Khuutra said:
That is the rhetoric I am sure they use, but the removal of any sort of skill - that includes item management and environmental interaction - means that the experience is necessarily less deep. Like I said, they plumb the depths of the character vs.s character interactions, but their plumbing occurs in a vacuum where the environment does not play a part and none of the game's other systems come into play. Four lives. Dig it? Within those parameters (I am not being serious about that meme, I know that not all that many levels are banned from tournament play and most characters are viable) they go as deep as they can, but they do not operate outside of that. This turns Brawl into a fighting game like Street Fighter, when it is not that. It is considerably different, and has many other modes of play and factors which add to its depth, not remove it. If you want to pretend that the removal of features and skillsets somehow adds to depth, you are free to do so, but I will not be taking you seriously. There is a difference between "character vs. character mechanics" and "depth", especially in Brawl, which is not a traditional fighter. Of course, it's still kind of moot, isn't it? Because depth isn't the almighty metric of quality. |
Variety isn't the same as depth.

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