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Smash Bros. Brawl to Have Co-Op Play
Posted by
Zonk
on Mon Oct 08, 2007 11:55 AM
from the just-accept-that-the-master-sword-is-best dept.
from the just-accept-that-the-master-sword-is-best dept.
Ars Technica notes that the official Smash Bros. Brawl site is now discussing a co-op play mode for the game. You'll now be able to team up as your favorite Nintendo characters in a vs. Computer story mode. "While the adventure mode was never really the best feature of previous Smash Brothers games, playing through with a friend will likely yield some great gameplay experiences ... Other notes on the mode include details on the camera, which will follow the first player in a way that appears similar to the handling of Sonic and Tails in Sonic 2, an overworld map which hints at a fairly lengthy adventure, the ability to create multiple teams, and five levels of difficulty ranging from easy to intense."
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Correction (Score:2)
Fixed that for you.
Re:Correction (Score:5, Insightful)
Parent
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Hahahaha if your "playing style" amounts to floating off the edge waiting for the computer to suicide himself, and not abusing the AI in such a way is "nerfing" to you, then you're not really the kind of player I would have been talking to in the first place T_T. It's not at all how you'd fight against an actual person to begin with.
If they are dumb enough to fall for something repeatedly I would sure as hell do it over and over until it gets into their brain not to do that. The failure of the AI to learn from mistakes is the very reason they do not make good opponents.
Have you ever even played SSBM because if you have it's pretty shameful to say what you said.
Of course I have, I just don't play against the AI for the above reason. It's not fun to win by cheesing something over and over, and it's not fun to consciously stop myself from doing so just because the AI is deficient.
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I hate handicap in (at least) the original. There are few Smash Brothers experiences more frustrating than continuously pounding on someone for five minutes and having them start to appear to reel slightly under your blows, then having them accidentally do a Smash Attack which sends your 0%-damaged self flying out of the ring faster than Sonic on meth.
-:sigma.SB
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For better or worse I crush everyone locally, so they don't really enjoy playing against me directly.
I thought that the auto-handicap was pretty good at fixing that problem. If you're good enough it'll get the truly bad, or new, players so powered up that only a couple of hits will knock you off any stage. Usually keeps things even. I'm looking forward to using Pit, Solid Snake, Ike, and Zero Suit Samus to beat Wario and team marshmallow (Kirby, Jigglypuff, and I'll include Meta-Knight) into collective pulps.
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Additionally, I think that this will help me train u
The different modes (Score:1)
What was so bad about adventure mode? (Score:3, Insightful)
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I've got *high* expectations Nintendo! Don't let me down!
jeeze... (Score:2)
a) This is old news
b) This is probably one of the most minor Smash Bros updates to come out in over a month
c) Today's update about Samus's stun gun was probably more interesting, even
Heck, I've been following Brawl on a daily basis, and even I'm going to tag this one "slownewsday". Zonk, I actually tend to agree with your choice of articles, but this time, I'm not defending you, there's GOT TO BE more important shit out there than this.
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Now,
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Great Feature! (Score:2, Interesting)
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That game was annoying. Most co-op games get Gauntletitis: one player gets too far ahead and the screen jams until they catch up. Cue negotiations over exactly what route to take to clear the blockage.
Not Chip 'n' Dale, though. No. Player 1 gets too far ahead, Player 2 drops off the bottom of the screen and dies.
For us, that game quickly degenerated into a wrestling match. Pick up the other player, throw him into a m
Great for the Target Market (Score:2, Informative)
I can't wait (Score:1)