Reviews from

in the past


If you think Grandma Gertie isn't a based as fuck pick then you probably weren't that much interested in the game from the start

nigga injustice 2 is better bc it has all 4 turtles

I don't know why I bought this. This has got to be the stupidest purchase of the year for me. I knew I wasn't going to want to play it, yet I bought it anyways. It's totally fine, and it's definitely better than the first attempt. After 5 hours, I realized I didn't want to play it at all anymore. It's one of the better attempts at a Smash clone. Probably second only to PlayStation All Stars, so far. I think it just annoyed me immediately that everyone online was trying to emulate Melee gameplay. Seeing people wavedash around pissed me off LOL. I feel like everyone playing this game was coming directly from playing Melee and it rubbed me the wrong way. I have no desire to play any more of it. The single player portion didn't intrigue me, either.

The thing is, I don't care about almost any of these characters. That's kinda the main reason Smash is so beloved. It's also why I loved PSASBR so much. These attempts at a Smash clone have to consist of video game-centric characters, or I'm probably not going to care.

i don't like this video game because it doesn't have fanboy and chum chum. i will buy the third game if it has fanboy and chum chum


grandma gertie the kind of grandma to start chanting "SOMEBODY GETTIN FUUUUUUCKED"

finally, a non-Rivals plat fighter that feels like a video game and not like an excuse to rip your controller apart. im pretty sure that part comes soon though. the ledge mechanics are a bit odd and there's still a lot of bugs and odd decision-making when it comes to UI choices but I'm excited for a new game to learn and compete in for the first time since Ultimate

see my ren/stimpy

Guess they couldn't handle the Neutron style! Later N-

Good god they're sincerely trying here. Pretty much everything has been improved since the first game, and the story mode is pretty in-depth and engaging for multiple playthroughs. It's not as polished as Smash, but it's able to at least be considered an intriguing contender to watch out for.

i got my shit kicked in by a garfield on ranked and that was enough to make me realize i'm pretty bad at fighting games

Disclaimer: I’m no pro, but I’m also not total trash. I hover around Platinum in the ranked mode, for whatever that’s worth. Basically means I'm not an idiot, but I'm nowhere near being able to make the most of the game's mechanics. So take my opinion accordingly.

Anyway, this is likely the closest a non-Smash platformer fighter has come to being a great game since Rivals of Aether. Well, Rivals is a great game; this isn't quite there, but it's close. It’s got a lot of the same audiovisual issues that plague literally every platform fighter other than Smash, and ultimately its balance and characters doesn’t feel quite as tightly-knit as Rivals (to say nothing of the level of developer support). But things are a little dire out there for platform fighters right now. The last two big attempts at this, the first NASB and MultiVersus, were (at best) well-intentioned messes that very quickly fell apart. Smash Ultimate’s meta has gone to some rough places. Brawlhalla has found plenty of success, though I’m not convinced anyone actually likes the game. Any other would-be contenders like Rushdown Revolt and Fraymakers are having trouble getting off the ground. NASB2 is the first time in a while that one of these games has felt like it had a bit of juice, managing to feel good and successfully push some new ideas into the genre; it’s good, definitely scratching that Smash itch in the way that other games have not. Until the likely-excellent Rivals 2 releases next year, I’ll happily take this.

The first NASB fell victim to, well, a lot of things (namely self-sabotage from their own publisher). But purely from a design perspective, the big problem was that it tried to implement a few too many original ideas, most of which seemed to be just thrown in there without a larger design philosophy in place. The RPS mechanic where certain strong attack directions beat others didn’t actually introduce much strategy; cargo throws are inherently janky; blocking just felt awkward; airdashes quickly led to Rivals hitfalling with extra steps, resulting in a high-APM 0-death fight that wasn’t particularly fun for anyone. All of those options (except for the quite good teetering mechanic) have been walked back to more standardized options akin to Smash, and the game feels much better as a result. (No coincidence that some of the unique options in Rivals are also moving towards the same Smash baseline; Sakurai had a lot of this stuff figured out from the beginning, and has had a lot more time to iterate on the rest.) In the first game, it too often felt like I was fighting against the mechanics; the more standard baseline here gives me a natural baseline where I can better figure out how the rest of the game works. If you’ve played any amount of competitive Smash, regardless of which entry you play, you can hop in here and figure things out pretty easily. Everything feels like it should, with enough unique ideas that the game feels like its own thing.

This game’s big “innovation”, of course, is the slime meter, a mechanic they just borrowed from fighting games. (Which, unoriginal as it may be, it’s surprising it took someone this long to do it. I’ll certainly take it over most of the ‘original’ ideas I see from most platform fighters!) The parts of it that work feel great. Canceling attacks allows for a lot of variety in combo game and advantage state, opening the doors for creativity; meter also builds fast enough that you don’t have to feel like you’ve wasted something if your attempt at improv doesn’t quite work out. The game feels well designed around using the slime-boosted special attacks for recovery, letting you out of sticky situations for a cost. (Some of the unique effects on slime specials are really neat, too; having two variations on each one feels great.) The game really encourages proper use of meter while also leaving a lot of room for experimentation; I walk away from each play session with new ideas to implement for the next time I hop on, and that’s what I ask for more than anything from a fighting game.

That said, there are two elements of the slime meter that I don’t like, both kind of lazily borrowed from fighting games. This game includes a burst mechanic akin to Guilty Gear, managed by the same slime meter as the rest of the kit. Burst works in traditional fighting games because odds are, if you can land the combo once, you can find another way to get damage that still gets you to the same result. In NASB2, burst tends to come out in critical situations that would normally lead to a character dying; you burst when the kill move comes, which can often come out of a confirm that was difficult to land and might not come across as easily, especially if the character fell out of the window for the confirm. It feels too much like a get-out-of-jail-free card, especially because it’s so much harder to bait in this game. You often can’t just pause and block the burst like in a traditional fighting game; confirms are generally more committal, especially if you’re in the air and can’t get back to where the opponent is. Slime presents so many more unique ways to get out of bad situations in this game that burst feels a little cheap, a little too easy compared to the other things you can do.

Similarly, the supers you can do with three bars of slime meter too often gets used for cheese. Like in traditional fighters, these are invincible super attacks that deal a lot of damage (and can lead to kills in this game; basically Final Smashes if they were standardized across the cast to just be cutscene moves that do the same damage and knockback). The key difference is that it’s far more difficult to confirm into them effectively, since startup is slow and there are no moves that would cancel into it without using the meter you need to actually perform the move. What results is a lot of wake-up supers or supers randomly thrown out to punish attempts at spacing a move. It also seems like whiffed supers are basically unpunishable? Lots of invincibility and you can act seemingly immediately after. When someone has three bars and the other person is at kill percent, it feels too often like the game revolves trying not to get hit by that specific option. It feels bad robbing and it feels bad getting robbed.

Doesn’t help that the supers look and sound kind of ugly. Part of the appeal of a super in any fighting game is the pure visual spectacle that goes with it, and that’s hard to convey in a mid-budget game like this. Even landing my own supers, I find I’d like to just hit the “skip cutscene” button. This is of course a problem that spreads across the whole game, but also the entire genre; Smash is to this today the only one of these things to be given a proper AAA budget, and its enormity and attention to detail makes newcomers feel like they have to play catchup and stretch to make their game a little bigger than it really should. The details suffer as a result. Animations don’t line up clearly with hitboxes, moves look like they’re done when they’re not (and vice versa), strong moves don’t have enough impact, it’s difficult to tell when you’re out of hitstun. There’s not a ton of variety in the sound effects—a lot of softballs hitting foam padding—and they generally sound limp and underwhelming. (In fairness, the sound thing is one I’ve only seen Smash excel at.) These presentational things make a noticeable impact on the gameplay; more clarity means it’s easier to intuit what’s happening on the screen, and too often I find myself saying ‘wait, what happened?’

Of course, a game based on Nickelodeon properties also comes with the added burden of appealing to casuals, which inevitably draws away the money into other ventures. The first game completely whiffed that, with a terrible arcade mode and no voice acting at launch. (And when they did add voice acting, I kinda wished they hadn’t.) This game does a much better job with the presentation, and even includes a roguelite campaign mode featuring newly-recorded dialogue from all of the characters. It’s not a great campaign, but how many fighting game single player modes are? This is a problem that plagues the entire genre, and even giants like Capcom fumbled with their well-intentioned-but-kind-of-miserable World Tour mode in Street Fighter 6. Literally the only platform fighter with good single player content is Melee. (Subspace Emissary sucked.) So I will say that I wish all of the money funneled into the campaign was instead spent on fully polishing the sound and visuals, but I understand why the money meant where it did. Though I wonder how much that actually translates into sales? Are a lot of people picking it up mainly for the single player content?

Ah, whatever, not my business. I don’t even really care about representation in the roster; I’ve only ever spent much time with two of the properties represented here, and I don’t feel particularly strongly about either one of them. (Though I get the sense that some of the weirder ‘90s output might be worth looking into.) I’m just interested in how they play. I do wish that some moves and entire characters weren’t so obviously pulled from Smash characters (Granny/Falcon, Nigel/Puff, Garfield and Tigre shines), though I understand why they do that; Smash has taken most of the good ideas for moves already (and even it’s plagiarized itself a few times now), and trying to come up with something fresh at this point often means coming up with something inferior. And ultimately they use those stolen moves as window dressing for more unique core ideas. Most characters have a hook that makes them fun or interesting to play as, and ultimately feel distinct from characters in other games. Mecha-Plankton has Terry’s Burn Knuckle, sure, but his hybrid heavy/zoner/grappler approach is a concept I haven’t seen before. Donatello has Cloud and Sephiroth’s upairs, but otherwise doesn’t zone the way a typical swordie in Smash does. Even Korra—a fairly straightforward brawler who borrows moves from Fox, Mewtwo, Ganondorf, Bayonetta, Joker, and Terry—keeps things fresh between the various elemental effects her kit provides. (She’s the character I’ve been playing the most.) There’s definitely some issues across the roster—some of the high-concept characters are underwhelming in practice, heavies are a little too annoying to fight—but those are the kind of things they can iron out in patches.

Inevitably, such patches will eventually render chunks of this review will become irrelevant. Likewise for the development of the game’s meta, although at this point I’m skeptical of any platform fighter that isn’t Smash or Rivals having a meta that lasts longer than a few months. But I do think this is the first time that a new contender has the juice to last long enough to leave an impression. Until these past few years, it was weird how no one was even trying to get a proper platform fighter going; since then, it’s been weird how hard it seems to get one to even feel like a full game. But with this and the forthcoming Rivals 2, things are looking up. Maybe we can finally get a few others to earnestly throw their hat in the ring.

There are not enough words in the English language to properly express even 1/Nth of my disappointment that Vlad is unplayable and this Aaahh!!! Real Monsters erasure, but otherwise there is no reason to play the first game ever again.

And I was already one of those weirdos who really liked how the first game played.

Muitos bonecos irrelevantes, nem tem catdog poxa

This is a solid good time, improves upon the first in nearly every way, and while the single player is still a bit shallow the whole game looks, feels, and plays much better than I was expecting. A MASSIVE step up from the original, but the base asking price is still far too high. Could only recommend on a massive sale

An extremely fun platform fighter with an improved aesthetic and especially single player from the first game. Competitively, I still feel like it has a long way to go in order to become truly amazing. Some mechanics have some questionable design decisions along with the balancing decisions. I still however am optimistic about this game's future. If NASB 1 could become a great game despite it's rough start this game can too.

Rocko carries the weight of the world on his shoulders. No Shredder? No Rango? We do not care.

ODEIO SMASH LIKEEEEE GRRRRRRRRR
SAI DE PERTO

I enjoyed the first game but, to me, this is a leaps and bounds improvement over it. Much more feature-packed and polished, and the fighting mechanics are so much better this time around. It feels like the devs at Ludosity were actually given some time to let it cook this time around, and it feels like NASB is really coming into its own here. Given how much I kept coming back to the first game, I see myself spending a lot of time with this one.

I only got to play this through a free weekend. I only knew about that free weekend through a friend who mentioned it off-hand.

It's one of the few platform fighters that I think is seriously more fun than some of the lower-positioned Super Smash Bros games. Wow! I will buy it sometime later. Will you?

Well the gameplay feels like a dream and slime is a super fleshed out and interesting mechanic to add to a platfigter. But it doesn't have the kid from the loud house anymore so sadly its a certified 0/10. Sorry thems the ropes

Plankton having the Shia Kazing move must be why my Switch has been crashing like a Wii.

Also just gonna add do not play the Switch version I do NOT want to see people giving this game shit reviews because of a mediocre port

Significantly better than the first game. Feels pretty good to play in general. My Ember go crazy.

I wish Nintendo tried making a game similar to this.

Biggest letdown of 2023 for me its such a shame


this is far and away an extremely better game than the original, i acknowledge that! in literally every aspect it is an improvement, but man spongebob from nasb1 clicked with me so insanely hard i don't know if it'll ever reach that peak again with me LOL. that's not to say i didn't enjoy my time here, on average i enjoy playing as the rest of the cast a ton more, the new revamped movesets are a ton of fun. there's only really 4ish characters i straight up dislike, and even then they aren't terrible just not my style. the story mode is a highlight, a surprisingly good time! pretty lengthy, tons of replayability, i'd even go as far as to say it's better single player content than most if not all of smash bros. fully voice acted, some fun character interactions, good bosses, all come together to make a solid platform fighter campaign! the online netcode is also greatly improved which is great! the only negative i have here is it seems a lot buggier than the first was so far. i'm sure it'll get fixed up, but the audio in the campaign can be pretty terrible, the game soft locked in friend lobbies multiple times already, i've clipped through the floor a few times, stuff like that. it's not game ruining, if anything it's been kinda funny honestly but still noticeable.

i think it makes sense to be weary of this game, it makes a lot of sense to feel burnt by the first game and feel like they just released the same game but actually finished for another $50, and that's because they did exactly that! if you didn't get the first or are willing to look past it, this is genuinely a phenomenal platform fighter but if you feel very burnt by the original i wouldn't blame you.

Nickelodeon All-Star Brawl 2 for a competitive platform fighter fan is a game with a solid foundation within a sea of negatives, many of which hold it back from any kind of greatness. It’s a decent attempt at what I’d assume many of us would consider a difficult genre to break into, and it deserves credit for that; however, its shortcomings merit highlighting, as they are lessons to be learned should other developers look to enter the arena.

NASB 2 shines when it’s faithful to the source material of nostalgic children's cartoons it’s based on—taking many well-known moments or stills from the show and confidently recreating that through a character’s moveset—many of these moves being unique, while others pay homage to other popular platform fighters. It’s a joy to see the attention to detail paid not only to the characters but to the fans of these characters as well. While this is a fantastic effort and has likely been a draw for many of us to the game, this scrutinous level of complexity does not extend to the gameplay as a whole.

The game’s competitive influence takes a lot of inspiration from the systems and mechanics of the Super Smash Bros. series, namely Melee. While this sounds great on paper to those who are fans of Melee’s ‘lightning in a bottle’ gameplay, implementing these mechanics into a cohesive and new take on the platform fighter genre is an incredible task.

Many of the classic mechanics return, such as wavedashing, dash-dancing, shield-dropping, and ledge-dashing, to name a few. However, simply including these mechanics is not enough to appease their target audience of platform-fighting veterans. This is why liberty has been taken to introduce the slime mechanic, borrowing traditional fighter resource management ideas and meshing them together with Melee’s systems. Overall, I would say this is one of the more successful endeavors when it comes to the addition of mechanics, but it doesn’t come without its flaws.

Slime adds an extra layer to the gameplay of NASB 2, encouraging players to make impactful decisions while juggling the resources they’re attempting to build. Many of these decisions feel burdened by the lack of polish in specific regards to hitboxes/hurtboxes and some frustrating character design choices. On their own, many of the characters look like loyal representations of their Nickelodeon designs, but when pitted against one another, the cracks begin to show.

The creative combo feature of Melee is one aspect the game has failed to successfully capture—many combos involving linear routes without expressive choice, combo DI being meaningless in a lot of circumstances—creating an unfortunate rippling negativity not only through the combo game but defensively too. I assume the intent behind this was to offset the addition of defensive slime mechanics such as Slime Burst, but it ended up not balancing out well.

The risk and reward of edgeguarding have also been skewed towards a more ‘Ultimate’ favoured approach, albeit not as drastic as SSBU. Still, due to the strong recoveries and mixups many, if not all, of the cast have access to, going off-stage isn’t always going to be as beneficial as controlling the stage would be. This one, I would argue, is more subjective, as personally, I don’t like it this way and enjoy the lethal nature of edgeguarding in Melee, but others may prefer the slower burn approach of NASB.

Speaking of slower burn, I find this sentiment manages to leak its way into many of the game’s matchups, and I suggest this is due to some of the flawed character design decisions. Jenny is a notable example of a ‘Zoner’ archetype that can slow the game down to a crawl at times. Slow gameplay isn’t necessarily the flaw in this case; in fact, slow gameplay can be quite rewarding when done properly, but when it comes to Jenny, she has a small hurtbox, many projectiles, and a ridiculously strong recovery. When these factors come together, it creates an uninteractive experience, and it’s not exclusive to Jenny; many of the games’ matchups can lead to time, which, in my opinion, is incredibly unhealthy for a competitive game.

(I think it’s worth noting that many of my opinions are not in a tournament setting but via the game’s ranked mode, and my critique does not pertain to that context).

Lastly, the final thing I would like to point out about NASB 2 is its huge bug problem. Since the inception of the game and, consequently, every patch, some minor and game-breaking bugs have been present in the game, leading to a severe lack of polish. This has influenced my general opinion on the game, despite many attempts to overlook it, but it is simply too continuous and apparent.

Overall, despite many of the discrepancies I have with it, I still have over 100+ hours with NASB 2, and I enjoyed the majority of them. However, the staying power begins to falter the more time I invest, with only the promise of DLC characters fueling my declining interest. Nickelodeon All-Star Brawl 2 is an above-average platform fighter that is worth playing for a competitive fan, but if you’re a fan of wine, don’t buy milk.

PUSIERON A EL TIGRE

GOTY OF THE YEAR OF THE DECADE