What makes Super Smash Bros. for Wii U special, though, is that its engine is unique. It was designed from the ground up for Wii U, and Capcom characters have their own, unique models. Ryu's model wasn't used in SFIV, SFXTK, MVSC3, or SFV; it's comletely fresh and new. It's the same with MegaMan, even with all the games he's been in! And, though they are unplayable, there are also models for Ken and StarForce MegaMan; all of which are bright and brilliant, thanks to the Wii U's graphics engine. Nintendo's hardware has always put emphasis on vivid, splashy visuals, and this still holds true with Super Smash Bros. for Wii U. The splashy effects are a perfect fit for Capcom's characters, with colorful hit sparks and rich ink blot trails that make fans feel right at home. The stages for the Capcom fighters were also incredibly well-done, with spot-on design and suitable variation. Comparing them to recent Capcom backgrounds, they are in with some of the best. Seeing such profoundly iconic NES and SNES locales redesigned in glorious HD is truly a sight for any old-school game fan to behold. Depth is also an area to consider, and when I sat down and thought about it, I could see how Super Smash Bros. for Wii U could be deeper than Street Fighter V. Now, Street Fighter has always been the deepest fighting game series ever made. Capcom has talked a lot about how they simplified Street Fighter V, in particular, to draw in more beginners. Perhaps they tried to draw in some of the faithful Super Smash Bros. for Wii U crowd, or just casuals in general. With Street Fighter V, what you see is what you get; 1-on-1, no team play, non-pressure buttons, predictable Super Moves, no items, even terrain, and no environmental changes. Super Smash Bros. for Wii U, however, is an onslaught of 1-to-8 player matches, team play, pressure-sensitive buttons, unpredictable Final Smash Moves, items, constantly-changing terrain, and environmental occurences that can instantly shift the tide of a whole match. |
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