I was among
some of the first consumers in North America to obtain a [store-bought] copy of
Super Smash Bros. Brawl. It was a cold Montreal January night, and the
manager at the store outside which we were waiting decided to let us in a
couple of hours early, so I and my roommates found ourselves playing the newest
version of Super Smash Bros. well
before its official midnight release.
Little did I know it, but following that moment, I wouldn’t play Super Smash Bros. Melee for over five
years.
Just
recently, upon finally deciding to stop letting it sit on my shelf, I dove back
into my copy of Melee for the sake of
doing something different. I figured I’d
get in a couple of AI matches (since I have no friends), and then I’d be bored
with it and let it go for a while. But
by curious happenstance, it turned out that the save file for my old game had
somehow vanished. Everything I’d
unlocked…all the records I’d set…they were all gone. So what’s a completionist to do? I sat down and started earning back
everything I’d lost.
This
experience wasn’t nearly as tedious as I’d imagined it might be. For the past few years, I’ve been finding it
harder and harder to think of games as just “games”. Ever since I started putting in serious time
towards becoming a professional designer, gaming has been more of a
responsibility than a hobby. Every now
and then, though, something happens that reminds me of the good ol’ days before
I knew anything about game design…before I knew game design was even a field I
could potentially pursue. That’s what
happened as I rediscovered Melee. I’ve been reminded of the idea of gaming for
the sake of gaming.
Now, I’m not
trying to say that Super Smash Bros.
Melee is the be-all and end-all of all video games. Simply put, it’s a damn fun experience. During all my time playing Brawl, I had completely forgotten
this. And it’s not about the
nostalgia. There’s some of it in there,
sure, but that’s not why I’ve found Melee
to be so much more fun than its successor.
I wouldn’t even say it’s mostly a matter of design. It’s mostly a matter of style.
Identifying Style
What do I
mean when I talk about style? Well, I
could reference you to a blog post I made a long time ago called “Gestalt Game
Design”, but I’ll just cover it here to spare you from too much of my
pretentiousness. I’m talking about the
mood that underlies the entire structure of the game – its “feel”. The style or feel is an element that all
other elements of the game work to encapsulate.
The aspects of timing and structure derived from design blend with
things like the color palette, animation styles, music, and the world’s scale
to tell the player what a game is and what it’s about. Testing refines all of these aspects, and
programming ties them all together.
This is what
comes to mind when I think of what makes Super
Smash Bros. the beloved series that it is.
It’s one of the most inherently public-competition-friendly series ever
made simply due to its style. It’s also
one of the few games that’s not just fun to play, but also genuinely fun to
watch. Sure, you can get an audience
around to watch people frag each other in an FPS, but there’s something more
visceral about seeing characters completely unrealistically fly away. There’s also a certain excitement to be
derived from seeing all of the action at once – seeing Dr. Mario returning to
the stage after nearly flying off the screen, easily dodging a missile from
Samus, only to be hit by the fully-charged beam blast following directly
behind. Smash Bros. is more direct, more brutal, and more visual than a lot
of other tournament games. It’s the
American football to Halo’s baseball.
And more to
the point than all of that, it’s ridiculous.
The feel of Smash Bros. is something that has been
laid out right from the beginning. In my
rediscovery of Melee, I find myself
reminded of the first commercial I saw for the original Super Smash Bros. People
wearing costumes of Nintendo characters, skipping through a meadow together,
arm in arm. And then the beatdown
begins. And Yoshi swings a giant hammer
into the camera. I don’t remember much
since I haven’t watched that commercial since it was actually on the air, but
those images have stuck with me. They’re
images of something ridiculous. There
are numerous presentations that could have been used for that ad, but the one
that was chosen was the image of real, human adults dressed up as Nintendo
characters. The way I see it, that’s the
truest possible representation of how Super
Smash Bros. should feel when you play it.
That’s
exactly where the questions of style begin to profoundly split between Super Smash Bros. Melee and Brawl.
Melee is built around that
idea of something that’s just so ridiculous…so freakin’ crazy. It promotes that idea through the way it
looks, the way it sounds, and the way it plays.
Despite its sizable development team, it gives off a humble, “Yeah,
whatever,” sort of vibe. The music is
arranged by only a few composers, the colors are vibrant, and the narration is
a prime testament against the respect the game industry has sought to obtain
for all these years. It’s just weird.
Brawl, on the other hand, seems to be built around the idea of an epic coming-together of the great heroes of video game legend. It has the sense of wanting to ensure that these games are all honored and respected, which is a perfectly nice sentiment. It is, on some level, what Smash Bros. has come to represent in the video game community, particularly when you look at the desire fans have had to expand the Smash Bros. character roster to include names from outside Nintendo. Brawl's inclusion of Snake and Sonic was a practical realization of this attitude.
What begins
to result from that, however, is a game that loses a little bit of its
craziness in the name of respect. The first two Smash Bros. games also have the "honoring the franchises" element to them, but they go about honoring game franchises in a somewhat different way than Brawl. Where Melee has a spirit of humor about it, Brawl, while it still has a humorous
side, feels more like it’s paying tribute. Brawl is like a reel you show for someone
receiving a lifetime achievement award. Melee is like a celebrity roast.
Or, for a
more elaborate metaphor, there’s this:
…
Two Skits
Super Smash Bros. Brawl:
[Our generic video game hero awakes in
a strange new world. (S)he looks around,
not recalling where this place is or how (s)he got here. Before him/her, another hero awakens, sits
up, and shakes his head to wake up. Our
hero approaches the newcomer.]
Hero: Greetings, fellow traveler. What brings you…
[Our hero pauses, recognizing the
traveler.]
Hero: …My goodness…you’re Mario!
Mario: It’s-a me, Mario!
Hero: Yes, I’d recognize that face
anywhere! You’re the legendary hero of
the Mushroom Kingdom!
Mario: Yes, it’s-a me! Mar…
Hero: Yes, yes. I see you’ve also found yourself in this
strange new realm.
Mario: How I get-a here?
Hero: I’m not sure, but I have the
feeling some great trials await us.
Mario: I smell-a trouble coming on!
Hero: Indeed. I say, a legendary hero like you…
Mario: Me! It’s-a me, Ma…
Hero: Quite so, and I believe you would make an excellent sparring partner. Perhaps we could both learn quite a lot from each other as we're both new to this world. Together, we can prepare for the trials that await us.
Mario: Wa-hoo!
Hero: Is that a yes?
[The two battle each other. Cue ‘80s training montage music.]
Hero: Indeed, you are a skilled warrior. This has been a genuine honor!
Mario: Yahoo!
[The two shake hands.]
Hero: If I may be so bold, I’d wish to
say I’ve made a new friend today.
Mario: It’s-a me, Ma…
Hero: Yes, it’s you.
[Our heroes embark on their epic
quest. After about ten seconds, a man
emerges from beneath a cardboard box back near the tree line.]
Snake: Kept ya waiting, huh?
Super Smash Bros. Melee:
[Mario stands conversing with Link in
a bar. They’ve both had a few too many. At another table, Donkey Kong and Yoshi, also
quite wasted, have reached the point of having a dance-off. Several other characters cheer on the
dancers. Mr. Game & Watch and Samus
both sit alone at separate ends of the bar, trying to ignore everyone else. The other fighters populate the rest of the
bar, all of them drunk.]
[Mr. Game & Watch rings his
bell. The bartender brings him a pint,
setting it down in front of him. Game
& Watch slumps over his drink.]
Bartender: Hey, buddy, you think maybe
you better slow down?
[Mr. Game & Watch raises a hand.]
G&W: (Beep)
[If Mr. Game & Watch had fingers,
he would be flipping off the bartender.
Since he doesn’t, nothing happens.
The bartender looks offended nonetheless.]
[Mario confronts Link.]
Mario: No, no. No.
No. You just…you just-a say that
again. You…you, uh…you make fun of-a the
Mushroom Kingdom, and-a we…uh…we…we see…what-a happen.
[Mario throws down his empty mug. It shatters on the ground.]
Mario: No, I…I tell you what-a
happen. You think-a you so tough and
all. Well let’s…I’m…I’m, uh…I…we have a
fight, and then we…we…we have a fight.
And you just bring-a your sword, and…uh…and arrows…and all…uh…uhh…all-a
your explodies, and I…you know? I…[Mario
takes on a bare-knuckle boxing stance]…I take-a you on with-a my fists. I take-a you on. We see…uh…we see…we see who so tough.
[Link downs the rest of his mug. He throws it on the ground, where it
shatters. He reaches for his sword, but
in his stupor, misses the initial grab.]
[Mario punches Link in the face. Link pauses, wiping his bleeding nose. He stares at the blood on his fingers and
looks up at Mario. Suddenly, he draws
his sword. The fight is on.]
[Excited by the prospect of the
emerging fight, Donkey Kong stops dancing and rushes over. It isn’t long before the crowd observing the
dance-off joins in. Annoyed by the
noise, Game & Watch leaps into the fighting crowd and hits Donkey Kong with
a hammer. Samus continues trying to
ignore the scene, but is quickly motivated to join when hit with one of Link’s
stray bombs. The entire bar erupts in
drunken violence and everyone quickly forgets exactly what they’re fighting
about.]
[Several minutes later, the fight
breaks down into bouts of laughter.
Bloodied and scuffed, people all around the bar sit arm in arm, laughing
and reminiscing about past battles. In
the process of treating everyone’s injuries, Dr. Mario has reignited the
dance-off with his elaborate “pill-throw mambo”. Mario and Link sit arm in arm.]
Link: No, no, seriously. Did you…I mean, you were, like…you were
shooting fire from your hands! I was all
like, ‘By the Goddeddesded…Goseddes…God-des-ses…By the Goddesses, this guy’s
ridiculous! I mean, like…fire! From your hands!
Mario: Did…did-a I ever tell you…[he
begins sobbing]…I mean…I just…I just think-a you’re so great!
[The dance-off continues as everyone
cheers on.]
…
This is the
sort of attitude that underlies each game.
Both of them pay tribute to a collection of video game greats, but they
go about it in different ways. Brawl, while not a bad game, simply
doesn’t have as fun and reckless of an atmosphere surrounding it as does Melee.
Seeing the Intangible
So how are
some of the ways in which this style becomes evident? It’s true that it’s something kind of
intangible, but it’s still generated from the game’s more tangible aspects.
To begin with
is each game’s respective single-player experience. Melee
is built around three modes: Classic, Adventure, and All-Star, as is Brawl.
Of key difference here is the fact that Brawl’s adventure is built to be a full story, and actually, a
separate game with its own title, “The Subspace Emissary”. This comes complete with a fleshed-out
storyline, a fully-realized game world, boss battles, and cinematics that make
it look like Super Smash Bros. had a
baby with Final Fantasy. Melee’s
Adventure mode, on the other hand, is a collection of short stages, each simply
themed after the world of one of the main fighters (some of them simply the
same stages used in Multiplayer mode).
In addition, Melee contains the separate single-player
mode of “Event Match”. This mode is
simply a series of challenges which grow progressively more difficult, but each
individual event seems to be built almost on a whim. It’s as if someone said, “Hey, you know what
would be a fun scenario to play through?
[These] characters with [this] level of difficulty. You play as [this] character and you have
[these] conditions to work under.” Then,
those scenarios were mocked up, built, and collected into what is almost a
series of mini-games. “Sure, Giant DK and
Giant Bowser battling in the middle of the city! Sure, an endurance match against 128
Marios! Sure, protect Yoshi’s egg from
being broken! Fine, let’s run with it!”
Another
aspect of each game in which “style” becomes evident is in the music. Melee,
as mentioned before, has a short list of composers and a relatively short list
of songs. As a result, its soundtrack is
fairly unified and sounds similar from track to track. Every game’s music is “adjusted” to fit the
style of Smash Bros., as if to say,
“You’re in our house now. You’ll play by
our rules.”
The
soundtrack to Brawl is massive –
about 18 hours long. It brings in
composers from all over Nintendo and beyond (like Nobuo Uematsu, who composed
the main theme), creating remixes of songs from more games than are even
represented within Brawl’s character
roster. In addition, it includes a good
number of original game tracks. With all
of the different composers and musical styles involved, the music isn’t
reaching towards a single, unified style.
Rather, each game represented gets its own assortment of music that the
player can investigate and then choose from; again, feeling like more of a
“tribute” than a simple nod. Each game
has its own integrity to be respected.
A third
element that I just can’t ignore is the narration. Now, to be fair, as of 2001, Nintendo hadn’t
been huge on the process of voice acting, but they and HAL Laboratories were
knowledgeable enough that, had they desired, they could have made Melee’s narration sound like it wasn’t
being broadcast from the bathroom down the hall. But they did.
It sounds ridiculous. I don’t
know if the idea was for it to sound like a voice in a large stadium, or if it
was just meant to sound “disembodied”, but it’s definitely unusual. As Brawl
was coming out, I was looking forward to the prospect that this narration style
would change, and it most certainly did change.
But sometimes, you don’t realize how much you’ll miss something until
it’s gone. It’s still pretty
over-the-top and ridiculous, but it doesn’t have that same feel of “Yeah, so,
we made this game, and, like…whatever.
Have fun.” Brawl’s narration is…clean.
Organized.
The Purpose
I could go on
about things like color palette, level design, and “Bonuses”. The bottom line, however, is that Melee and Brawl are designed around two different purposes. Melee
is designed to promote and encourage a social experience; Brawl is designed to support a more extensive solo experience. Part of this is due to the different
capabilities of the Gamecube and the Wii, part of it is due to demographics,
and part of it is due to the reputation the Smash
Bros. franchise developed over time.
On this
latter issue, there’s a clear difference between the design concerns for Melee and the design concerns for Brawl.
Melee was designed to take the
experiment that was Super Smash Bros.
and expand upon it, emphasizing the aspects that made the original game
popular, namely, its energetic promotion of social interaction. Melee
works to explore this aspect of the franchise and demonstrate it as the core
reason for buying the game. Melee succeeded quite thoroughly in this
regard, which is exactly, I feel, why Brawl
focuses on it much less.
By the time Brawl was developed, Melee’s reputation for drawing a crowd
together was securely established. There
was no real need to delve much deeper into that realm of the gameplay, so Brawl focused more heavily on the
elements Melee lacked – a true
single-player adventure and online play.
In turn, the structure of the entire game works to promote these
elements much more. In Brawl, for instance, all of the game’s
playable characters can be unlocked simply by completing “The Subspace Emissary”. In Melee,
numerous characters and stages can only be unlocked with a particular number of
hours or matches played in Versus Mode.
In the end, I
suppose this is what you might consider each game’s style to be based
from. Brawl has a “solo player” style; Melee has a “group of friends sitting on the couch” style.
Takeaways
Why am I
going on and on about this, though? Is
it just a love letter to Super Smash
Bros. Melee (and a sincere apology for letting it sit on the shelf for five
years)? Well, partly, sure…but I’m
really delving into this because I believe that a game’s style truly does lie
at the heart of everything it is. If
I’ve said it once, I’ve said it a thousand times. A game’s style defines how it looks, how it
plays, and how it’s all put together.
More than anything else, though, a game’s style defines how the game
FEELS to play. When all is said and
done, that’s the part of the game people remember.
And now, I’m
remembering how it feels to play Super
Smash Bros. Melee. It feels like
someone in a Yoshi costume is hitting me in the face with a hammer.
I mean that
in a good way.
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