Super Smash Bros. for Nintendo 3DS - Review

Author: Roberto Magistretti
Date: 2020-07-30 23:24:18
Link on one side. Samus, Mario and Kirby on the other. After two minutes two of "melee" combat you find yourself with your nose practically glued to the top screen of the 3DS. The gaze is fixed. The maximum concentration. The fingers, almost instinctively, snap, lightning and go looking for the buttons and levers of the GameCube controller rather than those of the traditional Wii Controller. But, since we have a 3DS in our hands, they don't find them. Meanwhile, the end of the world happens on the console screen.

Mario, armed with a heavy baseball bat, chases Link on the wagons of the cartoon train that ran around Hyrule in The Legend of Zelda: Spirit Tracks. Elec Man, one of the bosses of the first Mega Man, throws lightning and thunderbolts as if there was no tomorrow to help Samus, who summoned him as an "assistant". Not bad, this, as a combo. And Kirby, meanwhile, hovers like a vulture on the battlefield in patient waiting for someone to dare to contend for the dominion of the skies.

Once you come to terms with these two problems, the game explodes. It explodes in its own way, that is, in a way that is nothing short of domineering. The first blow comes from the technological sector. This, precisely this, is undoubtedly the game that most tests the graphic muscles of the now "old" portable console of Nintendo. Consul being squeezed like a lemon. Note that once the game has started, there is no way to access the Miiverse in the background, as is normal. This is because 99 out of 100 in Nintendo have been forced to use the console hardware in an unconventional way, reserving the software also those resources usually kept aside for the support of the Miiverse. Another proof is obtained when exiting the game: instead of returning to the main menu, the 3DS resets itself, takes a breath and restarts.

Moreover, it is really difficult to believe in this new Smash Bros. that runs on 3DS. Sakurai, director of the game and pupil of master Iwata, has recruited not only the best Nintendo ninja programmers, but also dozens and dozens of ronins from the Namco Bandai combat school (or better, Bandai Namco). And, all passionately together, they managed to put together a fighting game that runs at 60 frames per second without missing a beat. A graphically wonderful fighting game, especially as regards the polygonal models of the wrestlers and their animations. A game characterized by a marching speed on the sensational forward. A game ennobled by a response to the commands of Swiss / Teutonic precision. And, again, a game embellished with attention to detail that suggests the obsessive-compulsive nature of the Sakurai, a guy who sacrificed health on the altar of his vision (months ago he reported problems with the hand joints caused from too many hours spent playing with two controllers simultaneously, one per hand).

And, of course, the obsessive-compulsive nature of the Sakurai deserves to be celebrated not only for what it is, but also for what it carries. That is, a roster of characters that can be used on the boundless going (forty of the Nintendo heroes and heroines can be selected immediately, plus the unlockable ones, which for an absurd non-disclosure agreement we cannot reveal here and now, even if there is no fan of the game that I don't already know ...). Mario. Luigi. Peach. Zelda. Link. Samus. Donkey Kong. Bowser. Fox. Captain Falcon. There are all. And then there are the illustrious guests: Sonic, Pac-Man, Mega Man. And so are the Miis, just to welcome, that surprisingly (but not so much) in the chaotic and surreal theater of Smash Bros. there are that it is a wonder. Despite the dozens of hours spent fighting in anticipation of this review, it is practically impossible to hazard a definitive judgment on the balance between the various characters. The feeling, however, is that Sakurai and his companions have done a great job.