Surprise Xbox One Sale For The Game Awards

Over the years, The Game Awards has become one of the biggest events in the industry. This year’s ceremony is happening tonight, December 6, at 8:30 PM ET (5:30 PM PT). You can expect to see accolades showered on the makers of some of the best games of 2018, along with new trailers for upcoming games, plus 10 game announcements. To celebrate the event, Microsoft has decided to put on a special sale on Xbox One games between now and December 9.

Some of the year’s biggest titles have gotten the discount treatment, including Assassin’s Creed Odyssey, which is down to $40 and Call of Duty: Black Ops 4, on sale for $48. Anyone looking to jump into Destiny 2 can grab the Forsaken Legendary Collection for $36, which comes with nearly everything that’s been released so far. But if you want all that, plus the upcoming year’s worth of content updates to go with it, you can get the Complete Collection for $70.

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If you want to get caught up on the Far Cry story, you can grab Far Cry 5 for $30. Shadow of the Tomb Raider is also on sale for $30, as is the recent action/strategy game Valkyria Chronicles 4. And if racing is your thing, you can’t go wrong with Forza Horizon 4 for $39.

Smaller games are discounted as well. One of the biggest indie games of the year, Dead Cells, is down to $17. And it’s safe to say Yoku’s Island Express is among the best pinball-meets-Metroidvania games ever made; it’s on sale for just $7. And for fans of the Blue Bomber, Mega Man 11 is down to $24.

You can find more of our picks below, or check out the full list of discounts on Xbox Live.

Watch The Game Awards Right Here

The Game Awards will kick off soon, providing loads of trailers and game reveals alongside the accolades and a look back at the year that was 2018. You’ll probably want to check it all out live to see the events as they happen, and you can do that right here. The event kicks off tonight, Thursday, December 6, at 8:30 PM ET / 5:30 PM PT / (Friday at 1:30 AM GMT / 12:30 PM AET).

The Game of the Year nominees for this year are Assassin’s Creed Odyssey, Celeste, God of War, Marvel’s Spider-Man, Monster Hunter World, and Red Dead Redemption 2. God of War and Red Dead are frontrunners with eight nominations each. Those two along with Spider-Man are also up for Best Direction. Some other categories include Best Ongoing Game and several new Esports categories. Check out the full list of awards and nominees.

While there are sure to be plenty of surprises, some studios have already begun teasing their upcoming announcements. Obsidian will be showing off an apparent space-themed game, Ubisoft teased a Far Cry announcement with a bang, and we’re going to see something big for Fortnite unrelated to the kickoff of Season 7. Other companies have dropped hints that could suggest announcements on the way too, so check out everything we know or think we know.

Meanwhile, some other publishers have gone out of their way to point out they won’t be showing anything new. Those include The Last of Us 2 and Cyberpunk 2077. Rocksteady also pointed out that it won’t be bringing its unannounced project, and in the process dispelled some persistent rumors that it was working on a Superman game.

Fortnite Guide: Dance On Crown Of RV’s (Season 7, Week 1 Challenges)

The Fortnite grind keeps on rolling. Season 6 came to an end this week, but just mere hours later Season 7 launched. This means there’s a new Battle Pass with new cosmetics, and Battle Stars to earn through doing challenges. Fortnite’s Season 7, Week 1 challenges are live, and if you’ve spent V-Bucks to get a paid Battle Pass there’s one challenge that may prove tricky to complete.

Said challenge asks the player to “dance on top of a crown of RV’s” in exchange for five Battle Stars. The dancing part doesn’t need explaining, you’re probably very familiar how to bust some moves in Fortnite. However, locating those crown of RV’s is the difficult part. To take the pressure off, we’ve done it already and we can point you in the right direction. In the list below you’ll find three options for where you can find the RV’s. There’s also a map to show you exactly where to go, and if you watch the video above you can see how we completed the challenge.

No Caption Provided

Fortnite Season 7, Week 1 Crown Of RV’s Locations

  • RVs – South of Paradise Palms, at the edge of the map near the desert village.
  • Metal Turtle – North of Lonely Lodge
  • Submarine – Mountain East of Frosty Flights

The other more difficult challenge for the week is available to everyone and involves dancing in seven different forbidden locations. Again, dancing is the easy part, it’s finding the right place to do the dance that’s difficult. Just like with this challenge, we’ve got a detailed guide on exactly where you need to go to complete the challenges. Here’s Fortnite’s forbidden locations–get to dancing.

As previously mentioned, the new season brings with it a new Battle Pass and over 100 cosmetics for players to unlock. We’ve gone through the entire Battle Pass and put together a gallery to show you everything it there. You can see all of Fortnite Season 7’s new Skins, Back Bling, Emotes, Sprays, and more here.

Fortnite Season 7 Adds Two Adorable New Pets

The Fortnite Season 7 update is available now and is packed with new content. Arguably the most important of it all, however, is the introduction of two new pets: Hamirez and Remus. The former is a chubby little hamster: “Give her a wheel and she’s be your best friend,” Epic says in her description. Hamirez is wide-eyed and loving life, from the looks of it. Occasionally she’ll swing from her wheel, falling off and scrambling back up in very cute fashion.

Remus, meanwhile, is a husky that is described as being “untamed and unafraid.” He hangs out in a little basket, constantly looking in different directions and occasionally getting on his hind legs to take a peek at what’s happening in the distance. Again, another adorable addition to the pet selection. Both Hamirez and Remus have alternative looks, which you can check out below.

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New pets are just a small part of what Fortnite Season 7 offers. The new Battle Pass includes over 100 cosmetic items that can be unlocked by doing challenges to score Battle Stars, which then level up your pass. We’ve gone through the entire Battle Pass and put together a gallery featuring all Fortnite Season 7’s new Skins, Back Bling, Gliders, Sprays, Harvesting Tools, Emotes, and more. Check it out to see if there’s anything that tickles your fancy.

If you do spot something that you want, the best way to get it is to start knocking out those challenges. Season 7, Week 1’s challenges are available now, and one of them is quite tricky. It requires you to dance in a number of forbidden locations, and if you don’t know where they are you could spend hours looking. Lucky for you, we’ve put together a guide to the forbidden locations to make this challenge a breeze.

Another major new addition to Fortnite that comes alongside Season 7 is Creative. This is an extension of the Playground mode Epic Games experimented with during Season 6. When you boot up the game now, you’ll find a third option alongside Battle Royale and Save The World. In Creative, players are given their very own island where they can build Fortnite experiences to their taste. This can be done alone or with friends, and creations are saved from session to session. You can learn more about Fortnite Creative here.

Fortnite: Where Are Forbidden Locations? (Season 7, Week 1 Challenge Guide)

The first batch of challenges for Fortnite: Battle Royale Season 7 are now available and, among them, there’s one that’ll have you doing some illegal dance moves. In the free tier of challenges for Week 1, Epic wants you to dance in seven different forbidden locations and will give you five Battle Stars in return, which will help you earn some of those new skins. Here’s where to go and what to do

You might remember a similar challenge from Season 3, and while the mechanics of it are similar, you’ll have to hunt down the right spots to get your dance on. Peppered around the island are signs that forbid adventurers on the island from grooving. Rules are made to be broken, especially if doing so helps you get closer to unlocking sweet, sweet cosmetics. So, all you need to do to complete the challenge is locate these signs, stand next to them, and bust a move. As we said, the locations have been remixed over time (the map itself has changed significantly for Season 7), so we’ve put together a guide that’ll show you exactly where to go.

Take a look below and you’ll find a list of the exact locations of the signs and, to make it even easier, we’ve put together a map to serve as a visual aid. Use that information and before long you’ll have done all the illegal dancing that you need. Alternatively, you can watch the video above to see us do it, and play along.

No Caption Provided

Fortnite Season 7, Week 1 Forbidden Locations

  • Llama North West of Junk Junction
  • Hill South West of Frosty Flights
  • Edge of the map South of Frosty Flights
  • Mountain South West of Dusty Divot
  • Pier in Lazy Links
  • Hill south of Risky Reels

Epic Games has detailed everything that is new and different in its Fortnite Season 7 patch notes. The start of a new season means significant changes, and Season 7 is no different. Not only has an iceberg crashed into the Island and transformed some areas, while making new ones available, but there’s also a whole new vehicle to check out. X-4 Stormwing plane marks the first instance of Fortnite giving players the opportunity to take to the skies and actually stay there for an extended period of time (gliding doesn’t count–sorry).

Obviously, a new season means new cosmetics. We’ve put together a comprehensive guide that features every new unlock that is available as the refreshed Battle Pass. Those that are really into expressing themselves through Fortnite’s skins will be glad to hear that Epic has introduced Wraps, a new type cosmetic that lets you change the way weapons and vehicles look.

Fortnite Season 7 Wraps Are Like Skins For Your Guns And Vehicles

The arrival of Fortnite Season 7 brings with it a fresh batch of cosmetics to unlock. As with previous seasons, players will be able to earn Battle Stars, level up their Battle Pass, and get access to a variety of new Skins, Back Bling, Gliders, and Harvesting Tools. However, developer Epic Games has also introduced a new type of cosmetic called Wraps.

As detailed in the Season 7 patch notes, Wraps let players give their vehicles and weapons a fresh new look that, in some cases, can be made to match. So if you like to coordinate your outfits, this will be a welcome new addition. Wraps are earned in the same way as other cosmetics are, namely by completing weekly challenges to earn Battle Stars. Fortnite Season 7, Week 1’s challenges are now available, and they include dancing in forbidden locations and on top of RVs.

Below you’ll be able to see all the Wraps that are currently available as part of the Season 7 Battle Pass, so if one of them catches your eye you’ll know exactly how much grinding you’ll need to do to get it.

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Of course, there’s a whole bunch of other cosmetics to unlock in the Fortnite Season 7 Battle Pass. We’ve grabbed screenshots of all of them, so you can see it all here. But new cosmetics isn’t the only thing Season 7 brings, as there’s also a new vehicle called the X-4 Stormwing plane, which seats a total of five players and is equipped with a gun (which can overheat). Items have been placed in the Vault, balloons have been adjusted to work in conjunction with weapons, and the map has been significantly changed.

Beyond that, Epic Games has also launched Creative, which gives players their own island where they can join up with friends to create custom Fortnite experiences that suite their tastes. “It’s a brand new way to experience the world of Fortnite,” Epic explained. “Design games, race around the island, battle your friends in new ways and build your dream Fortnite. It’s all happening on your own private island where everything you make is saved.”

Super Smash Bros. Ultimate Review In Progress — You, Me, And Everyone We Know

The idea of what the Super Smash Bros. games are, and what they can be, has been different things during the series’ 20-year history. What began as an accessible multiplayer game also became a highly competitive one-on-one game. But it’s also been noted for having a comprehensive single-player adventure, as well as becoming a sort of virtual museum catalog, exhibiting knowledge and audiovisual artifacts from the histories of its increasingly diverse crossover cast. Ultimate embraces all these aspects, and each has been notably refined, added to, and improved for the better. Everyone, and basically everything, from previous games is here–all existing characters, nearly all existing stages, along with the flexibility to play and enjoy those things in different ways. Super Smash Bros. Ultimate is a comprehensive, considered, and charming package that builds on an already strong and enduring fighting system.

If you’ve ever spent time with a Smash game, then you likely have a good idea of how Ultimate works. Competing players deal damage to their opponents in order to more easily knock them off the stage. The controls remain relatively approachable for a competitive combat game; three different buttons in tandem with basic directional movements are all you need to access a character’s variety of attacks and special abilities. There are a large variety of items and power-ups to mix things up (if you want to) and interesting, dynamic stages to fight on (also if you want to). You can find complexities past this, of course–once you quickly experience the breadth of a character’s skillset, it allows you to begin thinking about the nuances of a fight (again, if you want to). Thinking about optimal positioning, figuring out what attacks can easily combo off of another, working out what the best move for each situation is, and playing mind games with your human opponents can quickly become considerations, and the allure of Smash as a fighting game is how easy it is to reach that stage.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Complexity also comes with the wide variety of techniques afforded by Ultimate’s staggeringly large roster of over 70 characters. Smash’s continuing accessibility is a fortunate trait in this regard, because once you understand the basic idea of how to control a character, many of the barriers to trying out a completely new one are gone. Every fighter who has appeared in the previous four Smash games is here, along with some brand-new ones, and the presence of so many diverse and unorthodox styles to both wield and compete against is just as attractive as the presence of the characters themselves. In fact, it’s still astounding that a game featuring characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy, and Street Fighter all interacting with each other actually exists.

On a more technical level, Ultimate makes a number of under-the-hood alterations that, at this early stage, seem like positive changes that make Smash feel noticeably faster and more exciting to both watch and play. Characters take more damage in one-on-one fights; continuous dodging is punished with increased vulnerability; fighters can perform any ground-based attack, including smash moves, immediately out of a running state; and short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously. Refinements like these might go unnoticed by most, but they help define Ultimate’s core gameplay as a tangible evolution of the series’ core mechanics.

A number of Ultimate’s more superficial changes also help Smash’s general quality-of-life experience, too. Some make it a more readable game–additions to the UI communicate previously hidden elements like meter charges and Villager’s captured items, a simple radar helps keep track of characters off-screen, and a slow motion, zoom-in visual effect when critical hits connect make these moments more exciting to watch. Other changes help streamline the core multiplayer experience and add compelling options. Match rules can now be pre-defined with a swath of modifiers and saved for quick selection later. Stage selection occurs before character selection, so you can make more informed decisions on which fighter to use.

On top of a built-in tournament bracket mode, Ultimate also features a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create matches with wacky modifiers. Squad Strike is a personal favorite, which allows you to play 3v3 or 5v5 tag-team battles (think King of Fighters), and Smashdown is a great, engaging mode that makes the most of the game’s large roster by disqualifying characters that have already been used as a series of matches continues, challenging your ability to do well with characters who you might not be familiar with.

The most significant addition to Ultimate, however, lies in its single-player content. Ultimate once again features a Classic Mode where each individual fighter has their own unique ladder of opponents to defeat, but the bigger deal is World of Light, Ultimate’s surprisingly substantial RPG-style campaign. It’s a convoluted setup–beginning as Kirby, you go on a long journey throughout a huge world map to rescue Smash’s other fighters (who have incidentally been cloned in large numbers) from the big bad’s control. Along the way, you’ll do battles with Spirits, characters hailing from other video games that, while not directly engaging in combat, have taken control of clones, altered them in their images, and unleashed them on you.

Though there is some light puzzling, the world is naturally filled with hundreds upon hundreds of fights–there are over 1200 Spirit characters, and the vast majority have their own unique battle stages that use the game’s match variables to represent their essence. The Goomba Spirit, for example, will put you up against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit might throw three Warios at you who only use their Side+B motorbike attacks.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

It may seem like a tenuous idea at first, but these fights are incredibly entertaining. It’s hard not to appreciate the creativity of using Smash’s assets to represent a thousand different characters. Zero Suit Samus might stand in for a battle with The Boss from Metal Gear Solid 3: Snake Eater by donning a silver-palette costume and fighting you in a flower-filled Final Destination, but she also stands in for the spirit of Alexandra Roivas from Eternal Darkness by using a black-palette costume and fighting you in the haunted Luigi’s Mansion stage, with a modifier that makes the screen occasionally flip upside down (Eternal Darkness was a GameCube horror game whose signature feature were “Sanity Effects”, which skewed the game in spooky ways to represent the character’s loosening grip on reality). If I knew the character, I often found myself thinking about how clever their Spirit battle was.

Defeating a Spirit will add it to your collection, and Spirits also act as World of Light’s RPG system. There are two types of Spirit: Primary and Support. Primary Spirits have their own power number and can be leveled up through various means to help make your actual fighter stronger. Primary Spirits also have one of four associated classes, which determine combat effectiveness in a rock-scissors-paper-style system. These are both major considerations to take into account before a battle, and making sure you’re not going into a fight at a massive disadvantage adds a nice dimension to the amusing unpredictability of this mode. What you also need to take into account are the modifiers that might be enabled on each stage, which is where Support Spirits come in. They can be attached to Primary Spirits in a limited quantity and can mitigate the effect of things like poisonous floors, pitch-black stages, or reversed controls, or they can simply buff certain attacks.

There are a few Spirit fights that can be frustrating, however. Stages that are a 1v4 pile-on are downright annoying, despite how well-equipped you might be, as are stages where you compete against powerful assist trophies. On the flip side, once you find yourself towards the end of the campaign, there are certain loadouts that can trivialize most stages, earning you victory in less than a second. Regardless, there’s a compulsive quality to collecting Spirits, and not just because they might make you stronger. It’s exciting to see which obscure character you run into next, feel validated for recognizing them, and see how the game interprets them in a Spirit battle. There’s also just a superficial joy to collecting, say, the complete Elite Beat Agents cast (Osu! Takatae! Ouendan characters are here too), even though these trophies lack the frills of previous Smash games.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Some hubs in the World of Light map are also themed around certain games and bundle related Spirits together to great effect–Dracula’s Castle from Castlevania, which changes the map into a 2D side-scroller, and the globe from Street Fighter II, complete with the iconic airplane noises, are personal standouts. Despite the dramatic overtones of World of Spirit’s setup, the homages you find within it feel like a nice commemoration of the games and characters without feeling like a pandering nostalgia play. One of the most rewarding homages of all, however, lies in Ultimate’s huge library of video game music. Over 800 tracks, which include originals as well as fantastic new arrangements, can all be set as stage soundtracks as well enjoyed through the game’s music player.

There is one significant struggle that Ultimate comes up against, however, which lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in the Switch’s handheld mode is simply not a great experience. In situations where there are more than two characters on screen, the view of the action often becomes too wide, making the fighters too small to see properly, and it can be difficult to tell what you or your opponent is doing. The game’s penchant for flashy special effects and busy, colorful stages doesn’t help things at all, and unless you’re playing a one-on-one match, you’ll likely suffer some blameless losses. This is a situational disadvantage and may not affect all players, but it puts a damper on the idea of Smash on the go.

The need to unlock characters also has the potential to be an initial annoyance, especially if your goal is to jump straight into multiplayer and start learning one of the six brand-new characters. In my time with the game, I split my attention between playing World of Light (where rescuing characters unlocks them everywhere) and multiplayer matches, where the constant drip-feed of “New Challenger” unlock opportunities (which you can easily retry if you fail) came regularly. I naturally earned the entire roster in roughly 10 hours of playtime, but your mileage may vary.

Super Smash Bros. Ultimate also features online modes, but they were not active during Ultimate’s pre-launch period. The game features skill-based matchmaking, private lobbies, and voice chat via Nintendo’s smartphone app. It also features a system where defeating another player will earn you their personalized player tag, which can be used as a currency to unlock spirits, music, and costume items for Mii fighters. I’ll begin testing these features once the service launches with the game’s public release and will finalize the review score once I’ve had substantial time with the matchmaking experience.

Situational downers don’t stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as freewheeling or as firm as you want it to be. Its entertaining single-player content helps keep the game rich with interesting things to do, as well as bolstering its spirit of loving homage to the games that have graced Nintendo consoles. Ultimate’s diverse content is compelling, its strong mechanics are refined, and the encompassing collection is simply superb.

Super Smash Bros. Ultimate – Fighting A Rathalos From Monster Hunter Gameplay

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Super Smash Bros. Ultimate Review In Progress — You, Me, And Everyone We Know

The idea of what the Super Smash Bros. games are, and what they can be, has been different things during the series’ 20-year history. What began as an accessible multiplayer game also became a highly competitive one-on-one game. But it’s also been noted for having a comprehensive single-player adventure, as well as becoming a sort of virtual museum catalog, exhibiting knowledge and audiovisual artifacts from the histories of its increasingly diverse crossover cast. Ultimate embraces all these aspects, and each has been notably refined, added to, and improved for the better. Everyone, and basically everything, from previous games is here–all existing characters, nearly all existing stages, along with the flexibility to play and enjoy those things in different ways. Super Smash Bros. Ultimate is a comprehensive, considered, and charming package that builds on an already strong and enduring fighting system.

If you’ve ever spent time with a Smash game, then you likely have a good idea of how Ultimate works. Competing players deal damage to their opponents in order to more easily knock them off the stage. The controls remain relatively approachable for a competitive combat game; three different buttons in tandem with basic directional movements are all you need to access a character’s variety of attacks and special abilities. There are a large variety of items and power-ups to mix things up (if you want to) and interesting, dynamic stages to fight on (also if you want to). You can find complexities past this, of course–once you quickly experience the breadth of a character’s skillset, it allows you to begin thinking about the nuances of a fight (again, if you want to). Thinking about optimal positioning, figuring out what attacks can easily combo off of another, working out what the best move for each situation is, and playing mind games with your human opponents can quickly become considerations, and the allure of Smash as a fighting game is how easy it is to reach that stage.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Complexity also comes with the wide variety of techniques afforded by Ultimate’s staggeringly large roster of over 70 characters. Smash’s continuing accessibility is a fortunate trait in this regard, because once you understand the basic idea of how to control a character, many of the barriers to trying out a completely new one are gone. Every fighter who has appeared in the previous four Smash games is here, along with some brand-new ones, and the presence of so many diverse and unorthodox styles to both wield and compete against is just as attractive as the presence of the characters themselves. In fact, it’s still astounding that a game featuring characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy, and Street Fighter all interacting with each other actually exists.

On a more technical level, Ultimate makes a number of under-the-hood alterations that, at this early stage, seem like positive changes that make Smash feel noticeably faster and more exciting to both watch and play. Characters take more damage in one-on-one fights; continuous dodging is punished with increased vulnerability; fighters can perform any ground-based attack, including smash moves, immediately out of a running state; and short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously. Refinements like these might go unnoticed by most, but they help define Ultimate’s core gameplay as a tangible evolution of the series’ core mechanics.

A number of Ultimate’s more superficial changes also help Smash’s general quality-of-life experience, too. Some make it a more readable game–additions to the UI communicate previously hidden elements like meter charges and Villager’s captured items, a simple radar helps keep track of characters off-screen, and a slow motion, zoom-in visual effect when critical hits connect make these moments more exciting to watch. Other changes help streamline the core multiplayer experience and add compelling options. Match rules can now be pre-defined with a swath of modifiers and saved for quick selection later. Stage selection occurs before character selection, so you can make more informed decisions on which fighter to use.

On top of a built-in tournament bracket mode, Ultimate also features a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create matches with wacky modifiers. Squad Strike is a personal favorite, which allows you to play 3v3 or 5v5 tag-team battles (think King of Fighters), and Smashdown is a great, engaging mode that makes the most of the game’s large roster by disqualifying characters that have already been used as a series of matches continues, challenging your ability to do well with characters who you might not be familiar with.

The most significant addition to Ultimate, however, lies in its single-player content. Ultimate once again features a Classic Mode where each individual fighter has their own unique ladder of opponents to defeat, but the bigger deal is World of Light, Ultimate’s surprisingly substantial RPG-style campaign. It’s a convoluted setup–beginning as Kirby, you go on a long journey throughout a huge world map to rescue Smash’s other fighters (who have incidentally been cloned in large numbers) from the big bad’s control. Along the way, you’ll do battles with Spirits, characters hailing from other video games that, while not directly engaging in combat, have taken control of clones, altered them in their images, and unleashed them on you.

Though there is some light puzzling, the world is naturally filled with hundreds upon hundreds of fights–there are over 1200 Spirit characters, and the vast majority have their own unique battle stages that use the game’s match variables to represent their essence. The Goomba Spirit, for example, will put you up against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit might throw three Warios at you who only use their Side+B motorbike attacks.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

It may seem like a tenuous idea at first, but these fights are incredibly entertaining. It’s hard not to appreciate the creativity of using Smash’s assets to represent a thousand different characters. Zero Suit Samus might stand in for a battle with The Boss from Metal Gear Solid 3: Snake Eater by donning a silver-palette costume and fighting you in a flower-filled Final Destination, but she also stands in for the spirit of Alexandra Roivas from Eternal Darkness by using a black-palette costume and fighting you in the haunted Luigi’s Mansion stage, with a modifier that makes the screen occasionally flip upside down (Eternal Darkness was a GameCube horror game whose signature feature were “Sanity Effects”, which skewed the game in spooky ways to represent the character’s loosening grip on reality). If I knew the character, I often found myself thinking about how clever their Spirit battle was.

Defeating a Spirit will add it to your collection, and Spirits also act as World of Light’s RPG system. There are two types of Spirit: Primary and Support. Primary Spirits have their own power number and can be leveled up through various means to help make your actual fighter stronger. Primary Spirits also have one of four associated classes, which determine combat effectiveness in a rock-scissors-paper-style system. These are both major considerations to take into account before a battle, and making sure you’re not going into a fight at a massive disadvantage adds a nice dimension to the amusing unpredictability of this mode. What you also need to take into account are the modifiers that might be enabled on each stage, which is where Support Spirits come in. They can be attached to Primary Spirits in a limited quantity and can mitigate the effect of things like poisonous floors, pitch-black stages, or reversed controls, or they can simply buff certain attacks.

There are a few Spirit fights that can be frustrating, however. Stages that are a 1v4 pile-on are downright annoying, despite how well-equipped you might be, as are stages where you compete against powerful assist trophies. On the flip side, once you find yourself towards the end of the campaign, there are certain loadouts that can trivialize most stages, earning you victory in less than a second. Regardless, there’s a compulsive quality to collecting Spirits, and not just because they might make you stronger. It’s exciting to see which obscure character you run into next, feel validated for recognizing them, and see how the game interprets them in a Spirit battle. There’s also just a superficial joy to collecting, say, the complete Elite Beat Agents cast (Osu! Takatae! Ouendan characters are here too), even though these trophies lack the frills of previous Smash games.

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Some hubs in the World of Light map are also themed around certain games and bundle related Spirits together to great effect–Dracula’s Castle from Castlevania, which changes the map into a 2D side-scroller, and the globe from Street Fighter II, complete with the iconic airplane noises, are personal standouts. Despite the dramatic overtones of World of Spirit’s setup, the homages you find within it feel like a nice commemoration of the games and characters without feeling like a pandering nostalgia play. One of the most rewarding homages of all, however, lies in Ultimate’s huge library of video game music. Over 800 tracks, which include originals as well as fantastic new arrangements, can all be set as stage soundtracks as well enjoyed through the game’s music player.

There is one significant struggle that Ultimate comes up against, however, which lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in the Switch’s handheld mode is simply not a great experience. In situations where there are more than two characters on screen, the view of the action often becomes too wide, making the fighters too small to see properly, and it can be difficult to tell what you or your opponent is doing. The game’s penchant for flashy special effects and busy, colorful stages doesn’t help things at all, and unless you’re playing a one-on-one match, you’ll likely suffer some blameless losses. This is a situational disadvantage and may not affect all players, but it puts a damper on the idea of Smash on the go.

The need to unlock characters also has the potential to be an initial annoyance, especially if your goal is to jump straight into multiplayer and start learning one of the six brand-new characters. In my time with the game, I split my attention between playing World of Light (where rescuing characters unlocks them everywhere) and multiplayer matches, where the constant drip-feed of “New Challenger” unlock opportunities (which you can easily retry if you fail) came regularly. I naturally earned the entire roster in roughly 10 hours of playtime, but your mileage may vary.

Super Smash Bros. Ultimate also features online modes, but they were not active during Ultimate’s pre-launch period. The game features skill-based matchmaking, private lobbies, and voice chat via Nintendo’s smartphone app. It also features a system where defeating another player will earn you their personalized player tag, which can be used as a currency to unlock spirits, music, and costume items for Mii fighters. I’ll begin testing these features once the service launches with the game’s public release and will finalize the review score once I’ve had substantial time with the matchmaking experience.

Situational downers don’t stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as freewheeling or as firm as you want it to be. Its entertaining single-player content helps keep the game rich with interesting things to do, as well as bolstering its spirit of loving homage to the games that have graced Nintendo consoles. Ultimate’s diverse content is compelling, its strong mechanics are refined, and the encompassing collection is simply superb.

Every Final Smash In Super Smash Bros. Ultimate

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