Official Nintendo Magazine (ONM) Retrospective Series
Breaking News: Brawl Online Not Good, Never Was Good.
ONM interviews Super Smash Bros. and Kirby Creator Masahiro Sakurai
Issue 32 August 2008
FEATURE: An Audience With Masahiro Sakurai
Masahiro Sakurai is a very strong willed video game creator, not that you’d know it to look at him, His humble and quiet demeanour, combined with a youthful look you wouldn’t expect from someone with his extensive experience, is the very opposite of some of the more outspoken and self-assured Japanese developers out there. Nevertheless, Sakurai isn’t one to be coy about the things he’s passionate about, especially if you happen to be talking about one of his two biggest creations, the Super Smash Bros. series.
he claims when pressed on his work on the latest iteration of the series,
While this might not seem like much of an issue to most of you though, the truth behind it is slightly more complicated. Returning to work on the series meant re-crossing a bridge already burnt by Sakurai following his very public resignation from his position at HAL Laboratories, the studio previously responsible for the Smash Bros. games. A combination of discontent over the development of his last HAL project, Kirby Air Ride, and a general dislike of having to make endless sequels led to his departure and although he’s got no resentment towards his former studio, the fact that he left under a cloud was clearly a big obstacle to his returning to the Smash Bros. franchise, While coming back was a big step for Sakurai then it was actually Nintendo who came knocking for his input, rather than the other way round.
Does this mean that Nintendo effectively strong-armed Sakurai into working on the game, announcing the game before dangling the juicy carrot of his past efforts in front of him? Thankfully, no. In fact, things could have gone very wrong had he turned lwata-san down on his offer.
Decent Proposal
Being the strong-willed developer he is though, Sakurai’s involvement in the project naturally came with stipulations; not just the fact that he intended Brawl to be the most ambitious and far-reaching in the series so far, but also that he wasn’t going to cowtow whatever ideas Nintendo might have for the game.
At this point in our conversation, he grabs a nearby GameCube controller and waves it enthusiastically towards us. So, Mr Sakurai agrees with ONM’s opinion that playing Brawl with anything other than the GameCube controller is a mistake?
Any suggestion that Sakurai isn’t afraid to speak his mind soon goes out the window when he mentions the other control methods.
It’s a rather backhanded compliment of the Wii’s motion controls and one made with a high-ranking Nintendo executive in the room listening closely to what he’s saying no less.
He doesn’t pull any punches either when talking about Brawl’s other most ambitious element: online multiplayer. As one of the most anticipated games on the Wii so far, giving Brawl an online component would help consolidate the rush of people getting their consoles online when Mario Kart Wii came out. Unfortunately, it wasn’t as easy as it should have been for Sakurai
Hook, Online and Sinker
The problems lie in the game’s fast paced action that sees up to four players (not to mention all the various Assist Trophies) causing mayhem all at the same time. Data needs to be passed around incredibly rapidly and, according to the man himself,
Of course, the finished result does work but much like the controls, Sakurai isn’t as enthusiastic about it as you’d think.
While Sakurai might not be entirely happy with how the online mode has turned out though, it wasn’t shoehorned into Brawl. Rather, he feels it’s an important part of the overall package.
Not surprisingly this belief is also why Brawl features a much more extensive range of single—player modes, not least the Subspace Emissary that offers players both a solid ten—hour adventure and the chance to unlock most of Brawl’s in-game content.
After talking to Sakurai for over an hour, one thing is very clear: he uses the word ‘I’ a lot. In an age where games are made by hundreds of people though, as opposed to the old days of lone programmers in their bedrooms, surely he doesn’t make all the decisions by himself?
Out Of Control
It’s not all about positive points though. It’s important to avoid any negative points that might hamper the development process.
Having written about Pokemon ourselves in the past, we know exactly what he means. Of course, having played Brawl extensively and seen just how much material Sakurai. and his team – a group of individuals hand-picked from nearly 20 different development teams, we might add – managed to squeeze into the game, it’s hard to see where he drew the line for adding new content. Interestingly though, that line was drawn earlier than you might think.
No Vacancies
Regrets over the cuts necessary to finish the game aside, there’s no denying that Sakurai is extremely proud of what he has created.
Considering just how packed the finished Brawl has turned out to be, it’s obvious that the next Super Smash Bros. game will need to be something really very special and Sakurai’s involvement hinges on just how different it’ll end up being.