For years, competitive Smash has existed without the tacit approval of Nintendo and emerged, despite the wishes of series creator, Masahiro Sakurai, into a thriving eSport. Yet, for newcomers to the competitive side of Smash, the game can seem a mashup of bairs, ftilts, true combos, and kill confirms too incomprehensible to truly understand. With over seventy characters, countless playstyles, and a bevy of already good players, Super Smash Bros. Ultimate may seem difficult to understand.
However, that’s not actually the case.
With its ever-increasing popularity, competitive Smash has never been easier to get into. With a bevy of streamers, pro players, fact-checkers, and helpful fan communities, Smash’s community is the best place for newcomers to learn how to play–well–Smash. With that in mind, here are five simple ways that anyone can improve their Smash gameplay.
Pick your Control Scheme and Controller Early–and Stick to It
At its core, Smash, like any other fighting game, is a game reliant upon muscle memory. While players aren’t generally expected to perform the crazily complex moves that one might find in a game like Street Fighter, with its half-circles and other arcade zaniness, Smash still demands that players know their controller on a fundamental level.
Because of that, it’s best if you find a control scheme that you like early and stick to it. Play around with several different controllers and see which one you like the best. Many players pick the GameCube controller, with its contoured buttons and sacred place in the Smash community. However, the Switch Pro Controller is the best alternative that Smash players have ever had, with shoulder buttons that are much better than the GameCube’s and two Z buttons. It’s wireless, virtually lag-free, has over forty hours of battery life, and doesn’t require the out of stock GameCube controller adapter.
Once you’ve picked your controller, it’s important to fine-tune your settings in order to find a comfortable control scheme that you won’t have to change as you play. Most players turn tap-jump off, but, besides that, it’s mostly preference. However, a change that I personally recommend is setting stick sensitivity to High and setting your second stick to tilt attacks. While most people will have no problem pulling off Ultimate’s high-powered smash attacks, performing tilt attacks, particularly when turning around or out of a run, is difficult. Once you’ve picked a controller and control scheme, it’s best to try and stick to it. Muscle memory builds over time and it’s better not to change in the middle of developing it.
Find a Main Character
A main, within the world of Smash Bros., is the character that you play the most and feel the most comfortable playing. For example, I have played Ganondorf since Super Smash Bros. for Wii U/3DS and continue to play him in Ultimate. Deciding a main is, often, the most time-consuming process of beginning competitive Smash and Ultimate’s enormous roster doesn’t make it much easier.
I found Ganondorf by using him for the Home Run Contest in Smash 4. I found that I liked how hard he hit and the incredible strength that I felt when playing him. I had never been very good with fast characters, so his poor speed, and lackluster recovery (i.e. how he gets back on the stage), never bothered me. Once I played him online, I knew I had made the right choice; he just felt right.
Most people, however, discover their own main through trial and error. It’s recommended that you play as many different matches with as many different characters as you can to get a feeling for what you like playing. It often helps to find an archetype of character, for example, I like heavy characters, and then test to see which one you like the most.
That isn’t to say that you can’t play other characters, (after all, I have a pretty mean Young Link to go along with my Ganondorf), it simply means that you need to find a character that fits your playstyle the best. Once you’ve found that character and played them a lot, then you can start picking up and playing other characters.
Learn Your Character’s Game
Picking a main isn’t much use without learning how to use them. Thankfully, in the modern world of online Smash, there is a multitude of excellent resources that can be analyzed for learning how to improve your gameplay. Learning your character’s game isn’t simply knowing what each button combo does, it’s achieving a sense of how your character approaches a given conflict and understanding how to react almost instinctively to any given situation. Like any skill, it takes some time to master. However, there are three complementary means to learn how to play your character better more quickly.
The first is to find a prominent Smash player who uses your main and to watch them play as much as you can, absorbing knowledge about your character on the way. With some characters who aren’t played as much, it can be difficult, but there are at least a few players using your preferred character in regional and national tournaments. For instance, I follow the matches of Ganon master Vermanubis and take mental notes during his matches to see what sort of combos, mix-ups (variations in attacks/movement), and approaches that he uses. Watching someone who is really good with a character (like Vermanubis is) is essential to improving as quickly as possible.
The second is to jump onto a forum somewhere, like Smashboards’ character-specific forums, and find out what sort of combos or approaches players have been labbing (i.e. discovering through repeated trial and error in Training Mode). Even if you’re not the sort who is into posting there, Smashboards is an invaluable resource in staying on the bleeding edge of the competitive scene. It’s also a good idea to keep track of Smash technique YouTubers like the Beefy Smash Doods, Izaw, My Smash Corner, and Henke, whose channels are full of interesting, entertaining, and unique videos that build knowledge about the game.
The third is to play…a lot. The more you play and the more your hands can develop the muscle memory related to your character. You’ll start to think about how your character would respond to certain situations and build recognition of how to handle certain problems with your character’s toolset. If your character is good at projectile play, you’ll begin to think about how to set up your projectiles in order to force your opponent to do what they want. If you play a heavy character with short range, like Ganon, you’ll begin to think of how you’ll patiently wait for your opponent to make a mistake before wailing on them. Once you’ve reached that point, you know that you’ve reached a certain point of progress with your character.
Learn How to Read Your Opponent
Arguably the most important skill to develop as a Smash player is the ability to read your opponent. I’ve had the experience of being completely dominated by players online, not because there was a vast mechanical difference between our ability to play (although that has happened too) but because they were able to predict what I was going to do (every jump I was going to take, every time I was going to shield, etc.) and make adjustments to their gameplay based on those facts.
Honestly, this is one of those fundamental skills that is hard to overemphasize. Reading your opponent opens up pretty much every other aspect of competitive Smash. If you can predict your opponent’s movement, then you can respond accordingly. Do you know that they are going to shield? Grab them. Are they grabbing too much? Punish them with an attack. Are they attacking too much? Shield and then punish them after their attack is done. Do they like to roll? Know where they’re going and punish them for it.
It sounds easy, but reading is a skill that has to be built up with time and practice. Some characters’ gameplans, like Ganondorf’s and Incineroar’s, are more dependent on it than others, because their moves are so slow that they rely on reading the opponent and baiting them into an attack rather than executing frame perfect combos. Because of that, learning how to read your opponent can take different amounts of time depending on what character you play. However, no matter who you play, predicting your opponent’s next move is essential.
Practice Patience, Play Persistently
This one goes without saying, but bears repetition: if you want to improve, you have to play the game. Yes, it’s nerve-wracking taking a character online for the first time when you don’t know how well you’ll do. Yes, it’s aggravating when someone spams projectiles for an entire match and you lose. However, behind each of these frustrating, nerve-wracking, or exciting situations lies a chance to learn.
I recommend saving your replays, even from terrible matches. I know, I know. I’d rather forget that Pichu who disrespectfully three-stocked you too, but, if you take the time to rewatch your very worst matches, you’ll begin to notice the bad habits that the other player noticed and used against you. Maybe you rolled every time you felt threatened, maybe your recovery was predictable, maybe you just picked the wrong character. Whatever was the case, if you take the time to watch your matches, even the sad ones, you’ll notice the problems quicker. If you’re like me and enjoy getting feedback from others, consider converting replays and posting them on places like Smashboards and /r/CrazyHand to see what other (probably more experienced players) have to say about your gameplay.
Playing persistently doesn’t mean that you have to play eight hours a day, like professional players or streamers do, but it does mean that every time you play, you should be trying your best, and looking to improve. That means not playing when you’re tired, tilted, or otherwise distracted. Trust me, I’ve lost tons of matches simply because I wasn’t in a good mental state to play. Part of improving is realizing when you need to take a break, collect your thoughts, or just put the game down for a while.
All that being said, the more you play Smash, the better you’ll notice yourself playing better and the more you’ll be inclined to play. If you approach Smash with this sort of positive, can-do attitude, and try to spot your mistakes through replay reviews, you will be surprised how quickly you can improve.
With a new game, an unsettled meta, and a bevy of fun, new characters, there’s never been a better time to get into the Super Smash Bros. Ultimate competitive scene. It’s an exciting time to be a Smash player and, if you keep in mind these simple ways of improving, you’ll notice yourself improving in no time. Becoming great at anything takes
What are some tips you recommend for improving your Super Smash Bros. Ultimate game? Sound off in the comments below.
Indie Games Spotlight – Looking Ahead to 2020
The year is coming to an end. The holidays are just around the corner. We’ve already published our list of the best indie games of 2019 and now it is time to start looking forward to 2020. In what is sure to be our last Indie Games Spotlight of 2019, we take a look at some of the indies set for release next year. This issue includes a student project that led to the creation of an indie studio; a story-rich and fully narrated puzzle game; and a comedic occult adventure game that takes place during World War II. All this and more!
Imagine, “if Limbo and Portal had a weird baby.”
Aspyr and Tunnel Vision Games announced that their long-awaited, award-winning puzzle game, Lightmatter, arrives on Steam on January 15, 2020.
Lightmatter is an atmospheric, first-person puzzle game set inside a mysterious experimental facility where the shadows will kill you. The game tells a sci-fi story about a maniac inventor who has created the ultimate power source called Lightmatter. Players must explore the facility in an attempt to discover the hidden plot while facing challenging puzzles that require mastering different light sources to survive.
Not only does the game look great but what’s even more impressive is that Lightmatter originally started out as a university project where a group of Medialogy students wanted to explore lights and shadows as the primary gameplay mechanic in a puzzle game. After creating a 15-minute prototype, the team offered it as a free download on Reddit. To their surprise, the game became an overnight success with thousands of downloads and multiple accolades from game conferences around the world. It didn’t take long before they created Tunnel Vision Games with the mission to take the light/shadow concept further and turn it into a fully-fledged game. The rest, as they say, is history.
Nine Witches: Family Disruption
Investigate the Occult
Nine Witches: Family Disruption is the comedic occult adventure game you’ve been waiting for. From Blowfish Studios and Indiesruption, the game takes place in a rustic Norwegian village on the fringe of World War II, where a supernatural scholar investigates the Nazi’s plan to conjure a dark ancient power and strike a devastating blow to the Allied powers. Players must investigate their plots by communing with a variety of eccentric characters from the realms of both the living and the dead. It’s your job to unravel a mystical mystery and put a stop to the Okkulte-SS’s evil schemes before it’s too late.
“Nine Witches: Family Disruption was born from my desire to blend world history with magic and my personal sense of humor,” said Diego Cánepa, designer, Indiesruption. “I’m grateful Blowfish Studios are using their powers to help me bring the game to consoles and PC so this story can be enjoyed by players across the world.” If you like indie games with beautiful, retro-inspired pixel art and a comical story dripping with gleefully absurd, dark humor, you’ll want to check this out. Nine Witches: Family Disruption summons supernatural hi-jinks to Nintendo Switch, PlayStation 4, Xbox One, and Steam for Windows PC in Q2 2020.
Explore a mysterious ship.
Ahead of next year’s anticipated release of Filament, Kasedo Games & Beard Envy have revealed an exclusive look into the making of the upcoming puzzle game with the first in a series of short dev featurettes. Developed by three friends in the front room of their shared house, Filament is a story-rich and fully narrated puzzle game centered around solving sets of cable-based puzzles whilst exploring a seemingly abandoned spaceship. According to the press release, Filament lets you freely explore the mysterious ship, solving over 300 challenging and varied puzzles in (almost) any order you like.
If you’d like to learn more, we recommend checking out the short episode series which explains the complexity and variety of puzzles and offers an insight into how the game was made. Filament will release for PC and consoles next year.
West of the Dead
The Wild West has never been this dark.
Announced at X019 in London, West of Dead is a fast-paced twin-stick shooter developed by UK-based studio Upstream Arcade. The game stars Ron Perlman (Hellboy, Sons of Anarchy) as the voice of the main protagonist William Mason, a dead man awakened with only the memory of a figure in black. His existence sets into motion a chain of events that have truly mythic consequences.
Thrown into the unknown procedurally generated hunting grounds of Purgatory, your skills will be put to the test as you shoot and dodge your way through the grime and grit of the underworld. No one said dying would be easy and West of the Dead will surely test your skills. The battle for your soul will take place on Xbox One, Xbox Game Pass, PlayStation 4, Nintendo Switch, and PC in 2020.
The Red Lantern
Survive the Alaskan wilderness in this dog sledding, story-driven, rogue-lite game
We first took notice of The Red Lantern during a Nintendo Direct earlier this year and ever since we’ve been impatiently awaiting its release. The Red Lantern is a resource management game where you and your team of five sled dogs must survive the wilderness and find your way home. Set in Nome, Alaska, you play as The Musher, voiced by Ashly Burch (Horizon: Zero Dawn, Life is Strange), as she sets out to train for the grueling Iditarod race.
The game combines rogue-lite elements into this story-driven adventure game, where hundreds of different events can occur—like fending off bears, resisting frostbite, attending your dogs, or receiving a signature moose-licking. This might be the first and last dog-sledding survival game we will ever play but that’s fine by us because judging by the screenshots and trailer, the game looks terrific. The Red Lantern is Timberline Studio’s debut game and is funded by Kowloon Nights. The game will be releasing on Xbox One and Nintendo Switch in 2020.
The Best Games of the 2010s
The 2010s have spoiled us with an abundance of amazing games released year after year, and with the decade quickly drawing to a close, some would argue it is the best decade for video games yet. The choice of AAA titles, MMOs, indies and even mobile games is simply overwhelming. In no other decade have we had so much variety and so much to choose from making it extremely hard to pinpoint what our favourites are. Truth be told, many of us still have some catching up to do. Not everyone has played every game nominated below, and how could we considering some of these games require hundreds of hours of our time to complete? Thankfully we have enough writers on staff to be able to cover it all, and as expected, none of us seem to agree on every winner. It wasn’t easy to choose from our many favourites but we narrowed it down to one winner and five special mentions for each year. At last, here are the best games released in the 2010s.
Best Games of the Decade
2010) Mass Effect 2
Bioware’s Mass Effect announced itself as a different kind of game. The natural evolution of games like Star Wars: Knights of the Old Republic, Mass Effect offered gamers a whole universe of possibilities. Depending on their choices, their protagonist could be a cocksure rogue or an unrepentant optimist, a cold pragmatist or a warm confidante. Regardless of your choices though, what Mass Effect really offered was the chance to enter a world and experience it in your own individual manner.
Mass Effect 2 doubled down on this prospect in a way that was almost inconceivable. Giving players a bigger galaxy to explore, more characters to journey through it with, and more refined gameplay with which to devour it, Mass Effect 2 arrived as the sequel that fans never even dreamed was possible. A game with so many different possibilities for outcomes that there was an ending designed as if the player had died in his quest, there was literally no wrong way to play Mass Effect 2.
While the sequel ended up having to pull back on these ambitions, Mass Effect 2 still remains a game that made players believe that literally anything was possible, and for that reason alone, it remains a one of a kind, unforgettable experience. (Mike Worby)
Runners-Up: Call of Duty: Black Ops, God of War III, Red Dead Redemption, StarCraft II: Wings of Liberty, Super Meat Boy
2011) Dark Souls
Like Mass Effect 2, Dark Souls is less an original prospect in and of itself, and more the perfectly refined version of a very good idea. Hidetaka Miyazaki may have hit upon a gold rush with his experimental action-RPG Demon’s Souls, but it was Dark Souls that really hit paydirt. Transporting the hybrid single-player/multiplayer experience into an ever-growing open world that devoured itself like an ouroboros, Dark Souls didn’t just perfect the experience that its predecessor had plotted out, it laid the groundwork for an entire genre.
Players still relentlessly speed run, troll, experiment with and redefine what Dark Souls is, and what it means to them, nearly a decade after its initial release. Check Twitch or YouTube on any given day, and you’re likely to find dozens of gamers re-exploring the world of Lordran, and seeing what it might offer them in this reincarnation of its virtues and faults, concepts and confines. Such is the result of a game so endlessly replayable that it doesn’t even ask before plonking you back at the beginning after those end credits. After all, why not spend a little more time in this world? (Mike Worby)
Runners-Up: Batman: Arkham City, The Elder Scrolls V: Skyrim, Minecraft, Portal 2, Rayman Origins
2012) Xenoblade Chronicles
It’s hard to find a game as niche as Xenoblade Chronicles. A JRPG, published in North America two years after its initial 2010 release on the already-sunsetting Wii, it seemed an unlikely prospect for success. After all, the Wii was perhaps Nintendo’s most family-friendly console, a system designed around casual audiences and motion controls; its successor, the Wii U, was just around the corner. It made little sense to release a JRPG, of all things, when the system was on its last legs.
Despite launching at the tail end of one generation and the beginning of the other, Xenoblade Chronicles delivered one of the best JRPG experiences in decades. Xenoblade creator Tetsuya Takahashi, with a checkered history of ambitious games that failed to fully deliver on their promises, finally perfected his craft. A gripping narrative, a spectacular score, and an innovative focus on blending the best of both Western and Japanese RPGs made Xenoblade Chronicles a stunning achievement and the best JRPG to ever come from Nintendo.
Seven years, and two critically praised sequels, later, and Takahashi has yet to recapture the magic in the original Xenoblade and rekindle the pure, unadulterated sense of exploration and adventure that made it such an enjoyable experience, a testament to how unique and incredible this JRPG truly is. (Iszak Barnette)
Runners-Up: Diablo III, Far Cry 3, Hotline Miami, Journey, The Walking Dead
2013) The Last of Us
With The Last of Us, the cinematic-loving geniuses at Naughty Dog proved themselves once again as one of the most accomplished development teams in the world. The confident and handsome survival thriller was instantly hailed as the new bar for what gaming could and should be moving forward. The Last of Us is Hollywood stuff, of course, and it borrows from dozens of carefully chosen inspirations, among them George A. Romero’s original Dead trilogy, The Walking Dead, 28 Days Later and Cormac McCarthy’s The Road. While the game’s cynical portrayal of survivors turning on each other is a very familiar premise – The Last of Us is also the rare video game that follows a traditional storyline and then improves upon it. Set twenty years after a pandemic radically transformed civilization – The Last of Us follows Joel, a salty survivor, who is hired to smuggle a fourteen-year-old girl, Ellie, out of a rough military quarantine. What begins as a straightforward, albeit risky job, quickly turns into a highly emotional, palm-sweating journey that you won’t ever forget.
The Last of Us mixes traditional adventure, survival, action, stealth, and constant exploration. Amidst the action, the horror and the many layers of modern mythology at work here (all quintessentially American), the game succeeds simply as a parable of what it means to live versus surviving. By the time you get to the last act, you understand why The Last of Us is the stuff of legends. The ending is simply amazing and not because it ends with a bang, but instead, because it ends with a simple line of dialogue. It’s intense and, yes, depressing – and it earns every minute of it.
Exhausting to play but oddly exhilarating to experience, The Last of Us works its way under our skin to unnerve, reside and haunt us. From the rich, complex combat system to the sublime sound design, this game immerses the player from start to finish. The Last of Us proves how far the craftsmanship of making video games has come from the outstanding engineering and art and sound design to the fine direction and performances, and the touching relationship of the two leads. It shouldn’t be a surprise that The Last of Us is our favourite game of 2013 because it works on every level: as a violent chase thriller, a fantastic cautionary tale, a coming of age story, and a sophisticated drama about the best and worst qualities of humanity. There’s something for everyone here to appreciate! (Ricky D)
Runners-Up: Bioshock Infinite, Brothers: A Tale of Two Sons, DOTA 2, Gone Home, Grand Theft Auto V
2014) Mario Kart 8
Nintendo was so confident about Mario Kart 8 that they implied it could turn the tides of both sales and public consciousness on the Wii U. Of course, Mario Kart 8 didn’t end up doing that, but it did handily exceed the expectations of its legion of naysayers, such as the infamous Polygon pie charts. Five years later and it has not only gone down in the record books as the highest-selling game on that fateful console, but is also the highest-selling game on Nintendo’s renaissance console, the Switch.
While the appeal of Mario Kart remains perennial, Mario Kart 8 is an especially special Mario Kart. Its controls are the most fluid and refined, its visuals the most lush and detailed, and its courses the most vibrant and fully-realized. Moreover, its breakneck 200cc mode, wealth of fantastic DLC courses, and Deluxe-specific battle mode have given Mario Kart 8 incredible replay value, depth, and variety despite lacking an adventure mode. At launch, Mario Kart 8 was the peak of the series, the best modern kart racer, and a game of the year contender. Now, with tons of extra content, over thirty million copies sold, and the benefit of hindsight, it’s clear that Mario Kart 8 may become known as the greatest and most popular racing game of all time, kart or otherwise. (Kyle Rentschler)
Runners-Up: Bayonetta 2, Divinity: Original Sin, Hearthstone, Plants vs Zombies: Garden Warfare, Valiant Hearts: The Great War
FromSoftware pioneered a new genre and difficulty standard with their Souls series, but Bloodborne’s their magnum opus. The sordid streets of Yharnam teem with monsters, and hacking through the bloody lot of them is a visceral (and challenging) delight.
I made it through Bloodborne with minimal trouble, felling most bosses in two or three tries. But the last boss, the dude whose name starts with G (no spoilers), kicked my ass to the moon and back. I fought him for a whole weekend, dying upwards of fifty times. I thought I couldn’t do it, that I’d have to throw in the towel, for this was a mountain I couldn’t scale. But then something unexpected happened: I won! I flawlessly dodged his attacks, steadily chipping away at his lofty life bar until he kicked the bucket. The sensation of elation I experienced upon victory was a high that lasted for hours, and that’s when it clicked for me “This is why there’s no easy mode”. (Harry Morris)
Runners-Up: Life is Strange, Metal Gear Solid V: The Phantom Pain, Rocket League, Undertale, The Witcher 3: Wild Hunt
2016) Persona 5
When it comes to JRPGs, there’s no shortage of turn-based level grind-y time sinkers on offer, but Persona 5 is something different. It’s both unabashedly inspired by its genre brethren, yet wholly unique. Where countless JRPG stories crumble under the weight of “That’s flippin’ nonsense”, Persona 5 serves up a rewarding narrative driven by a wildly loveable band of misfits. Its relationship-building mechanics (that inspired Fire Emblem: Three Houses) are addictive, and its user interface is award-worthy. Every facet of this genre masterpiece is meticulously honed to perfection, and its bigger and better iteration (Persona 5 Royal) can’t come soon enough. (Harry Morris)
Runners-Up: Final Fantasy XV, Inside, Overwatch, Pokemon Sun and Moon, Uncharted 4: A Thief’s End
2017) The Legend of Zelda: Breath of the Wild
What’s perhaps most remarkable about Breath of the Wild is just how familiar yet simultaneously refreshing it feels. Breath of the Wild may be the biggest Zelda game to date, but it still feels like a Zelda adventure — in spirit, story, tone and in gameplay. You play as the young courageous Link, the hero of Hyrule, who awakens from a cryogenic sleep chamber inside of a small cave and teams up with the eponymous princess (so to speak) and sets out on an adventure to destroy the horrible fanged, boar-faced Calamity Ganon, a megalomaniac holding Princess Zelda hostage and bent on destroying Hyrule. The narrative setup is more or less standard for a Zelda game, but Breath of the Wild has something that was missing from the series for far too long — perhaps since the original title was released back in 1986.
Much like that original, Breath of the Wild is a game that begs you to keep exploring and it does this right from the start, immediately instilling a real sense of mystery, no matter how familiar you are with the series. As soon as you emerge from that opening cave, you’ll find yourself on a vista, looking out at the beautiful mountains and ruins of a post-apocalyptic, techno-plagued world. And from that moment on, the world is your oyster.
Since its arrival in 1986, the Zelda series has always pushed the technical boundaries of whatever console it has graced and Breath of the Wild continues this tradition (times two). Epic, mythic, simply terrific, Breath of the Wild brought a new kind of experience to fans across the globe. In return, it demands your attention. It’s such a landmark in video games that labeling it a masterpiece almost seems inevitable. Though in the end, most of what makes Breath of the Wild so beloved is Nintendo’s determination to constantly challenge themselves while crafting an unforgettable experience that also doubles as a commentary on the freedom of playing on the Switch. That a game of this magnitude can be playable anywhere you go, is a remarkable feat. (Ricky D)
Runners-Up: Cuphead, Hollow Knight, Horizon Zero Dawn, Resident Evil VII, Super Mario Odyssey
2018) God of War
To take their beloved franchise, turn it on its head, and deliver an experience that surpasses its acclaimed predecessors was no easy task for Sony’s Santa Monica Studio, yet they smashed it! God of War pays homage to its roots, whilst simultaneously bounding headlong into uncharted waters. It embraces modern conventions but utilizes them in a way that feels fantastically fresh.
Kratos’s journey with Atreus through the universe of Norse mythology is a masterclass in both character study and organic world-building, and a far cry from the one dimensional “Kratos angry, Kratos kill things” fare of old. Combat strikes a balance between strategic nuance and gory glee, and the Leviathan Axe feels badass to swing around. Discussing this game is more often than not an exercise in rattling off cool qualities, because there’s just that many things to dig about it. (Harry Morris)
Runners-Up: Celeste, Monster Hunter World, Red Dead Redemption 2, Spider-Man, Super Smash Bros. Ultimate
2019 ) Fire Emblem: Three Houses
With three stories that can change depending on the choices taken, Fire Emblem: Three Houses really does allow the player to choose the path they wish. Much like previous Fire Emblem games, what the player does and chooses is at the heart of the game, with benefits and consequences for each action taken. With three different houses to discover, Fire Emblem: Three Houses can be replayed countless times while never feeling like the same game.
It’s easy to get enchanted by all the personality, charisma, and cheesiness the game has outside of battles, that it’s even easier to miss the tactical ingenuity within battles. Fire Emblem: Three Houses has shaken up much of the battle formula from previous Fire Emblem games, creating a much more fragile web, requiring a balancing of personalities and classes that can develop constructively for the rest of the game. This means every brick you place from the start of the game will affect how well your house stands by the end of the game. It’s a clever design that can catch even the most ardent Fire Emblem veterans out there.
But most importantly of all, each story doesn’t feel rushed or out of place. That isn’t just the three main stories but every characters’ own personal story. Some of the characters are a little overly cloy for my personal tastes, but that isn’t to say they didn’t fit the narrative. Their story was woven into the main story without a slip or a bump. It is that Fire Emblem: Three Houses is more than just how the player develops, but how each character develops around them. (James Baker)
Runner-Up: The Outer Wilds, Disco Elysium, Control, Sekiro: Shadows Die Twice, Resident Evil 2
‘House of Golf’ is No Hole-In-One, But it is Below Par
‘House of Golf’ may feel appropriate for Switch, but a lack of variety and reused content make this course nearly reach above par.
Perhaps adding the word “mini” to the title would have been far more appropriate regarding the in-game circumstances of Atomicom’s newest family arcade sports styled game House of Golf. In the slew of golf games currently available on the Nintendo Switch, House of Golf may feel the most appropriate for the console’s capabilities due to its key focus on simplicity, portability, and accessibility, but a lack of diversity in individual hole design and reused content nearly makes this humdrum course reaching above par.
Simplicity is a key focus within House of Golf’s core mechanics. Controls, menus, and even gameplay are as simple as video games can get. The left analog stick operates the camera and holding down the A button fires your ball with a distinct power meter located on the right-hand side of the screen. Your goal is to attempt to achieve a hole-in-one or stay below a par number that changes depending on course and difficulty- just like regular golf, mini-golf, or any form of golf you can imagine. It never gets more complicated than that.
House of Golf may claim that its selling point is that it contains over 130 different holes divided into 5 different environments- or rather rooms- and 3 difficulties, but variety becomes bland after less than an hour of playtime. Despite there being five different environments, after completing one course on either the medium or hard difficulty setting, you practically have experienced all there is to do. Courses always remain compact and easy to navigate, but the game never gets challenging or adds some sort of flair that allows each hole to stand out from one another. It is a shame considering that the fluid gameplay foundation the courses are built on might just be the most tightly controlled golf game available on Switch.
As the title of the game implies, every course is designed around the interior aesthetics of a house- a rather small one at that as the game chooses to focus on table-top scenarios- quite literally. Each hole is rapid-fire short and manages to achieve a miniature sense of scale. They are stylized well but the game often reuses assets for each room despite the settings being entirely different. The atmospheres themselves manage to create a comfy aesthetic for each hole that only adds more cheerful feelings to the laid-back easy-going gameplay on top of a soundtrack that is extremely mellow yet quaint, but when you are on a nine-hole course that never completely changes that atmosphere can become tiresome.
What initially seems like House of Golf’s greatest strength though is being able to choose any environment, hole, and difficulty directly from the get-go, but this feature quickly takes the game south rather unintentionally. As soon as you open up the game, players can accommodate to their own personal skill level leaving the vast majority of them to skip more than a third of the levels. With no learning curve or incentive to play the game on its lowest difficulties, House of Golf rapidly begins to dwindle in new content.
When it comes to the ranking system, it is designed exactly like a traditional mini-golf game where your goal is to achieve a set number of strokes that will keep you above par. Stars will be awarded to players based on performance- a hole-in-one obviously being the highest gold star rank a player can achieve and a triple-bogey being the lowest. These stars, however, only unlock one feature: golf ball designs.
Extra unlockable golf ball designs are the only in-game rewards to collect throughout the game- and it is nothing to look forward to or worthwhile to commit to. They are charming to gander at for more then a couple of seconds, but they serve no real purpose in the long run- not even when it comes to the multiplayer. Rather then these rewards being applied to each individual player’s ball, House of Golf does not allow players to choose what golf ball design they wish to use. For some ridiculous reason, whatever player one chooses is applied to every golf ball.
Speaking of, while the singleplayer can be rather tiresome, House of Golf’s one notable addition that might just keep you on the course for longer than a few hours is the inclusion of a local multiplayer ranging from two to six players. Multiplayer presents a higher-stakes challenge for each course, which makes gameplay not only far more satisfying to win at but overall entertaining to play. Due to the compact course designs, often you can mess with your friend’s positions and overthrow the score of each hole. Multiplayer was clearly the go-to way to play as it is the first option that appears on the main menu.
One thing that should be noted is that only one joy-con is required for everyone to play as there is no other option to use multiple controllers- a convenient addition that you have to wonder why more games do not have it on the Nintendo Switch. It is by far the game’s most redeeming quality that absolutely deserves mentioning. For a game where one player controls the field at a time, this streamlines a lot of issues outside even that of the game itself.
It is no hole-in-one to ride home about, but Atomicom has managed to create an arcade-style sports game that is a mix of both simplistically relaxing and mildly infuriating. In its final state, the lackluster courses can make this one turn into a quick bore, but adding a few friends to the multiplayer scene can turn House of Golf into a few delightful hours. At its retail price of ten dollars, any Switch owner planning on picking up House of Golf should wait for it to land in a sale target-hole. It is not bad by any means, but there are better places to look to fill your golf fix, especially those looking for a single-player experience. For a cheap alternative, however, it might just be worth it for the multiplayer alone.
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