

Rather than drawn out stages that culminated in flashy cutscenes, these were quick, snappy action gauntlets. Melee, including the far more playable Adventure. There were multiple single player modes in Super Smash Bros. Take note: Sakurai did not say their wouldn’t be single player content, just no story mode. Low quality coupled with little incentive to play the mode – all those sweet, fun cutscenes are just a Google search away, after all – means that there’s no sense in wasting resources on the content. was a fun idea, but it simply didn’t work as well as it could have. Having a big narrative arc for Super Smash Bros. He’s right! What reason is there for playing The Subspace Emissary other than to see the cutscenes? The levels are a slog, and it’s a wholly tedious way to unlock new characters to use in the game proper. I felt if players saw the cutscenes outside of the game, they would no longer serve as rewards for playing the game, so I’ve decided against having them.” “You can only truly wow a player the first time he sees. “Unfortunately, the movie scenes we worked hard to create were uploaded to the Internet,” Sakurai said (translation courtesy of Kotaku East’s Toshi Nakamura). Sakurai’s made a legitimate design decision here, he just expressed it poorly. Wii U, though, Nintendo isn’t being its usual risk-averse self. The freshness of the Evo incident casts an added pall over Sakurai’s comments, and speaks to some of the backlash that followed in the wake of his revelations. “They were not only trying to shut down the stream, they were trying to shut down the event,” Evo co-founder Joey Cuellar told OneMoreGameTV, “ didn’t present us with any options to keep it open.” Only after fans went berserk on Twitter, Facebook, and elsewhere did Nintendo reverse its policy. Then there are the straight-up baffling incidents, such as one back in 2004 when the company bombarded pornographic website Suicide Girls with cease and desist notices because one model used the word “Metroid.” Really. Nintendo still won’t institute a centralized account system for digital distribution on Nintendo 3DS and Wii U. Just look at the monstrous 16-digit Friend Code on Nintendo DS, which players were required to exchange in order to play online together in addition to separate game-specific registration codes. This launched the same year that Facebook launched and MySpace became so large that News Corp. The risk-averse attitude speaks to an inherent fear at the company of even slightly tarnishing its reputation. As recently as summer 2013, Nintendo moved to take legal action that nearly blocked the Evo Championship Series from streaming – and at one point, even using – Super Smash Bros. After all, no gaming company in history is as backward and cowardly when it comes to making business and content decisions regarding the Internet as the old Big N. It’s understandable that people are irritable about this.
