Super Smash Bros. For Wii U aims to please all who attend its raucous celebration
There are more than 400 songs on Super Smash Bros. For Wii U’s soundtrack. Some are original remixes. Some are holdovers from past Smash Bros. editions. Some are original tracks, ripped directly from NES classics and 3DS fashion simulators alike. All of them have been divided into themed groups and assigned in bulk to some nook among Smash Wii U’s boundless collection of mini-games and battle arenas. It’s possible that you’ll never even hear Little Mac’s theme from Captain Rainbow or the incredible medley of remixes based on The Mysterious Murasame Castle, both Japan-only Nintendo oddities. Venture into the My Music menu, however, and not only will you be able to discover those and hundreds of other gems, you can determine the rate at which each and every song shows up when you’re entering combat. Not a fan of the Mega Man remixes accompanying the Wily Castle stage? Not a problem. Just sub them out for some 8-bit originals. The choice is yours, and Smash Wii U is more than happy to oblige.
My Music is exemplary of Smash Wii U’s prevailing ethos: Just give the people—all the people—what they want and let them hash it out. Aiming to create something that can be everything to everyone is a dicey proposition. More often than not, the end result is rudderless and scattered—nothing to anyone. But the developers at Bandai Namco and Sora Ltd. pulled it off with Smash Wii U, a remarkably vast and flexible outing that retains its identity despite casting the widest net possible.
The brawling at the heart of the game is unchanged from Smash Wii U’s 3DS companion piece. It’s lively but never unwieldy, a healthy middle ground between the lackadaisical Super Smash Bros. Brawl and the GameCube’s Super Smash Bros. Melee, a hyperactive bucking bronco by comparison. But it’s no longer stifled by the 3DS’ limitations. The extra hardware horsepower and migration to a larger screen give the game enough room to breathe. I was immediately struck by how smoothly it all moved, the characters’ complicated but fluid animations adding even more vigor to its bustling gestalt.
If, as I argued in my review, Smash 3DS felt like a step toward compromise between the two predominant modes of Smash (one being pure pandemonium fueled by a cavalcade of unpredictable items and hazardous arenas; the other, a stripped-down test of fighting skill without items), Smash Wii U goes even further, especially when it comes to the design of its stages. Smash 3DS was lousy with stages that featured overwhelming hazards or forced the combatants to keep up with its constant scrolling—both conditions that subtracted from the fight at hand. Those kinds of stages exist in Smash Wii U as well, but their number has been reduced.