Super Smash Bros
The Wii U version of Super Smash Bros was fine. If you’ve played any other version of Smash Bros’s Free-For-All, than you know exactly what to expect. On a side note, Wii-Fit Trainer is pretty strong.
The 3DS Version of the game, however, was a mixed bag. There were two kinds of stations, the Free-For-All station and the Smash-Run Station. I opted for the Smash-Run station to try my hand at something different… (SO MUCH WAITING) After each demo ran for about 6 minutes, with 3 people in line per station, and what you get is a timed labyrinth with enemies akin to those found in Subspace Emissary from Super Smash Bros Brawl where you collected stat-increases to help you fight in a Free-For-All against the CPU after the labryinth section was complete. It helped that I picked a fast character so I can at least have mobility on my side and explore the maze as much as I could in the 5 minutes alloted, but with a slow character this game mode feels opposite the pace of what Smash Bros is used to. Multiplayer smash bros is a game of high-intensity, fluid, frantic, fun but this game mode is anything but that. I don’t want to say it’s as bad as how Sonic turned itself into, because they made A LOT of strange design changes to get that to happen. But, Smash-Run is definitely not as enjoyable as the FFA modes because the mechanics of the characters aren’t designed for exploring and traversing, but for combat with a character in front of you. Guilty Gear tried designing the same explore+beat-em-up in GG:Isuka and that mode was pretty garbage as well, but they also understood that exploration was going to be slow and limited. We’ll have to see when the game gets dropped later in October 2014.