now that we're a few years removed from the 'completion' of super smash bros. ultimate, a game i feel likely closes the book on a massive, overarching story of the evolution of this series under the direction of creator masahiro sakurai in an explosive final entry lavish in bombast and maximalist polish, it's interesting to look at the super smash bros. series as a complete works - five major entries all leading to bigger, bolder things, distinct in identity (even 4, more than it's given credit) and milestones of different aspects and fragments of my life. my "childhood smash game" was really two games, and i associate both with different aspects of that developmental period - melee was my personal smash title, the one i owned and poured dozens and dozens of hours into exploring and experimenting with... and brawl was the community game; my first major competitive outlet with my friends, my first exposure to a title with THIS much content under the hood, my first time being old enough to follow at least part of its release cycle... in a sense, melee and brawl formed two halves of a whole for me. i have easily 1,000+ hours between the two having played them both as long and as regularly as i did. and it's funny, thinking about how my tastes in videogames and art have evolved alongside these games - now, at the point where i value distinction, direction, and experimentation above objective quality, i see brawl in a similar forgiving and exciting light as i did at eight or nine years old - it's a wonderful, exciting experience and perhaps the team's best example of unbelievable scale with a hint of restraint.

a friend of mine brought up the point that brawl might've had the most "complete" feeling roster of any smash game upon its conclusion and logic at the time. thinking about 2007, 2008, and seeing who made it in, i might be inclined to agree. so many major hitters fill out the roster, with all characters feeling simple and comprehensive enough to control without getting into the complex, individualist-feeling dlc add-ons of smash 4 and ultimate. it's a roster full of characters who all feel like they're in the same game. 2 third party guests - the NECESSARY addition of sonic the hedgehog and the fan-favorite solid snake just feel... right, given the culture of the time, given the aesthetics brawl borrows from.

brawl is a defiant step away from the competitive aspects of melee's accidental execution and before the more intentional attempts with smash 4 and ultimate, and whether or not that's a good thing entirely depends on your approach. it's clearly meant to be a game enjoyed and huddled around by friends and soaked in for hundreds of hours - THE smash game for playing with items on, or messing around with the minimalist but just-open-enough stage editor (i liken this to the phenomenon of exploration that came with the limited simplicity of the wii's initial mii design constraints and the check mii out channel, or later the concept behind flipnote studio/hatena), or the plethora of events and an entire 2-player story mode in subspace emissary, which i honestly think BENEFITS from having two people as in a single-player vaccum its charm dips into monotony far too quickly in my eyes. point being, brawl was every bit the smash game the wii's audience probably needed, embracing the wii's blue-ocean market approach and creating something that felt less like a competitive fighting game, less like a multiplayer one-and-done experience, but a cultural event: a massive, overarching love letter to all that the wii, nintendo's history, and now the smash bros. canon itself stood for. there's just so MUCH to soak in with brawl; the masterpieces offered many players their first taste of retro titles to be picked up on virtual consoles, a digital release calendar and trophies painted a physical history of the brawl's referential pulp canon, contest and coin shooter modes allowed a break from the typical fighting gameplay, and a flush soundtest with hundreds upon hundreds of compositions and remixes allowed brawl to feel akin to a cultural sandbox, a playset not unlike the one depicted back in smash 64's opening cutscene.

if the original intent was to have smash bros. as a series aim for a party crowd, this was the home run of the bunch - it's a party and celebration in a way that perhaps no other entry in the series did with as much dedication, depth and intricacy. smash bros. brawl might be kusoge, but if that's the case, it's the best fucking kusoge of all time. a genuine masterpiece in the realm of casual party competition in gaming. from the first smash dojo! posts to the round of custom stage, items on, 3-stock i just played today, smash bros. brawl elevated this from a fantastic duology to a cultural phenomenon on a level encompassing the medium that no one could ever hope to achieve again.

Reviewed on Dec 04, 2022


7 Comments


1 year ago

I'd have to agree with you and your friend about Brawl feeling like the most complete roster, there aren't really any questionable picks or overabundance of clone characters (Toon Link I feel is different enough from normal Link to earn his spot imo), it's got a great balance of representatives while also introducing those third party characters.
Btw, have you played Project M at all? I actually still have it on my unmodded Wii somewhere and from the few times I played it I had a good time, I'd say the better battle pace and reintegration of Roy/Mewtwo makes it my fav Smash game if I had to pick one. Idk if there's a competitive scene for it because I'm in for casual play but you should check it out if you haven't already.
Anyway, I'm glad to see a review like this from you! Brawl is truly the definitive Smash game in terms of it's content and ideals for gameplay, and it deserves the praise it gets over the (quite frankly imo overrated) Ultimate.

1 year ago

hey homie, happy to see you around.
yeah, i've played a lot of project m and i think it's a lot of fun. love the detail put into the roster reworks, skins, stages, etc.
it's a very cool project and i'm glad it's also spawned so many worthy successors as well. there's a pretty big competitive scene for it too, or at least there was last i paid attention to smash (~2017ish).
idk man, ultimate does have the goats (banjo kazooie)

1 year ago

only goated when he's driving cars
ew

1 year ago

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I miss the masterpieces and the trophies so much, those did wonders for my own education on the history of gaming. I think those make Brawl feel much more like a cultural artifact rather than just another product to be consumed

1 year ago

there was definitely something special about brawl that, despite also really enjoying smash 4 and especially ultimate, does feel... fuller and more comprehensive of a complete "game" package and artifact of gaming history itself in the earlier title.