NeonZ
Member
Is there even such a thing?
The game isn't really designed for that kind of gameplay.
No matter how well you design your levels, platforming is always going to be slow and weird. Challenging fights are always going to be restricted to an arena-like setting. They'd have to change a lot of things to make it interesting beyond fanservice-y shit.
Is that really true? I mean, even in a standard match, you are navigating between platforms. It's part of Smash's basic gameplay, not just something tacked on for Adventure mode. Now, I agree that it could never be a pure platformer, but it could still work as an action/platformer mix, like Kirby.
What I think they could do as far as gameplay goes:
-Make less "screenlock" and "arena" encounters, focusing more on free control through levels. It's a nice aspect of the Labyrinth level compared to the rest of the game that's usually forgotten because people are annoyed at some reused areas. The Labyrinth rarely locks up the player and throws a huge number of enemies at him. Those were by far the laziest designed moments of SSE.
-Spread through the different stages some areas or items that could only be accessed by some characters. Also, introduce a character swap mechanic. Basically, adding the gameplay features of the old "break the targets" and "board the platforms" to the Adventure mode. So, you could need to use the Morph bomb and bomb jump to go through some small space, only to switch to Link and then use his boomerang to activate a switch that would lead to some secret area.
-Also, less focus on a "story" that locks up most of the gameplay during most of the game. Sakurai can still include as many cutscenes as he wants, but they shouldn't restrict the gameplay during most of the game. Each stage should have only one or two story characters, with the other two team members being free choices out of the available cast.