Grand Class Melee
October 29, 2013 2 Comments
If a game is fun, then is that game good? Has the objective of the game design been fulfilled, or are there more criteria we demand before we can deem a game quality? What relegates a game to the realm of “guilty pleasure,” instead of simply being a good game? Artistic intent, perhaps?If that is indeed the case, and artistry is the deciding factor, then Grand Class Melee is a guilty pleasure game of mine. It’s unbalanced, random, and more chaotic than an All Rainbow Road Cup in Mario Kart. Certainly, one wouldn’t leverage the title in an “Are Games Art?” debate. But perhaps they could successfully leverage it in an argument against the need for games to be emotionally exhausting affairs. Maybe it could make a stand against games that put complicated mechanics at the heart of their systems. Grand Class Melee sticks to the most fundamental property of game design, in so much that it is simply a blast.
Fun or not, the objective of a review is to be objective about subjectivity, so let’s try to break down the experience, which is so much greater than the sum of its parts, into its most primitive elements.
Firstly, the art is far from what one would call inspired. As with a lot of games on the Xbox Live Indie Games market, Grand Class Melee utilizes pixel art in its design. While sometimes pixel art can feel like the right choice, artistically, it more often than not feels like the easy way out; placeholder graphics to be overlooked, as they’re only there to facilitate gameplay itself.
The maps are equally uninspired, randomized, I believe. There is a breeze present that marginally affects movement speed and tall grass that some classes will be able to take advantage of for stat bonuses. Unfortunately, a lack of truly clever level mechanics does hinder the game, leaving the player wondering what could have been.
Where the game comes together, sensibly, is within the mechanics themselves. Up to four players can gain agency over the sprites in an all out brawl. If four players aren’t available, computer characters can fill in for them, at one of 3 different difficulty settings. But, like with Smash Bros., the ability to communicate with other players in order to gang up on an alpha player is an essential part of the experience. Especially given the occasional balancing issues, but more on that in a moment.
The game controls very simply. If you’ve ever played a classic Legend of Zelda, with the overhead camera, then you will be right at home. Characters can move in any of the four compass directions, and have a stationary and a lunge attack mapped to A and B. The triggers will sport two abilities; one inherent to your current class, one a leftover from a lower rung of your class tree. Between matches, choosing these abilities allows for a tiny degree of customization that actually ends up being essential to the upcoming match’s dynamics.
The 60 classes —which can be seen here— are supposedly balanced by fan interaction, and, while certain class combinations feel broken, the sequel will likely opt for more fairness in classes. Honestly, I prefer the outlandish combinations, as teleporting characters fire Dragon Ball Z inspired kai beams across the stage, threatening bulky characters who can’t close the distance. It’s comical, and lends itself to a sort of party-game atmosphere.
Like Dynasty Warriors, I urge people to play this game, and to play it with friends. The game isn’t revolutionary, won’t address social issues, will not engage you with riveting narrative, and I promise, the art direction won’t sweep you away. But, it should be fun. If it isn’t, then it’s definitely because your friends suck.
How’s that for objective?
Gland Class Melee was developed by Gigatross Games$1 says, “it’s a way to prove to your friends that you are better at Zelda, which is about as likely to get you laid as being one dollar richer. So, you know, why not?“ in the making of this review.Benjamin has awarded Grand Class Melee the Indie Gamer Team Seal of Approval.
dose dis play like legisee of goku
I enjoy the game. Any issues with balance are immediately tossed out the window when, one, you consider that it’s only for one round and, two, you could have picked that class as well. Coming from a long history of playing fighting games, there’s one piece of advice that has always resonated with those who play to win: “Don’t lose at the character select screen.”
My one GIGANTIC gripe with the game is that there NEEDS to be an odd number of rounds. 1v1 matches can end with a draw. That shouldn’t happen. Ever.