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Hallowe’en is a special time of year. So special, in fact, that we couldn’t let our celebratory Halloweek go by without making a very special effort to do a very special thing indeed. To that end, we’ve resurrected the ghost of H.P. Lovecraft, master of fevered horror and creator of Cthulhu, to write a few game reviews for us. It wasn’t easy. We had to enlist the eldritch help of Aleister Crowley to even get the ritual started–fortunately he haunts the right-hand toilet cubicle on the first floor–and he’s a notoriously cranky old bastard.
But succeed we did. So here’s old Howard Phillips, to take over the article and furnish you with his finest, most considered responses to this year’s biggest games. See you at the end. If you’re still alive, and sane, and not the prostrate thrall of an elder god… Good luck on all that.

Every bone of my wretched skeleton froze to fragile ice, liable to shatter with the steadily creeping weight of the endless moment. I stared into his eyes, seeing not life, nor light, nor comprehension. Only madness. And worse, it was not the disarrayed, fragmented, scattershot madness of the fractured-but-harmless lunatic, but one focused and aware, if it were aware of anything at all, of rapturous delight in its own insanity.
He looked back in silent, intent vigil. At me, through me, within or without me, I could not fathom which, and nor did I wish to try, for to follow his gaze back along the deep, fissured path to its source would surely have seen me lost forever. Perhaps it was days. Perhaps only a handful of eternally contorting seconds. But when my lucidity returned, to snatch at my hand and turn me shrieking away, I could not help but feel that our exchange was not yet over, nor would it ever truly be so. His empty glare lingers over my shoulder to this day.
Score: Despair / 5

The sights that I witnessed surely cannot have been real, but rather the twisted dream of an insane god. One by one, two by two, three by three the brawny beasts left the portal, emerging from the stygian blackness beyond to lurch, pound and creep toward the chamber. Upon that profane altar they assembled, these unholy constructs, these perverse amalgamations of man, rock and beast. Over and over again they threw themselves against each other, breaking and crashing their gnarled forms into the most terrible, impossible shapes.
Oh, the depraved lies that my deceitful eyes wrought during that unhallowed spectacle! Please, in the name of all that is reasonable, they must have been lies! For the creatures appeared, for the longest time, to stretch and contort their bodies into the most sacrilegious configurations, creating such heaving knots of ligament and flesh that the very stinking air around them must have defied and defiled all hope of logic, science or intellect. And worse! So much worst an abomination! Upon finally falling, rendered and broken, these hulking molestations of the rational inflicted further contempt upon my sanity, reviving, reforming and recommencing their assault as if nary the slightest of affronts had ever been committed.
Score: Devastation / 5

There is a man in the room above mine own. I cannot see his face. In my dreams, he comes to me and tells me that he is unhappy, and that he requires seven things. Seven things, are what he requires. A simple fountain pen, a handful of purple bread, the shoulder of a cloven beast, the sap from a tree, a red cloak, and the soul of a banshee. Only then will he show me his face.
I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I cannot see his face. I see his face. Darkness.
Score: Decay / 5

The world of my senses dissolved into a garish blur. Illuminated only by the weighty mystery of the waning gibbous moon, my uncontrolled acceleration from the civilised plane was an irresistible trajectory into the void. Far from the lights, far from the path, further and further into the murk I went, my journey into blackness punctuated by intermittent flashes of blinding light upon unrecognisable scenery, bursts of sickening colour shaking incoherently at my core.
Above me, the pale, shadow-draped satellite watched in silence. If the gloom from which it half-protruded held any answers, then those answers were not forthcoming. Only the cold, faceless glare of that cryptic moon, half-shrouded in the same darkness to which I was committed. And on, on I plunged! Further, faster into the unformed night! The ground beneath me–if it were still the ground at all–rattled and contorted with a searing rage. Explosions and unseen shatterings shook the very air around me, as unseen objects tore past my face. And everywhere, in the periphery, I knew they lurked. Out in the night, watching for me and waiting for me. The pig people (opens in new tab). Always watching, and always waiting.
Score: Devilry / 5

The drone of a thousand thousand human voices is echoing around my ears, threatening to lull me into a sleep that I fear I may never awake from. I desperately glance into the virtual eyes of a man known only as ‘Messi’, who answers my stare with a hollow gaze of his own that–such is its artifice–sends a dread chill through the core of my very being. I am helpless now. As a shrill whistle punctuates the infinity of our exchange, I realise that this game–this spectacle of fools–is already over.
The men are moving now. They chase a round object that objectively matters nothing to their existence, yet they pursue it as if a very legion of slave masters compelled them. They matter not. The object becomes entangled in a white web, which wraps around it like a cloak, presumably choking the life from its spherical victim. The men cheer, but I know that they are already dead. They always were.
Score: Dread / 5

Around I went again. Around and around and around, never to slow, never to rest, never to look back at the blissful innocence left behind. How many times now had this dread circumvolution claimed another haunted hour of my experience with its obstreperous drone? How long had this sleepless sun driven my fevered senses from rest? How many hours, months, or years had it scorched my skin and flooded my senses with the foul stench of flame, of oil, of burning steel?
The dread beast was upon me now. I had, in my nave inattentiveness, been unaware of its presence at first, its ponderous, sluggish lurching registering barely a shadow upon my perception. But now it was here, a thundering blight of teeth, scales and talons. Beyond that, I will not describe it. Beyond that, I cannot describe it. Even if my mind were able to fully comprehend is fearful countenance without breaking entirely, I fear that the bumbling foibles of human language would be as naught in the face of its horror. But it matters not. Soon it would strike. Soon, and so close, so painfully close to sanctuary, that deathly azure inevitability would drag me down once more. My only solace would be a swift descent into oblivions sweet respite. Until the next time. And the next. And the next
Score: Desperation / 5

What is this place? This prison? And who am I? I stare longingly into the Pandora’s Box nestled in the palm of my hand, hoping it will somehow allow me regain my humanity, and escape this dreadful virtual zoo. As I run my rough hand over its smooth surface, I feel the world shifting around me. What devilry is this? I shall surely die here.
A fellow entity suddenly draws beside me in his motorised carriage. Wordlessly I slide into the seat beside him, and he duly mirrors my movement. I am now alone. I spur on my magical vessel and drive forever, spurning the temptations of some foul demi-god, who urges me towards a constant stream of empty activities. In his language, the beast calls them ‘Fixer missions’, but I know them to be evil traps that will forever enslave my consciousness. I must be wary.
Score: Darkness / 5

Sorry, got caught up in the moment there. Ahem. Where were we? Oh yes, that bit at the end of the article where we ramble on a bit in a desperate attempt to fill a final paragraph, before passing you on to some links to other stuff. H.P. would be brilliant at this. He’s great at rambling on a bit. But alas, we have already laid him back to rest, with the promise not to bother him again until at least this time next year. All part of the deal to get him to write this for us, I’m afraid. He’s a bit antisocial like that. But anyway, links!
How does an editorial on Why most scary games fail as real horror, and why they always have (opens in new tab) sound? And then maybe a Photoshop gallery of your favourite video game characters zombified (opens in new tab)? Yeah? Awesome. Enjoy.
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]]>If, by some small miracle, you’ve never played Smash Bros. before, it’s an unconventional fighting game starring characters from Nintendo’s many franchises (plus some cherry-picked guests mixed in for variety). It’s you against up to three other combatants, and rather than depleting their life bars, you’ll use zany attacks and powerful items to push your opponents off the stage. Series vets should know that Smash Bros. for 3DS feels much more in line with the methodical, somewhat floaty feel of Brawl than the ridiculously fast pace and palpable weightiness of Melee. Even if the 3DS gameplay isn’t precisely what Melee fanatics demand, it provides enough depth for the hardcore crowd, while still being incredibly entertaining to casual players. Thankfully, randomized elements like Brawl’s ill-conceived tripping mechanic have been removed from the equation to achieve maximum enjoyment for players of all kinds.
One of the biggest appeals of the Smash franchise is its cast of wildly diverse characters, and Smash Bros. for 3DS delivers a roster full of established fan favorites and appealing oddballs. I’ll refrain from spoiling any of the secret inclusions, but all 51 characters are nicely balanced: everyone’s got their own strengths, and none of the characters feel like throwaways. That said, some fighters feel much more unique than others. For every character that has exciting new abilities, like Villager’s projectile-stealing Pocket or Shulk’s stat-changing Monado Arts, there’s someone else who has yet another slight variation of a counterattack move. Still, you’ll no doubt find a character you absolutely love waiting for you in the massive roster, and you can feel confident that they won’t pale in comparison to someone else’s main pick.
Playing Smash on a handheld feels odd for about five minutes–after that, your fingers will comfortably find their grooves, whether you’re playing on a classic 3DS or an XL. The graphics, which are a rainbow of bright colors and snazzy visual effects, look crisp on the 3DS screen, though the 3D effect doesn’t add to the experience. One of the smartest additions is a you-can’t-miss-it graphical effect that lets you know whenever you connect with a powerful attack–so even when the camera’s zoomed out on the 3DS screen, you’ll still know exactly what hit you 3,000 feet off the stage. The 60fps framerate keeps the speed and fluidity of the fights completely intact, and once you’ve gotten the feel for performing directional Smash attacks on something that isn’t a GameCube controller, the 3DS control scheme becomes just as natural.

No modern-day fighting game would be complete without online multiplayer, and Super Smash Bros. for 3DS does a good job of washing out the grimy taste in my mouth left by Brawl’s subpar online play. The For Fun mode lets you join up with like-minded players for some lighthearted, items-on matches, while competitors looking to truly test their skills can square off in the bare-basics For Glory mode. The latter offers timed matches (no thanks) and 2-stock survival matches in 1v1 or 2v2 team play. When your connection’s running smoothly and you’re playing against an opponent of equal skill, the online play is an absolute blast, letting you train up and play Smash the way it was meant to be played.
When your connection isn’t running smoothly, things go from great to unplayable. Latency and reliable netcode are the make-or-break determinants of enjoying fighting games online, but Smash Bros. for 3DS has yet to master them. Even a split-second delay spoils the fun, as your dodges or ledge-grab attempts won’t respond when you need them to. Four-player matches can have such massive slowdowns that they degrade to the point of being intermittent slideshows. When online play works well, it’s great. When it gets sluggish or stutters, it’s downright awful. Pretty typical for a fighting game, but this dichotomy may come as a shock to longtime Smash players.

What’s even more of a buzz-kill is the fact that local multiplayer isn’t exempt from unreliable connections. Four-player matches crap out a quarter of the time, becoming so choppy that they make you feel like you’re controlling your character underwater. At times, the action can even come to a complete standstill, utterly hamstringing the excitement and momentum that Smash is so well known for. The amount of lag is directly proportional to the number of players, since one-on-one matches work fine, and three-player games only have a few intermittent hiccups. But just like online, constant interruptions–if you’re unlucky enough to experience them–will put a damper on everyone’s good time. Worse still, isolating the problem is near impossible, since no variable (cellphone use, playing in a moving car, specific levels, items on or off) produced identical, lag-filled results. It’s like the lag-in-local-play boogeyman is just out there, somewhere; you won’t know when he’s coming, but you better pray to God he doesn’t get you.
Knowing just how bad the local multiplayer can get, the value proposition here just doesn’t add up. Smash Bros. on consoles (like, say, the upcoming Wii U version) requires one copy of the game and four controllers for flawless multiplayer fun. Smash Bros. for 3DS requires four copies of the game and four individual systems to create an inconsistent, and therefore far less fun, experience. For many casual fans, four-player bouts are a fundamental part of the Smash Bros. experience, so it’s a massive downer to see the 3DS version struggle to deliver a consistent experience. And because of how the 3DS local wireless works, you’re pretty much at your connection’s mercy if there’s any interference in your play area.
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Here’s a quick, spoiler-free refresher on some of the newcomers in Super Smash Bros. for 3DS.
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A ranged specialist with super-strong Smash attacks that travel a short distance.
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A heavy bruiser that can dish out damage or reflect it with his counterattack.
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Pretty much just a female Marth clone.
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Has some very fun, bizarre moves, like a fire hydrant that pushes fighters around and a power-pellet-munching horizontal charge.
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One of the slipperiest fighters, able to zip around the stage and get some quick shots in before opponents can react.
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Has some slow but powerful special attacks, which need time to recharge after a set number of uses.
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Truly an outlier in the group, with some of the weirdest (and most fun) attack animations.
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Beats opponents to a pulp on the ground, but is incredible vulnerable in the air.
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This duo is very tricky to control, but can safely pester enemies from long-range.
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A jack-of-all-trades, with excellent offensive Smash attacks and defensive special moves.
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Has pretty stiff handling, but her normal attacks pack some serious punch.
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Comes in three well-rounded varieties–Brawler, Gunner, or Swordfighter–each with multiple special move combinations.
Although Smash Bros. was made to be enjoyed with others, Smash Bros. for 3DS doesn’t skimp on single-player diversions. This time around, though, the solo play feels basic and unexciting, and not just because there’s no equivalent to the epic Subspace Emissary adventure seen in Brawl. Classic mode is a serviceable Arcade-style gauntlet, while All-Star Mode is essentially the same experience with a Nintendo history twist. Score-chasers will appreciate the return of mini-games like Home Run Contest and Multi-Man Smash. But Smash Run, the new mode with the most potential, comes up short. It has you wandering around a gigantic, maze-like stage, collecting stat boosts by beating up minor enemies that aren’t fun to fight, before plopping you into a randomly selected contest. What this boils down to is five minutes of monotony for around 20 seconds of unpredictable excitement, a gameplay loop that loses its appeal almost immediately.

The Smash Run mode is also meant to encourage a new twist for the series: customization, where you can adjust your preferred fighter’s specialties (attack, defense, or mobility) with equipped items and change the way their suite of special moves work. But as I learned from the somewhat similar gem system in Street Fighter X Tekken, giving players the option to tweak their fighters goes against the core foundation of a fighting game: learning how each character works so that you know how to play as or against them. While the Mii Fighters are a clever, even-handed way to incorporate player-made characters into the roster, all the other customization options seem counterintuitive to getting the most out of the game. In short, it doesn’t add anything really meaningful to the overall experience.
Super Smash Bros. for 3DS opts to improve the familiar gameplay rather than reinvent it, with a focus on well-balanced bouts and technical depth. But in a game from a series that’s so well-known for its enjoyable multiplayer, it’s disheartening to see the local wireless be so inconsistent in delivering smooth, uninhibited fun. If you want to get ahead of the Wii U pack and don’t mind the bare-essentials feel of one-on-one duels, this 3DS version is worth playing. Everyone else who’s expecting great things from Super Smash Bros. for Wii U: just wait.

A highly polished iteration of Smash Bros. that plays great on its own. But if you’re afflicted by latency problems in local multiplayer, you’ll suddenly become painfully aware of the 3DS version’s critical shortcomings.
Editor’s note: The text, score, and pros and cons of this review have been updated to reflect additional testing of the latency issues during four-player local multiplayer.
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The Super Smash Bros. series is one of a kind, isn’t it? Masahiro Sakurai is a genius for taking a genre as complicated as 2D fighting and opening it up to a massive audience of casual and hardcore gamers alike. The simplified control scheme is easy to learn and difficult to master, the items create tons of chaotic, exciting moments, and the concept of Nintendo mascots fighting for supremacy is just inherently appealing. There’s really nothing like it.
Oh, except for a ton of games that saw the wild success of Smash Bros. and tried to replicate it. Now, we can sit here and argue all day about the semantics of phrases like knock-off, clone, or rip-off, but I think we can all agree that these games were undoubtedly inspired by Nintendo’s fighting franchise. In honor of the release of Super Smash Bros. for Wii U, let’s take a look at all the would-be Smash Bros. competitors that can only dream of being as famous as the original.

Unless you’re an absolute Onimusha fanatic who’s got the game logo tattooed in bold on your lower back, names like “Samanosuke” and “Gogandantess” probably don’t have the same familiar ring as “Mario” or “Ganondorf.” But that didn’t stop Capcom from turning its survival-horror/action hybrid series set in feudal Japan into a multiplayer brawler. It’s a bit like the swordplay of Samurai Shodown on a four-player scale.
Does it do anything unique? Carefully timed critical hits and counterattacks are at the core of Onimusha’s swordplay, and those same principles carry over to Blade Warriors’ bouts. Also, since floating platforms don’t make a ton of logical sense, many stages have you jumping from the foreground to the background to simulate verticality. Cool!

If you’re going to make a knock-off, why not hire the guys who helped design the template? TMNT Smash-Up is actually the product of Game Arts, which had a hand in developing Super Smash Bros. Brawl. Sadly, it doesn’t topple Tournament Fighters on the Super Nintendo as the greatest TMNT fighter of all time. And because Ubisoft publishes it, you can actually pit Raphael against a Rabbid. Guess who wins.
Does it do anything unique? Not particularly, no. You can win fights by knocking your opponent off the stage or depleting their health bar, and there’s a Tag Team mode that lets you swap between two characters a la Marvel vs. Capcom. But beyond those changes, this is pretty much a straight port of the Smash engine with TMNT assets. Could be worse.

One of the earliest Xbox Live Arcade games (that wasn’t a slapdash Midway port), Small Arms posits what would happen if you gave all the Smash Bros. characters gigantic guns. Shooting trumps punching as you pick from a huge arsenal of Unreal Tournament-style weaponry like chainguns and plasma cannons and proceed to blast the bejesus out of your enemies. The roster is as generic as they come, but this is still the Xbox brand’s best (and only) Smash Bros. clone to date.
Does it do anything unique? Because you’re aiming guns while you bounce around the stages, Small Arms actually employs a twin-stick control scheme that works to great effect. And because this is an XBLA game, there’s actually some DLC–something Nintendo has yet to exploit!

Some people are convinced that no, PSASBR (worst acronym ever?) is not a Smash Bros. knock-off. But come on. It’s a fun, frenetic brawl between some of Sony’s most recognizable mascots–which aren’t very numerous, so a bunch of cool third-party characters made it into the roster as well. Shame that it doesn’t feature Spyro or Crash Bandicoot, but the inclusion of niche oddballs like PaRappa and Sir Daniel Fortesque help dull the pain.
Does it do anything unique? Rather than defeating your opponents by rocketing them off the stage, super attacks are the only things capable of causing death. Honestly, this strange, critical design choice was probably the reason PSASBR gets a lot less fanfare compared to its Nintendo counterpart.

Long before Solid Snake snuck his way into Super Smash Bros. Brawl, he was actually a part of this crossover beat-’em-up, which stars characters from Konami, Hudson, and Takara properties. You probably aren’t familiar with that last one–that’s because it’s a Japanese toy company that released a ton of Hasbro favorites overseas. What that all means is: this game lets you orchestrate a fight to the death between Bomberman, Simon Belmont, Tyson Granger (the Beyblade kid), and Optimus mother-loving Prime.
Does it do anything unique? The method for beating your enemies is utterly bizarre: smack the coins out of them until none remain, then steal their wandering soul before they can reclaim it. Maybe it’s all a depressing allegory for the dangers of capitalist greed?

Tons of Cartoon Network characters, like Dexter, Samurai Jack, and the Powerpuff Girls duking it out in a battle royale? Sounds awesome! Sadly, its held back by controls that are nowhere near the smooth, responsive feel of the Smash Bros. handling. Still, if you spent hours of your childhood parked in front of the TV, the pure amount of fanservice and obscure references Punch Time offers up can help you power through the mediocre gameplay.
Does it do anything unique? Scoring knockouts is done the same way as PlayStation All-Stars, where you bash meter-building cubes out of your opponents that culminate in a devastating super attack. Oh, and it predates PSASBR by a year.

When you’ve got hand-drawn fighting game sprites as gorgeous and meticulously detailed as those seen in the Guilty Gear games, you may as well try to reuse them as many times as humanly possible. Dust Strikers took the series’ roster wholesale and dropped it into a barren multi-tiered stage, added four-player multiplayer, and pretty much called it a day.
Does it do anything unique? Smash Bros. has Home Run Contest and Target Smash, but Guilty Gear Dust Strikers goes all out in the minigame department. If you’ve ever wanted to guide May’s dolphins through rings or play billiards with Venom, here’s your chance!

Megabyte Punch may not have any iconic faces, but the lack of star appeal is made up for by the fact that you’re building your very own robot pugilist from scratch. By trekking through huge environments and beating up everything in sight, you collect parts that you can use to customize your little mech. Once it meets your high standards, you can take it for a test drive in multiplayer brawls. Oh, and the graphical style is awesome, full of bright colors and blocky 2.5 goodness.
Does it do anything unique? Pretty much everything I just said. Smash Bros. may be the inspiration for its gameplay, but the ideas here are pretty darn innovative. It’s practically Smash Run before Smash Run became a thing.

Digimon, digital monsters; Digimon are the champions! Of plagiarism. Bandai clearly felt no shame making a fighter that copies the Smash Bros. in every conceivable way, right down to the style of the character select screen. But for those that prefer Agumon to Charizard, this is a serviceable Smash clone that uses health bars to determine KOs.
Does it do anything unique? Digimon can evolve (similar to some other digital monsters), allowing character can transform mid-fight into one of two distinct forms. That’s pretty rad, provided you know anything about digivolutions, or the fact that they’re supposed to called digivolutions.
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]]>That, more or less, is how I think all Nintendo fans feel about the release of a new Smash Bros. We know it’s happening because there’s a website that posts new pictures every day, but we feel as though it’s too good to be true. It can’t possibly release sooner than later because we don’t deserve it. That’s why, whenever there’s a rumored release date that puts Smash Bros. on the Wii U and 3DS before 2018, people call bullshits. But, as yet another source validates a “soon” release, it’s time to start taking these things seriously.

This time the leak comes from Nintendo itself. Bernd Fakesch, general manager for Nintendo Germany, recently said that both Mario Kart 8 and Super Smash Bros. would be releasing in spring of 2014. And you know what? Recent history says that Mr. Fakesch is likely not faking.
First, let’s look at Nintendo’s recent release strategy. For the most part, the publisher has been fairly tight-lipped on future releases, save for the few hitting shelves in the immediate future. With the exception of games announced around the Wii U’s launch (for obvious reasons, since barely anything was done for the console’s debut), nearly every game discussed by Nintendo has been given a release date within a year of the reveal. That’s shocking, especially with the trend of announcing a game and then promoting the hell out of it for two years before even thinking of releasing it.
Nearly all of Nintendo’s big releases in 2013 were announced in 2013. Wind Waker HD, A Link Between Worlds, Super Mario 3D World, Pokemon X and Y, Sonic: Lost World, New Super Luigi U, and Mario & Luigi: Dream Team all released within months of their announcement, making up a vast majority of the big Nintendo games released this year. The only real exceptions to the rule come with Donkey Kong Country: Tropical Freeze and a duo of Yoshi games, but DKC is releasing in a few months (and was supposed to be out by now before its delay), and there’s likely a good reason why neither Yoshi game has released yet.
Nintendo’s strategy here is actually sort of awesome. Sure, I have plenty of nostalgic memories of crying into my keyboard over Zelda delays, but this strategy is definitely beneficial in the long run. By and large, Nintendo seems to be holding off on big unveils for games over a year out, and with both Mario Kart and Smash Bros. being revealed at E3 2013, that would mean we shouldn’t be surprised to see them by that time next year.

There’s also the fact that Nintendo has been unleashing Smash Bros. news at an absurd rate. When Henry and I started Super Smash Bros. Wii U Weekly (every week on YouTube, btws) we anticipated having little-to-no information to talk about. Now, we have the opposite problem: hardly a month goes by without two new stages, a new character, and a bunch of other small reveals. There can’t be much left if Nintendo actually wants to release this thing with any secrets intact.
Oh, and the Wii U isn’t selling well, and Nintendo knows that, so, like, c’mon, you know it has to release stuff soon.
I know. I’m right there with you. I think it’s too good to be true. Smash Bros. releasing anytime before the end of 2014 just doesn’t feel right, and I think Nintendo is going to wise up, realize we don’t deserve Smash Bros. and take it away because we’re getting a C in math oh god oh god I’m hyperventilating. But Nintendo’s recent trends point towards a near-future where we’ll all be playing Smash Bros. together, and that’s something to get excited about.
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Super Smash Bros. Wii U Weekly is GamesRadar’s weekly Super Smash Bros. Wii U show. Yeah, we bet you figured that out already. Come back every Wednesday for the latest news, analysis, and speculation about the upcoming brawler.
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