Review cover Super Smash Bros Ultimate (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): December 7, 2018
  • Release Date (EU): December 7, 2018
  • Release Date (JP): December 7, 2018
  • Publisher: Nintendo
  • Genres: Action, Fighting, Multiplayer

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Gracing Nintendo's latest console with a piece of every generation before it, Super Smash Bros Ultimate presents the more fighters and stages than ever before. Does it live up to its namesake or are the numbers just masking a lacking experience?

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Originally released in 1999 for the N64, Super Smash Bros was the first in a now-distinguished line of family-friendly fighting games featuring the best of Nintendo's characters. With each new release, the roster grew, stages and features improving with each generation's new capabilities. Now the final month of 2018, the ultimate release is upon us: just how far has this franchise come in 19 years?

A Smashing Time

The mode that immediately grabbed my attention is the series staple: Smash. Each battle plays out as the series has defined as standard, with recognisable fighters from franchises Nintendo or otherwise taking to the stage. With that in mind, you might be wondering what this supposed Ultimate release adds to the formula. For better or worse, I don't feel much has changed, at least from a non-competitive standpoint. Starting with the original cast of eight fighters, characters old and new become available to you the more you play. There's a pleasant sense of progression to be found in this, each challenger approaching screen feeling deserved, and offering a satisfying challenge before gaining access to them as a part of your roster.

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If there's one thing to be observed, it's the overall step up in difficulty the game has taken from its previous releases. For the first time, I found myself actually losing against new characters as they appeared, forced to rechallenge them later. With the release of version 1.2.0, the difficulty of these challengers has supposedly been reduced. While I don't feel either difficult or easy challengers to be bad in themselves, it would've been great to have seen some kind of setting to define how you want to play, in oppose to bringing down the difficulty altogether. If it's a case of accessibility, make visible accessibility options and give the power to the player akin to how you can decide the difficulty of your CPU opponents.

What's left in regards to changes feel minor, but all add up to create what is probably the most refined and polished Smash Bros experience to date. You have the FS Meter, something charged as you deal and are dealt damage, which rewards you with a Final Smash when full. You have stage morphing, which will switch between two stages mid-battle at random or predetermined intervals. You have the underdog boost to throw a bone to a player in a pinch. All these features can be toggled and saved as rulesets, and I really suggest you try everything. With the ability to save and pick between rulesets each time you go into a game, there's nothing stopping you from going from everything to a more mundane no items, Final Destination-only setup depending on your mood.

It's really quite difficult to pull up things to dislike here, the only thing coming to mind being that you have to reselect your character after each battle. For all the quality of life changes made, it surprises me to see something like this overlooked. Of course, you can get around this to some extent by making each battle the first to two to five wins, the game transitioning fluidly between each one with your selected characters, but it would have been nice for the cursor to already be over your previously used character if nothing else. It feels as though there's an unnecessary delay between battles that could be so easily addressed.

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Outside of the standard battles, Smash Bros Ultimate brings in two really cool new ways to play: Squad Strike and Smashdown. Squad Strike is something I never knew I wanted, letting you pick three or five characters to face off against your opponent's selections. This mode diversifies into Tag Team, Elimination, and Best of. The first of these is by far my favourite, the fight flowing just as a standard stock battle might, the difference lying in what happens after you're KO'd. Instead of respawning as the just-fallen character, you move onto the next fighter in your roster, keeping the game fresh and adding a fun layer of strategy to your choices and the order you decide to bring them out. Elimination functions similarly, but lacks the fluidity of Tag Team, starting a new battle each time a fighter falls. Best of is exactly as it sounds, functioning the same way as the first to X wins in standard Smash; where it is more interesting is again in the choice of characters. Deciding the order you'll use your roster is the key to each of these battle types, and the mind games and predictions of how your opponent will decide serve as the foundations of the strategy and fun to be found here.

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Smashdown is something I always knew I wanted, and I struggle to express how happy I am to finally see it, especially with as many characters on offer as this game has. This mode sees you pick one character at a time with them removed from your available pool after each fight, the player with the most wins at the end being crowned the victor. There's so much to love here for how simple a concept it is. You have the debate of picking your best characters versus picking your opponent's best to deprive them of the option. There's little more to say, but I definitely encourage you to try it if you want an intense string of fights with a friend.

Spirited Warfare

Something severely lacking in the previous release, Super Smash Bros for 3DS and Wii U, was a significant single player experience. Ultimate remedies this with spirits, spread across Spirit Board, and the game's Adventure mode. At their core, both modes offer the same content: themed fights against spirits inhabiting the bodies of the game's roster. These fights always come with twists; be it environmental changes like the arena being littered with lava, or your opponents being metal, being able to launch you easier, or being large or small, amongst other things. While a lot of these fights can appear unbalanced at first, I found myself constantly impressed by how well they suited their respective character. The choice of fighter and respective special conditions have kept me hooked, and have given me a reason to keep picking up my system, even when my friends are too busy to play. To add depth to these fights, you can pick your own set of spirits to bring with you to battle. These can make certain attacks stronger, add special characteristics to your fighter, or simply negate the environmental advantage your opponent has. Combine this with a rock, paper, scissors aspect of red beats green, green beats blue, and blue beats red, and you'll find yourself gathering and using a large variety of different spirits for every situation.

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Adventure mode sees the game's cast enveloped and subsequently taken by a mysterious light, leaving only Kirby to save the day. The premise isn't much, ultimately acting as a structure to allow you to move through the same battles seen in Spirit Board, but as a framework to make you want to gather and use spirits it does incredibly well. Breaking up these battles, you'll also find bosses and more standard fights when you challenge a fighter for their freedom to make them playable. For how simple it is, I found myself incredibly impressed at the sheer scale of the world. As strange as it might sound, it truly felt like a world. Each area is themed to a certain game or series, giving you pleasant moments of belonging as you roam through a familiar setting. While the mode as a whole can feel a little repetitive, it does well in constantly giving you a reason to come back to the game, whether you're only picking it up for one fight or ten. Also acting as a way to unlock characters, it's an ideal place to start.

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Classic Games

Tucked away in the Games & More screen, you'll find many a familiar mode. Offering your standard multi-man smashes, Century, All-Star, and Cruel Smash, as well as the classic… Classic Mode, you've again got content upon content to satisfy a single player, but also tag team efforts. With each of your Mob Smash modes allowing for up to four people to participate, and Classic up to two, both storing high scores relative to the players present, you can happily drag others to suffering the same terrible fate as yourself in Cruel Smash (or happily play the other modes together if that's your thing).

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Cruel Smash offers a challenge unlike any other in the game.

The mob smashes fairly self-explanatory, I feel the light truly deserves to be shined on the game's implementation of Classic Mode. Instead of a standard selection of fights to be played universally by the cast, each member has their own story to tell, dictating the battles they face. Lucina's path pits her against heroes from her franchise, Chrom's battles are always with a CPU partner, each tells a tale you'll smile at if familiar with the character and their origins. Though each route is short, you'll find yourself coming back to clear each character's route and better your high score. If you're not confident in your skill, the intensity meter from the previous game returns, allowing you to dictate your own starting difficulty, with it adjusting based on how you perform as you progress. For those wanting a challenge, trying to finish each route with an intensity of 9.9 is an incredibly fun and rewarding experience.

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It isn't all roses here however. Perhaps more notable to long-running fans of the series, two familiar modes are missing: Endless Smash, and Home-Run Contest. While these aren't necessarily significant in the content they provide, I can't understand the removal of the fan-favourite minigame that's been a hit since Melee. Toting that every character is present is one thing, but to remove two long-standing game modes is entirely contrary to the game truly being the ultimate package.

Online Interaction

This review being post-release, I'm able to discuss the uproar surrounding the game's online when it first launched. Put simply, it was substandard and dissatisfactory, throwing many into confusion over just what their Nintendo Switch Online subscription money was being used for. Now a few patches in (the game being on version 1.2.0 at the time of writing), I'm glad to report things are at least better. Playing 20 or so matches online, some alone and some coop with a friend next to me, we experienced minor moments of lag, but the experience was largely positive. These moments definitely aren't enough to ruin a casual fight, but if they happen at the penultimate moment of a more competitive game, I could definitely understand frustration. 

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Connectivity aside, the actual implementation of online features is interesting to say the least. Discarding the notions of fun and glory present in the previous game, you simply jump into online games. Where opinions are mixed is in how the game does its matchmaking. At launch, priority was heavily given to players in close proximity in an attempt to make matches as fluid and lagless as possible. This came at the cost of discarding a player's preferred ruleset, throwing competitive players into matches on large stages with undesirable items, and casual players into a more mundane setting. With the latest update, preferred rules are at the core of matchmaking. While still not perfect, I did manage to match with other players relatively quickly and had my devilish ruleset a good deal of the time. Though through a lack of skill I am yet to unlock it, the game does also feature a mode for the more experienced players in Elite Smash. Pitting you against other high ranking players, the idea behind it is to keep you hooked on intense fighting action by constantly challenging you. It is however worth noting that there is, to the best of my understanding, no difference from standard online battles aside from this. It could still be four-player, it could still have items, and it might not even be set on Final Destination. At the moment, all you can do is hope Nintendo change this in future, but for now, you might just have to learn to make the best of it.

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Give these rules a go with a partner for an alternate way to play!

Battle Arenas are the game's answer to a lot of people wanting to play together. Featuring a queue system and the option to spectate, I imagine this to be the go-to mode for streamers and casual online tournament organisers. Being able to fully customise the rules, as well as the player rotation, this mode presents a surprisingly intuitive way to get together with faraway friends and play with minimal effort. It's also worth noting this is the only mode you can really be certain you'll get the rules you want, so you might see competitive-hungry players flocking here, even if it has no impact on your online ranking. 

Training and More

The last major thing worth mentioning from my perspective is the game's training mode. Much to my surprise, it is the best it has ever been, even for a more casual player such as myself. The map itself is huge. Featuring a large flat platform, as well as a battlefield-esque stage to the side, on top of clear markings for distance and blast zones for both Battlefield and Final Destination, you're really able to understand how each character works. The settings available to change range from your standard CPU damage percentage, to more interesting things like being able to lock their damage percentage, show the trajectory of attacks at varying percentages, and even make the game move a frame at a time. Everything I want, and everything I never knew I wanted, is here. In every other game, I've simply overlooked the training mode and learned by doing, but here, I almost feel like the game is pushing me towards it. It feels a waste not to use it when everything is laid out so perfectly.

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On more minor notes, several things return from previous games. Amiibo training, tournaments, and eight player smashes are all here. A nice addition is that every map can now be played with eight players unlike the previous game where only select maps were compatible. Custom Smash now features more options, the personal favourite of mine being the ability to start with Rocket Belts—try this with Little Mac for some serious fun.

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Overall, I struggle to deny that this is in fact the ultimate form of Super Smash Bros. Riddled with a plethora of addictive content for both single players and parties of people alike, you'll find time an abstract concept as you proclaim "just one more" after each battle. Though missing a few modes I had thought to be standard of the series, it offers more than enough to keep you hooked for tens, if not hundreds of hours.

Verdict

What We Liked ...
  • It's Super Smash Bros
  • Spirit battles are creative and addictive
  • Fun single player Adventure Mode
  • Huge roster and stage list
  • Best Training Mode the series has had to date
  • Nice twist on Classic Mode
What We Didn't Like ...
  • Missing Home-Run Contest and Endless Smash
  • Mediocre online support
9
Gameplay
Everything feels fluid and refined, To me, it is the best Smash has ever been, a perfect blend of accessibility to draw new players in and depth of play to keep you hooked and continually bettering yourself.
9
Presentation
This game looks fantastic, We have a full console Smash experience squeezed into Nintendo's growing hybrid Goliath, showing little in the way of presentational compromise.
9
Lasting Appeal
With hundreds of unique spirit battles on top of a plethora of modes to tackle with the expansive cast of fighters, once you're hooked, you'll be playing into the night for many nights to come,
9
out of 10

Overall

Super Smash Bros Ultimate lives up to its namesake. Putting forward a refined and polished console Smash experience in a form digestible both on the go and through all-night marathon sessions, it succeeds in bringing each unique joy of the series to the Switch. Though lacking a few iconic modes, it stands as one of the best games released for the console, whether playing alone or with friends.
I like the honesty of this review, like even surrounding all the hype for this game you still keeping it real about that online play

tho i thought spirits was kinda weak for a main story mode
 
Family friendly?

...Look at Inkling's grab attack... smashing feet.

And then look at what they do when they throw you forwards (or was it back?)...

splattershot muzzle to the face.
 
You can't really fault the game for mediocre online support when switch online itself is mediocre at best. Its kinda crap but you can't polish a turd.
 
You can't really fault the game for mediocre online support when switch online itself is mediocre at best. Its kinda crap but you can't polish a turd.
Honestly I haven't had many issues with it on a 5GHz wireless connection. A couple laggy players here and there, sure, but that's bound to happen in any online play. It's perfectly playable otherwise, even if there is a bit more input lag in general.
 
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You forgot to mention the changes to final smashes and the esports orientated features like the score on the screen when there's a KO
 
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You forgot to mention the changes to final smashes and the esports orientated features like the score on the screen when there's a KO
She didn't mention perfect shield, directional air dodges, short-hop attacks, or changes to endframe lag and recoveries for all characters either. It's not really a review written from that perspective though, and that's fine.
 
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She didn't mention perfect shield, directional air dodges, short-hop attacks, or changes to endframe lag and recoveries for all characters either. It's not really a review written from that perspective though, and that's fine.
Removing some of the most fun final smashes and replacing them with cutscenes and dragoon clones in the name of esports is one of the reasons I won't buy this game.
 
L
I don't like Spirits mode. There are too many shitty one and two star opponents which lengthen it without offering anything novel or challenging.
 
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You can't really fault the game for mediocre online support when switch online itself is mediocre at best. Its kinda crap but you can't polish a turd.
You can when it isn't necessarily the connection where the problem lies. It's the matchmaking. If you're open minded and are happy to play the game every which way, you'll have a blast online, but for those only wanting one way or another, this system is incredibly flawed. I wasn't huge on the For Fun/Glory split of the previous generation, but they needed something like that here to be honest.

You forgot to mention the changes to final smashes and the esports orientated features like the score on the screen when there's a KO
It's largely as Xzi said. I feel like the commentary I could provide on the competitive aspects would be flawed at best, so I'd rather leave it to those who know what they're talking about. That being said, to reply to the two you mentioned specifically, the score being on screen is a great QoL change and gives you a great sense of reward for each KO. I don't think the Final Smashes are as bad as you're thinking either. They've made it so each of them are shorter to keep the game moving at a faster pace, and I feel they succeeded there. It's a shame they couldn't redesign some of them instead of making most of them largely the same as something else, but it doesn't do much to take away from the game overall.
 
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Removing some of the most fun final smashes and replacing them with cutscenes and dragoon clones in the name of esports is one of the reasons I won't buy this game.
That probably had little to do with it, as final smashes still aren't turned on in most tournaments regardless of the new meters. More likely they just wanted all final smashes to have parity with one another and not feel like specific ones tilt the results of casual matches too much.
 
Missing a few cons there! Getting knocked out the side of the ring with no hope of recover, still happens 99% of the time. Meanwhile NPCs magically save themselves constantly. Game is still a random button smasher disguised as a fighter. Rings are still super tiny. Game remains a mediocre title from hell. As Donkey Kong Country creators have constantly said, people love mediocre games and are illogical inlove with them.
 
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Missing a few cons there! Getting knocked out the side of the ring with no hope of recover, still happens 99% of the time. Meanwhile NPCs magically save themselves constantly. Game is still a random button smasher disguised as a fighter. Rings are still super tiny. Game remains a mediocre title from hell. As Donkey Kong Country creators have constantly said, people love mediocre games and are illogical inlove with them.
Characters are balanced. Some excel in sideways recovery, others in upward recovery, and others endowed in other areas. If getting knocked off the stage is an issue for you, maybe try a character with better aerial movement like Kirby or Jigglypuff.

Anyway, whether Smash is a fighter is quite amusingly down to the people playing it. The beauty of it is that unlike other fighting games, it's so much more. It can be a random button smasher, it can be a party romp, and if you put the time into it, it can evolve into a competitive experience. If it's not for you, that's also fine.
 
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SuperNintendho said:
You can't really fault the game for mediocre online support when switch online itself is mediocre at best. Its kinda crap but you can't polish a turd.
Ignoring the stuff about matchmaking above, which is definitely a fault you stick the devs with, you really can.
While the baseline infrastructure is crap the authentication seems to work well enough (I would hope so as it is problem that was solved decades ago). At that point nothing stopping them from buying in a bunch of dedicated servers to do it all themselves. See also while Nintendo's in house video efforts are mediocre youtube does well enough on it.

SexySpai said:
Would it kill you guys to give anything a 10

Surely a 10/10 is a perfect game and I have never seen perfection.
 
does missing homerun really count? if so, missing stages,character costumes and music should also count. it's like lowering the score for a cod game because it doesn't have demolition mode or some weapon
 
does missing homerun really count? if so, missing stages,character costumes and music should also count. it's like lowering the score for a cod game because it doesn't have demolition mode or some weapon
It's that they've been in every game since Melee. It's an odd exclusion given how "they're all here" has seemed to be the theme. It's not like a random stage or piece of music that's been in one or two games, it's something you'd just kinda expect to be there.

But like I said in the review, it's not a huge demerit, it's just something of note.
 
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I see the CONTRAs and it's alright to give it a 9 I guess (although it's more a 9.5 I guess) but seriously ... especially since you're putting "(not an average)" at each overall score ... Presentation, Gameplay and Lasting Appeal are really 10 worthy for me. At least two of those three. At least one.
It's a very rare case that a fighting game is even fun without human opponents.
I love Street Fighter more than any other game. Almost every entry in the series. But I would never play it more than 30 minutes against bots.
With Smash however that's not the case. Adding this to the fact that there's tons of content, Lasting Appeal is a 10 without any doubts.
 
I see the CONTRAs and it's alright to give it a 9 I guess (although it's more a 9.5 I guess) but seriously ... especially since you're putting "(not an average)" at each overall score ... Presentation, Gameplay and Lasting Appeal are really 10 worthy for me. At least two of those three. At least one.
It's a very rare case that a fighting game is even fun without human opponents.
I love Street Fighter more than any other game. Almost every entry in the series. But I would never play it more than 30 minutes against bots.
With Smash however that's not the case. Adding this to the fact that there's tons of content, Lasting Appeal is a 10 without any doubts.
If I'm being completely honest, I hate having to put scores to things, so really pay them as little mind as possible. It's a great game that I recommend to any Switch owner, that's the important part lol
 
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Too many challenges in adventure mode feel like mindless button smash, not balanced at all (that bullet bill frenzy in DK jungle....eeeeewww).
I don't mind playing with friends, it's always fun for 10 minutes. Online is no more for my age, so I pass.

Super Rehash Bros 5, an awesome game by Nintendo standards, average at best for casuals like me.
Gosh, I was so disappointed by this overhyped minigame, it made me dive back in my VITA backlogs, and you know what ? Best games do not need advertisements or viral marketing.
 
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I miss Home Run Contest and Endless Smash as well, but I also miss Smash Run/Tour from 4. Even if they were like a few dollar DLC or something I'd happily oblige so I could play them.
 
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I'm surprised the Bots improvement wasn't commented on(excluding the New Challengers), in my smash circles, casual and Competitive scenes. Was the improvement of the bots, like in a regular match, they are more human like, instead of frame perfecting everything, and go in for cool kills and downspikes, and nice combo's. Some people said they are nice to practice with, when people aren't online.

With online I have mixed feelings with. Using portable there was some lag, but not as bad as smash4 without lan, I've played with people across the country(still using wireless), and little to no lag was present. when I went to play with people in other countries(they were using lan), there was constant lag. but the online matchmaking system being really shit is something I can agree with :P
 
Great review! Really well written. While I didn't care for home run contest, even when 1 on 1 online often buckles on a wired connection. Really annoying to be paying for such crappy online support.
 
Review cover
Product Information:
  • Release Date (NA): December 7, 2018
  • Release Date (EU): December 7, 2018
  • Release Date (JP): December 7, 2018
  • Publisher: Nintendo
  • Genres: Action, Fighting, Multiplayer
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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