Wednesday, January 23, 2013

Impressions of Playstation All-Stars
















With the introduction of Playstation All-Stars: Battle Royale into the gaming scene, the "mascot brawler" can now be considered something of an actual genre, as opposed to just being that one game series by that one company. In case you didn't already know, Playstation All-Stars is basically Sony's answer to Nintendo's Super Smash Brothers franchise; it's a side-view multiplayer fighting game starring characters from iconic Playstation exclusive games. I've been playing the game on-and-off for a few weeks now, so here are my initial impressions on it.

As previously stated, PSA is conceptually identical to SSB. Up to four players select from a roster of characters taken from various gaming IPs and fight each other on thematic stages derived from the characters' respective games. The crucial difference lies in how you get kills and build points. In SSB, the goal is to knock opponents off the level; hitting an opponent accumulates damage on them, which makes them easier to knock off the level. In PSA, the goal is to kill opponents with "super attacks"; hitting an opponent accumulates points in your own "AP meter" which, when filled, allows you execute three different "supers" depending on your AP level. 

The supers can loosely be considered "final smashes" from SSB: Brawl with three different tiers. Level 1 supers are the weakest, but are the easiest and quickest to build; they tend to be close-range, limited-direction attacks that are somewhat easy to dodge, miss, or be interrupted, and they're usually only good for killing one or two people. Level 2 supers take a little longer to build but last longer or attack a greater area, making them harder to dodge and making it easier to kill all three opponents with one attack. Level 3 supers are the ultimate "final smash" that trigger a brief cutscene before instantly killing all opponents or activating some kind of super buff for the player, sometimes lasting long enough to get multiple kills after respawn. 


The AP meter is fun because it promotes offensive play -- the only way to get kills is to build your AP meter, and the only way to build your meter is to be in the heat of the action. Unlike in SSB, you can't sit idly on the fringe and then swoop in for easy kills once players have weakened each other, because you'll build AP at a slower rate than everyone else and thus get fewer kills. It also means that, unlike in SSB, players have to earn their final smashes with good offense and avoiding hits that can cause you to lose AP, rather than through pure luck of being the one to break the smash ball, or being the only one close enough to get to it, or by sucking so much that you get a free "pity smash."

One of the consistent problems I have in SSB: Brawl is that I rack up a lot of damage on other players, but then someone else comes in and gets the credit for the kill. It's frustrating because you can spend 30 seconds having essentially a one-on-one duel, with the damage you deal to another player being an investment towards getting the kill, and then someone else gets to capitalize on your effort. In PSA, you don't have to worry about kill-stealing because all the "damage" you deal to another player is an investment in yourself, and as far as I can tell you don't even lose AP when you die. 

Having three different tiers of supers also adds a fun bit of strategy to the gameplay, because the level 1 and 2 supers can be useful in different situations. For example, the level 1 super might be weaker and get you fewer kills than if you saved up for a level 2 or a level 3, but it can be charged quickly enough that it might be just as advantageous to spam level 1 supers if you're confident in your skills. If you have a level 1 super ready with an opportunity to kill someone, it might be better for you to wait for a level 2 super and try to position yourself to get everyone at once. Level 3 supers can be devastating, but if you spend the entire match saving up for one you might ultimately get fewer kills in the longrun.