![]() ![]() A lot of stages, items, flair, and alternate characters are all locked behind an in-game currency (while it seems built for in-app purchases, they aren’t there) only earned by playing and completing objectives. It’s hugely disappointing because online is incredibly important to progression. My experience varied between literal slideshows interrupted with brief moments of amusing stability. Online multiplayer is also available, and, well, it’s rough. Aside from a practice mode, Arcade is the only major single-player option. I wish a better way was available for more difficult 1-on-1 matches other than Quickplay. The Medium and Hard difficulties aren’t representative of how I played the game anywhere else, so they just feel out of place. It’d be one thing if the harder difficulties were just free-for-alls, but it’s just a dogpile. Three difficulties are available, but the way these are structured are that Easy is 1-on-1, Medium in 1-on-2, and Hard is 1-on-3. It’s a fine way to romp through the game and learn a character. It makes it a little more like a traditional fighting game in some respects, but that’s not what a Smash clone should aim for in my eyes.īrawlout has single-player options as well, namely an Arcade mode that gives you a typical fighting game progression of progressively difficult fights leading up to a final boss. It lacks the joy of item-inspired mayhem, instead focusing on a more technical style that emphasizes combos, nimble dodging, and juggling. To the inexperienced Smash player, Brawlout is too complex and slanted towards competitive play. I never realized how integral Smash’s respawn of hanging over the battlefield for a bit was. It’s weirdly jarring, even if you show up with a slight invincibility. You just kind of appear in the middle of the action with little delay. It just feels like a poor imitation of Smash Bros., with another clear example being how you respawn. ![]() Sometimes, a platform looks like it’s actually there, but it’s just a background accent. In certain stages, the stage itself gets lost in the background. Characters blend in with the background, especially in more vibrant arenas. It was very easy for tried and true Smash players to sidle into playing Brawlout, but numerous small annoyances lessened the experience. I played with both relative novices and more experienced Smash Bros. Local multiplayer, of which I primarily played the game, was okay. I quickly gravitated towards favorites I most prefer the Drifter and the Falco-esque Captain Feathers. The designs here are strong, but aside from the two indie game references, it’s missing the familiar warmth of a Smash lineup. For example, The Drifter feels like a riff on the Fire Emblem sword wielders while Volt is like if Pikachu was crossed with Street Fighter’s Blanka in a way. Each one feels different enough and even has clear parallels to Smash archetypes. The roster features eight distinct characters (and a variety of clones that have varied movesets, making the roster technically 16 deep), including The Drifter from Hyper Light Drifter and Juan from Guacamelee. ![]() Coming to Switch in advance of Nintendo’s franchise places it in a good spot, but while Brawlout captures elements of the storied series, enough issues add up to make it only a borderline acceptable Smash-style game that will only last as long as Nintendo keeps the main series off Switch. Brawlout is succinctly described as an indie developer’s take on Smash Bros. ![]()
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