TheDinoman
Member
10 years ago on this very day, after hinting at it a few days prior with this mysterious update, Masahiro Sakurai formally unveiled The Subspace Emissary, the large scale adventure/story mode of Super Smash Bros. Brawl, on the Smash Bros. DOJO!!.
Naturally, there was a lot of hype and anticipation for this mode. Why wouldn't there be? It was the first time the Smash Bros. series (known for multiplayer/competitive action) had received a fleshed out single player mode of this scale, with a whole multitude of side-scrolling stages and boss fights. It was going to, at last, unite Nintendo's all-stars together in one cohesive storyline, told by extravagantly produced CG cutscenes. However, when Brawl was released in March 2008, most people found that the mode...wasn't quite what they were expecting. The CG cutscenes as previously mentioned were cool and all, but most people found SSE to be overall a bit...bland.
Rather than taking the Kingdom Hearts approach to crossovers and having multiple Nintendo themed universes to run around in, Subspace instead insisted on one single generic world, filled with generic and character-less forests, jungles, mountain sides, secret laboratories, etc which contain at best vague references to actual Nintendo series (look guys, Donkey Kong and Diddy are running around in a generic jungle, it's totally like Donkey Kong Country! Samus is running around a generic sci-fi labratory, it's totally like Metroid!). Instead of the main enemy forces being recognizable Nintendo enemies like Metroids, Redeads, Bulborbs, etc, Subspace instead relied on generic, bizarre OCs that were often irritating to fight against.
What the fuck, man. Seriously, what the fuck.
Gameplay wise, SSE had a lot of issues as well. The main problem is that, well, considering Sakurai's involvement, it's obviously all trying to be some Kirby game in the vein of Super Star. But this doesn't exactly quite work because the physics and mechanics of the game. Obviously, Smash has always been about its percentage bar, racking up damage to each opponent so you can knock them off the stage. The enemies in SSE however have a generic lifebar, and the general level design quite obviously isn't designed around the percentage meter, despite players still having it. So this means you're constantly being banged around the stage like some basketball whenever you get swarmed by enemies which cause your percentage meter to go up to like 170% or something like that. It's obnoxious. It also doesn't help that Brawl's physics were slow and floaty in of itself, and SSE actually messed with the physics of the characters even more.
So yeah, it had its moments but ultimately it was just kind of a chore that took up way, way too much development time and resources. I believe its been said that Sakurai apparently had more characters and extra features in mind for Brawl, but had to be scrapped due to work on the SSE, so if you were ever a fan of Mewtwo and Roy, you'd probably have to blame this for that. Ultimately, it goes without saying that it all hurt the quality of the game, and was probably a big factor into why Brawl felt so unpolished with so many weird bugs and glitches like chain grabbing and Meta Knight in general.
But maybe you disagree. Once Sakurai announced that Smash Bros. for Wii U/3DS wouldn't have a big story mode like SSE, there was sort of an outcry from Smash fans who actually enjoyed it and felt that Smash 4 was worser off for not having it. So...what did you all think of The Subspace Emissary, 10 years later?