Kirby in the game swung his tiny pink fists, punching Link again and again.
The combo counter UI kept popping up on screen, and paired with the excellent vibration feedback, Song Ren felt as though he had become a fighting master!
Even though it was only the lowest-level AI opponent, it gave him an utterly unique thrill.
Song Ren did not particularly enjoy Fighting Games, but he had played a few before.
When it came to the Fighting Games he had played in the past, he had only one impression: they were far too hard to pick up.
You had to mash buttons blindly to use Specials. If you did not check the move list, you simply had no idea how to perform them. Sometimes, even after checking it, he still could not pull off the moves.
Those Fighting Games felt like incomplete versions to him. His fighter was born with several fewer Specials than everyone else's. How the hell was he supposed to fight like that?
But this Super Smash Bros. game gave him a completely different impression from the very first encounter.
Nebula Games' Direct Conference had made it clear that the game had lowered the entry barrier, but only after playing it himself did he realize just how convenient it truly was.
The controls consisted entirely of directions combined with buttons. Take Kirby, the fighter he was using right now: aside from not knowing what the skills did when he had first started, there was basically no situation where he Could Not Use a skill.
After studying it a little, Song Ren understood how the fighters' skills worked.
In fact, Song Ren was not the only one. Every player currently experiencing Super Smash Bros. had the same thought.
This game was ridiculously easy to pick up.
Especially