secondly no tripping problems.
I play with the Wii Remote and Nunchuck. Works just as well.
thanks yet again!
I would still argue for melee due to it pacing and lack of in game fatigue, intentional controller lag, tripping, and smash balls in brawl.
Brawl at tournaments. Funniest thing I have heard all day. Now all I am waiting for is bejewled tournaments. Seriously though, Brawl is a good game to have fun with, though the game play trips over it own tripping mechanics, which is probably one of my biggest gripes with the game. The second being that with the items on the smash ball comes out way too often to even put it in if you want to play, so I generally never have it used. The emissary was fun, but once you beat it you really don't have a reason to go back. In contrast the number of things that melee introduced was far more overwhelming than what brawl had done. The general game play in melee was far faster which I think offers more engaging game. I give your review seven asses.
On another note I find it almost funny how lengthy of an argument the pro melee people give. Whereas those who support Brawl give 1-3 sentences that talk about characters being the soul reason or giving an opinion with no supporting evidence. I guess it just speaks the generation difference...
It's a really good show, and I agree that brawl would win in a head to head. But I do wish that you would have given the point to melee in the controller/engine department mainly due to the amount of control the physics engine allowed in melee in reference to "shining", "wavedashing" and other techiniques. This is counterable and in my opinion a better set of features in comparison to brawl's trip gimmick, infinite dodges in air, "bounce" glitching and chain grappling.
The music used was a production song titled "Immortal Uprising"
I approve of this show. I'm glad to know I can use gamecube controllers in Brawl and which game is better in gameplay. Thank you.
I'm just wondering, what's so good about combos?
And for the record, most of what was taking up space on Brawl's disc were the music/sound files. They were horribly uncompressed and took up way too much space.
what was the song at the 1:49 mark?
Brawl has more replayability because of SSE? Really? SSE was boring and incredibly repetitive to play through. I beat it once when I first got Brawl, and a second time when I lost my save data, and I never played again.
Ugh. Thee clones thing again? Calling Young Link just a copy of regular Link shows how little you really know about Smash.
The gameplay in Brawl is too easy. It's slow and floaty, there's no combos, and the gameplay is very shallow and button-mashy overall.
I think for many (but certainly not all) tripping is symbolic of a multitude of things, the one word answer instead of the list.
He means it's easier to pick up and play and probably a bit better for a less serious player, e.g. more customizable special modes, more items, etc.
Yeah, and throwing a beam sword annihilates in the first! along with items in general; they really just never had the same impact since the first one.
Did he really just compare them based solely on their single player aspects? Controller ports, characters, disk size, comparisons to N64 , and unlockables? Do you realize this is a fighting game? Melee's gameplay and balance is superior, which is all that matters in a fighter.
This is one of the worst comparisons ever. The main debate for "which one is better" stems for the competitive scene almost entirely, which you clearly have no remote amount of knowledge of. You also clearly didn't do research into the games enough. The "control" issue you referred to stems from a lack of knowledge. In Brawl, there is a buffer for attacks that allows you to, well, buffer your next attack within a 10 frame window. This does not exist in Melee. So naturally when you play Brawl more, and then you try to go back to Melee, the controls will feel much more difficult to use because you have to be frame perfect, but you'll find with more than 1 game of practice you will grow used to the controls and it will allow for more fluidity and precise controls because what you want to happen is actually happening exactly when you input it to. So it shouldn't be the games fault that you are just so used to Brawl that you expect Melee to play like it when the mechanics are different. My last point..which is actually my first point about the competitive scene referrers to several things regarding high level gameplay about Melee. It is much faster paced. If you play Melee and Brawl back to back you would notice this. This is one of the big problems. Everything is slower in Brawl, so it's a bit boring. But that wasn't a problem in 64, which is also pretty floaty. Fair enough, so what else makes it slower paced besides movespeed, fallspeed, and air speed? Hitstun, the air dodge, and the removal of L-Canceling. Hitstun in Brawl is almost non existent because you can cancel it. You can just break out of hitstun so combos can no longer work, like, at all. There are some baby ones with the tilts, and there are a lot of inescapable chain grabs but that's it. The air dodge removal played a large part in this, as the new air dodge allows for the momentum and hitstun canceling, it also can be used multiple times in the air so you'll last longer creating a slower paced game. The inclusion of a different air dodge removed the incredibly important and fun positioning tool in that of wavedashing. That's a mechanic with Melees air dodge that lets you do a short distance dash across them map, it's really fun and good for positioning. Lastly it L-Canceling. In Super Smash Bros 64, hitting R or Z when you land after doing an A attack in the air removes all landing lag your character has. In Melee, it removes half(You can hit L, R, or for characters without tether grabs like Link, Z). This is most noticeable with Ganondorf in Melee. So it allows the game to pick up some serious pace by allowing them to recover from air attacks faster and then pick up their combos with hitstun that cannot be cancelled. This feature was removed from Brawl making the game feel painfully slow because a lot of the characters have ridiculous landing lag. Especially Ganondorf.
Look, I don't care which game you like more, Melee isn't even my favorite (64 is), but don't talk about something like this without knowing the root of the problem and researching your games a bit.