i like that in the metanarrative the only reason societal taboos don't succeed in killing this persons inner child is because Sonic the Hedgehog shows up.
also i just finished the video and gotta say "people making me feel deep emotions about silly things through beautiful narration" is one of my favorite types of youtube videos
That's hilarious and I'm glad you pointed it out cuz I didn't notice. It also makes sense though, someone grows up with Nintendo games and ends up looking at other games they didn't play as a child, finding something they like.
Sonic had a massive presence on GameCube so the Nintendo Kid likely picked those up right after Melee. The real question is how do we explain Snake in Brawl?
If only subspace emissary didn't beat my ass as a kid, I would've been so damn hyped that he showed up like that. Instead I never really registered that he was in the game until I was forced to play the normal mide (I never liked it so I didn't bother looking at it)
I hate to be like 🤓☝️, but Sonic is probably the strongest character in this brawl roster. He was the fastest so he finished the great maze first and got to taboo. The biggest competitor is Kirby which is why sakurai made him the hero of the next smash story mode. Especially since this is 06 Sonic, this man just cooked the sun god of time and space Solaris.
@@johnathandoe6034 And a big disappointment is that the Loud House fanfic has, like, entire Wikipedia articles copy-pasted into it as padding (unless the chapter I turned to was just an incomprehensible aside about engines or whatever it was). The Smash Bros fanfic is still the longest work of literature in my heart.
To this day, I still remember how crazy it was for me as a kid to see all these different characters actually interacting and all being a part of the same story. Even if the gameplay wasn't anything special (and actually felt pretty jank a not insignificant amout of time), the story always blew my mind. No matter what though, I think Subspace Emmisary is always going to hold a special place in my heart, if not just because of how batshit insane it is. I've never realised it had such a positive message, and I think that just makes me love it even more :)
It's also weird to see that brawl would have been sakurai's last game (if that ever happened) and considering in 2008 Super Smash Bros. Brawl would be the final smash game that I would ever buy, and never bought another one or even another nintendo game since.....Because I stopped being a fan of Nintendo in 2010....So yeah, kind of poetic that even if the series may never end, I do think Super Smash Bros. 64 - Brawl will always be the original trilogy that I will always remember, while 4, 5, and eventually 6, will be just another trilogy that ends up being an epic.
part of the reason i hate sakurai’s stubborn insistence that cutscenes aren’t necessary for a crossover game is because we’ll never get anything like subspace again. the other reason is that subspace had a lot to improve upon
It's not even an insistence that they aren't necessary, he's pissed because so many people didn't even play the mode (mainly Melee lovers that despise Brawl) and just watched the cutscenes on RU-vid. He wanted to tell a story that works in any language, and the main bulk of fans rejected it because they couldn't use the movement tech/exploits that had been figured out in Melee. They couldn't use their crutch wavedashing and actually had to focus their attacks on bulky enemies rather than juggling a Fighter around. It was the literal definition of a skill issue, and Sakurai decided to say fuck wasting time and money on cutscenes, we're just gonna start making DLC characters in that time to sell as post-launch content
@Whiteythereaper Sorry, but to this day, that reasoning seems like bullshit to me. You get mad because the cutsecenes in the game you made got posted on youtube? Even at the time, that was an incredibly dated view. Choosing not to create another story with cool character interactions and cutscenes just because of that is honestly ridiculous.
@@What-ish The other problem is that there too many characters now, making interactions even more tricky. For example when Steven E. de Souza was chosen to direct the Street Fighter Movie, he only wanted to focus on 7 characters. But no, Capcom wanted 15 characters in the film, which caused alot of production problems. Therefore the film got bad reviews.
It's funnny because I did play this game, as well as my second older brother, and My God, we had to play through the same levels but in Subspace, and that was annoying to play through every level you did prior, Well, now you have to play them AGAIN in order to get to the boss....And my god, I had a hatred for this guy for turning the characters into trophies, but once we defeated him, which took a while mind you.....Holy crow, I was just in shock from the moment you get to subspace all the way to the end....It felt like what I've always wanted to see in the 2000s.....A video game movie that I can watch time and time again.....Man, the ending was beautiful....But at the same time, Melee to me is just a funnier game, but Brawl was just as much fun as Melee. I mean, the loose controls may have made it harder to play but you get used to it overtime, but the level editor and the amount of modes crammed into one game was worth the price of that game. Again, Super Smash Bros. 64 - Brawl are still my top favorite Super Smash Bros. games of all time.
@@orangeslash1667 This one is a fair problem, for sure. Especially with how drastically different each of the characters are. Tbh, if the hypothetical next Smash game was like a "reboot" so to say, where they picked a new core cast, changed up and totally refreshed their movesets, and scaled back at least some of the roster size, it could be conceivable to make another Subspace like cutscene driven mode again. But who knows? WOL was still fun!
I love the subspace emissary a LOT but the whole "this is the most annoying enemy in the game" tangent was SO real I couldn't stop laughing my ass off. Literally every time I replay this game every 5 seconds I'm thinking "wow I forgot how annoying Bytans are" "wow I forgot how annoying Nagagogs are" "wow I REALLY forgot how annoying Borboras are" like the enemies in this game are RUTHLESS. Sick designs tho I'm really sad most of them haven't returned (I really really hoped against all odds the Primid would be a DLC fighter for Ultimate lol).
@@petrus9067 Coop definitely lessens the issue, they have more health but you still kill them about twice as fast anyways so that's half as much time for them to pile onto you.
Sonic's appearance at the end is so perfect as well. Like, him being announced for the game reignites the exitement, to the point where the "taboo" gets pushed aside for a moment.
Damn that ending brought a tear to my eye. I sadly lost my motivation to play Smash because I kept having to play alone. Guess Tabuu won in some way or another in my life. Lovely storytelling, nice voice, great sense of humour. Instant sub! Hope youre doing well.
I feel like kirby could also have some symbolism to him being the survivor. Kirby is one of the first games I ever owned, so to me he's like that first teddy bear you can't let go of. For Sakurai, he made Kirby and he can't bring himself to kill him in any smash narrative. Kirby is Sakurai's little boy even when his involvement in the kirby series itself loosens to uninvolvement. "You are my most favorite creation." - Sakurai
God, your interpretation of the meaning of SE's ending hits especially hard with the context that it was produced in Japan, where the local culture around work and adulthood more broadly make those themes especially relevant
I dunno, it feels very universal to me. I heard a lot of people dropping their hobbies when they enter high school or even before that point. And it also feels like the same happened to my classmates, where everyone was acting grown up, while I was known as the one who likes playing video games because I refuse to give into social pressures.
@@smithwillnot Funny how you mentioned it because I still played old games when I was in high school, but once emulation came around, that's what got me back into playing video games again. But I do think at that point, when it came to high school, I wanted to bring over what made those video games fun, and put it into some video game movie or competition as a way to remember just how much fun they were. Heck, at one point I even played COD Black Ops 1 Zombies when people moved on from the 7th generation, and even playing Roller Coaster Tycoon 2 (my favorite game of all time) for the past 20 years (10 years at that point in 2012).
When RU-vid randomly recommended this to me I thought it was just gonna be a video about how wacky and weird Subspace Emissary was compared to most other Nintendo stories I really was not prepared for the final resolution about the meaning of the story. Genuinely beautiful outcome that I did not expect, extremely *extremely* good video here Also while I have the chance I wanna give some love to the writing of the interactions *in* Subspace Emissary. As said in the video, characters seem to meet out of coincidence, because it Just Makes Sense that they're in the right place at the right time. However, despite that, and how serious the actual story is, the thing I adore the most about Subspace is that it breaks up the serious moments with genuinely outlandish and silly moments. Captain Falcon saving Olimar is an incredible moment, but it's followed up by him striking a cool ass pose while *all but one* of Olimar's pikmin die around him as collateral damage. Or the absolutely badass scene with everyone fighting the Giant Fucking Gun that Ganon commands, only for that scene to be finished off with Olimar's HFSS just barely teetering along, looking like it's about to crash into the ocean. And, of course, the absolute absurdity of Sonic being literally nowhere the entire story, only to show up *right* when his superspeed is needed, and then striking a pose and wagging his finger at Tabuu. While the circumstances feel completely random, the interactions between the characters are heartwrenching when they need to be (DK/Ness sacrificing themselves for Diddy/Lucas), and also absolutely hilarious when they need to be (Fox trying to walk away but just giving up when Diddy starts dragging him away, Lucario catching Snake in his box)
sonic having super speed yet still showing up late was the entire plot for sonic prime so that makes sense tbh I dunno if it has any meaning that he managed to get a real first hit in on tabuu though
@@abirneji My personal interpretation (going off the video's ideas) is that it just Makes Sense. Sonic has super speed, the *only one* with super speed in the cast, and he's one of the other "big heroes" in the roster (akin to the level of Mario) Him showing up at the perfect time, right when he's needed, just fits his character and his importance
before pressing on this video: haha that's a silly story mode I remember finishing a bunch of times as a kid. it's cool to see people still talking and reminiscing about it. after pressing the video: I desperately need to heal my inner child and return to the innocence I once had
I still remember the absolute dread I felt when all the characters were turned into trophies and the joy I felt when Dedede's medals revived Ness and Lucas. One of the most "we are so back!!!" moments of my life
"I think that inside every adult is the heart of a child. We just gradually convince ourselves that we have to act more like adults." -Shigeru Miyamoto, creator of Super Mario Bros
I played Subspace with my older sister. We always struggled to get along, constantly fought, you know how siblings are. It is the only game we've ever completed together, and I'll always remember it for that.
I feel like one if the biggest issues with the subspace emissarys gameplay is that its probably designed with the sticker system in mind and expects you to use it to get buffs and stuff, but it really fails to communicate that. that said tho, I had a lot of fun with it. Overall I actually really liked the PvE stuff.
@@tboyjaydee I just remember never using them for the longest time until I asked myself what they|re even there for and suddenly the game became pretty easy. Hardest difficulty is probably impossible without a stacked sticker setup.
Fails to communicate? How?! It keeps giving you stickers, it tells you how to use them... the only way it could have been more explicit is if the game literally did it for you. I think people who hate Brawl, and Adventure mode just have the olde banana-in-the-ass-syndrome, as described by the late Wendy O. Williams.
Isn't there a menu you can access at any time between levels to freely customize all your fighters? I don't consider that as the game failing to communicate its expectation in the player and more just leaving it up to you to try it out
well, it's been a while. most I remember is that I was totally oblivious to it or simply didn't care until I went out of my way to explore it, but that could've just been my kid self being stupid.
I don't care that the story doesn't make sense, seeing more and more characters come up and participate in the story for what just felt like a big coincidence was really fun! It was simple but fun! Seeing them all eventually gather up was cool, and have Sonic be the hero at the end killing the final boss was incredible, all the spotlight given to the right character!
There is something you forgot about the Tabuu fight, he uses the cutscene attack mid battle and it will likely 1-shot you if you fail to dodge it. This ties the player to the scene you saw it well, you'd never have dodged it. It is a legit attack. Sonic also shows up and has a nice message that ties with the fight, kill him before he kills you. The longer the fight goes the more chances Tabuu has to almost force a stock loss that requires good timing to survive. An attack Tabuu is perfectly safe during. The boss is trying to stall you and take you out while going for a cheap one shot, wearing you down both physically and mentally.
The best cutscene is still the introduction of Ike. The swelling of the music, his voice, it was the best intro to a guy I didn't know existed minutes prior.
Your description of Subspace Emissary gameplay reminded me of when I was clearing it on the highest difficulty, Intense. That is probably one of the few times I would say the gameplay of Subspace Emissary is leaning towards unfair. Even with stickers it felt like a struggle to clear, but I'm glad I was able to clear, and I'm also glad that the boss rush mode had heavily nerfed versions of the bosses. Also trophy stands only really existed on higher difficulties and it was quite fun getting all enemy and boss trophies too. Honestly I was expecting you to shit on the Great Maze really hard when you had an entire section for it, but I was quite surprised to see that you enjoyed that part.
I loved this game so much as an eleven year old that I wrote a horrible fanfiction about Luigi dying and being resurrected as a villain by Crazy Hand, and Mario was really really angsty about it.
You know, the enemies in Subspace Emissary were actually a highlight for me, even as a kid. While they could be annoying at times, they also had very interesting and unique designs and attack patterns, complete with trophy descriptions that further elaborated on them, which was frankly far more than I had expected after Adventure Mode in Melee. While they clashed with each other massively, they fit with Subspace Emissary's intentionally incohesive aesthetic, arguably more than Tabuu himself did. That said, I do wonder if Tabuu and his mooks *do* have some hidden symbolism beyond just his name (his angel wings, for example: Tabuu sees himself as an angel, bringing adult order to this chaotic world of imagination?). The enemies themselves are more annoying than anything else, but seem to represent different things or at least have different motifs, and I think they represent different gripes and anxieties of the adult world. The stick-figures that swarm you could be any number of things, like loads of paperwork the young adult needs to do at work, or an irritating ant infestation in his house that just won't go away. The lip enemies that "suck out your vitality" according to their trophy could represent relationship trouble, like a toxic, cheating, or abusive girlfriend that sucks the life out of you and leaves you with nothing. The spiked balls that are completely invincible and can only be avoided could also easily be an allegory for a thousand different things in the adult world. The Primids themselves, loyal minions that use whatever tools they can get to harass you with no thought for their own survival, yet are the closest to the fighters you play as, probably represent the end stage of what Tabuu, and by proxy the adult world, does to people like the former child: Drain them of all creativity and independent thought, leaving just another worker-drone to do its bidding. This makes the Primids actually the darkest part of the Subspace Emissary: They are, at least in my eyes, what the Smash fighters would become if Tabuu succeeded. Just more useless Primids, stripped of everything that makes them unique and interesting, which is appropriate given just how weak they are. The Primids, for all their loyalty and proficiency with the game's items, are incapable of putting up more than even the absolute most basic resistance even by the standards of the rest of the roster, which fits their image as empty shells only animated by Subspace Shadow Bugs. Their creativity has been killed, leaving only a hollow shell to be animated by the puppet that is Tabuu. Anywho, that's my two cents.
Subspace Emissary was fine but it really was a masterpiece compared to World of Light. WoL is a bloated unfun mess while SE didn't really over stay its welcome and actually kept my interest with its story.
Idk man I was pretty dang good at fighting the subspace enemies as a kid, might me a skill issu-. JK I probably was bad but don't remember; what I do remember is also hating a lot of the enemies but as a kid I just felt it as resentment towards them as characters so I'd be even more motivated to kick their asses because they pissed me off lmao. So much nostalgia. Edit: After finishing the video and remembering finishing subspace emissary as a kid, it made me tear up. I never noticed the allegory but now looking back, having grown up, I realize just how much of that childhood wonder I lost. To think that Brawl basically tried to warn me and I still let that apocalypse happen inside my head without even realizing, maybe someday I can go back and fix things. This was a great video, thank you for covering such a big part of my childhood!
It's definitely not too late. Everything that was consumed in subspace was still there, in the end. It's all still part of you, you just need to find your Kirby or King Dedede or Sonic to help you turn things around and start anew!
Despite what many Smash Bros fans say about Brawl being the worst one in the series, I actually love this game very much. It was my first Smash Bros game, and outside of Mario Kart Wii, was one of the few games that I kept on the Wii for as long as I had it. It's such an underrated game that deserves as much love as Melee does, despite that game being a rushed mess.
I absolutely did replay the Subspace Emissary many times for the gameplay alone, even skipping cutscenes. To me, the idea that the world conveniently bends around the players abilities is a criticism I have for almost every platformer and metroidvania. The SE makes it feel like an adventure where your character sometimes does not have the perfect ability to traverse the level, and yet they have to still do it. Enemies are annoying only if you treat them as standard 1v1 smash opponents, but I think that is the wrong mindset to have. I can not relate to most of the issues present here.
i genuinely love this video, you have a genuine talent for making these video essays. your “games you can never play again” video is still my favorite video i have ever viewed in my many MANY years on youtube. this video may just be a close 2nd, this is one of the FEW channels i actually have notifs on for
Im supprized to hear advanture mode referred to as "mostly forgotten". I played the crap out of advanture mode as a kid. Subspace Emissary, however, I could only play through once. I tried to force myself to play a second time, but could only get part way through.
I always took Ganondorf trying to punch Tabuu as Ganon attacking him out of anger due to be used as a pawn for another all-powerful being's scheme with Master Hand getting freed just being an accident. But I quite like the interpretation that all of the "villain" characters where just filling out their intended roles in this child's stories like they usually do. So when Tabuu, a being representing societal expectations and maturity comes to erase this child's imaginative and hopeful mind, they try to protect their creator like alongside the rest of the heroes.
This made me remember being a kid, promising my imaginary friends I would never forget them and that I would never leave them behind. Made all the more devastating by the fact that some of my imaginary friends were characters that appear in subspace emissary. Damn this really hit both the utterly devastating and hopeful closure catharsis right in the face sending them, and me, flying of screen at incredibly speeds in a blur of light.
The description of Super Smash Bros. Brawl on the Wii’s memory management screen is “The Brawl to end them all.” I wasn’t sure how to interpret that line when I first read it; on one hand, it could have been a simple statement of grandeur, but on the other hand it also could have meant that Brawl was intended to be the last game in the Super Smash Bros. series. The latter interpretation makes the ending of Subspace Emissary hit so much harder.
you're genuinely one of the most talented ppl i'm keeping track of putting out videos right now, very cozy home-y feel while delving into superb analysis & dealing with pretty novel topics for the space. keep it up !
Honestly when I started hearing people complaining about Subspace Emmissary I used to get really confused because you're exactly right I only remembered the good parts with maybe an enemy or two being annoying. And that's still a lot of good. But seeing gameplay reminded me there were a lot more than that. Still I could never hate Subspace Emissary.
Wow! I was skeptical that there could be much depth to subspace emissary, but you came through with such a powerful, poignant reading that it kinda knocked me off my feet. Very well done. Sakurai is such a unique creative mind that it really is a shame that, even though I do love them, he has had to spend so much of his life dedicated to only making smash games. Man is a storyteller when he gets the chance.
35:04 One detail I do really like, is that the Floating Island where the Bomb Factory was, never returns. It's implied that since there were basically tens of bombs there as opposed to just one exploding, whatever was inside the facility is lost forever, annihilated. It adds a slight melancholy to the whole ending, especially given all the ROBs there, and if Pikachu was there, it wouldn't surprise me if there were other captives present there that just didn't make it. Those within the Factory's explosion are the only true casualties of the story, ignoring Master Hand. Also makes the final screen of all the characters looking off into the distance where the Island used to be, that much more dramatic. They're quite literally looking at the vacuum where their greatest enemy and potentially old friends used to be.
Nothing reflects the sincerity of Subspace Emissary more than the fact that I got genuinely passionate about how Zero-Suit Samus and Pikachu formed a bond during their time on that ship, or a little choked up when you showed the cutscene where Lucas tried to shield the Pokemon Trainer's head while falling to his own demise with them. It's all completely silly, but dammit, it did still mean something! Thank you for taking the time to talk about and give this game the weight it (weirdly) deserves to have, even just once. In conclusion: Free Sakurai.
It's also really important to have a motivation to play things like this as they force you to learn every character's move sets. Like Tekken 2, if you wanted to see every cutscene at the end of the arcade mode, you had to master every character. Tekken 3 comes along and you're allowed to get new characters and rewards by simply using the same character over and over. I feel much better about the cast of Ultimate because I can actually play half of them. Because of Subspace.
great video!! loved the analysis and it was a nice look back at this game i once enjoyed so much. the story is pretty barebones as you say, but when i was playing it as a child i always found it entertaining even without knowing the characters, and i’ve only come to appreciate it more over time. it’s certainly no literary masterpiece but i think there’s charm in its simplicity, and even without dialogue you could get the gist of what was happening. i remember thinking it was so cool to see the different characters working together, being amused by peach and zelda’s tea party or diddy kong dragging fox and falco around, feeling bad for rob when it had to let the other robs sacrifice themselves, and most of all, when i finally beat tabuu with the help of a friend, that utter fulfillment i felt as the main theme started playing with lyrics on screen. that, along with all the fun i had playing brawl in general (and probably some nostalgia), will forever make it one of my absolute favorite video games.
The subspace emissary was my childhood. I played it for hours for years. I remember it so fondly. For me this was my story as a child. I let my creativity go and lost myself and then at the brink of losing it all I grabbed it back. I fought for this. This game means so much to me and has shaped me as a person and this video from a creator I love has beautifully wrapped this game up in all that it is. A childhood.
I LOVED Melee Adventure mode, it was pretty much the only mode I played consistently in singleplayer as a kid. I loved the little cutscenes and I really enjoyed the secret additional battles you could get from completing certain hidden objectives! World of Light was ok but lacked the character of the sidescrolling levels and the genuinely fun secrets from Melee's mode. Since there were no cutscenes, it basically just ended up being Event mode renamed into an adventure mode. The ONLY saving grace was the boss battles and the awesome segment at the very end of the game where you play as a certain typically unplayable character
You critize the gameplay, but have you considered its awesome actually On a more serious note, this video is genuinely great and I had an incredible time watching
Me: Aw c'mon, it was fun! Whenever I go back to subspace, I'm always looking forward to the Marth/Meta Knight/Ike gauntlet, and the boss fights, and the... Also me: Okay but those little roll-y elemental barrel things are indeed bs.
i play it for both the gameplay and cutscenes, i consider it as similar to a kirby game kinda, and i enjoy controlling these characters not normally in sidescroller environments in them
omg, I hear ECHO ost. Echo is amazing Edit: It was also covered in a video about marble blast by Patricia Taxxon. if you haven't seen that video yet I recommend it x3 just remembered about that.
I’m unsure if you will read this, but this is such a good video. I’m not one for smash bros, most I’ve done is some online games here and there, but you delving into the story and metaphors of the game and how it’s encouraging both creativity, freedom, and genuineness, is very uplifting to someone like myself who’s beginning the process of starting their creative career. You deserve more views and subs for this, and I hope you get that soon.
I bought smash brawl when I was 13 bc I told my parents we'd played it at a church event (my parents were always cautious with what games I bought or played when I was young). It was my first T-rated game ever. I played the heck out of it (in fact I still have it and my wii somewhere). I played subspace emissary when I had to stay home from school after getting an infection in my eye (it was actually an allergic reaction to the dust at my school which got remedied almost immediately but we didn't know this at the time). I finished the story in 2 weeks after playing for hours every day while my mom was at work. I didn't play it like you stated, where the platforming wasn't cool. I actually really enjoyed finding unique ways to finish the levels. Tabuu took my 45 minutes to complete because I kept freaking out at how fast he moved as opposed to brawl's slower pace. I ended up beating him with my main guy, Ike. To this day, I love playing brawl as Ike because of how heavy and satisfying his sword swings were. Thanks for bringing back the memories!
So fun fact: anytime you have something in an off-hand, your unarmed strikes inherit any effects that weapon has; so if you have the adamantine mace from the Grymforge, your unarmed strikes all ignore bludgeoning resistance
Man, this one really hit home. I used to play Brawl a LOT as a kid, but it was around early adolescence when both of my older brothers were in high school or older so we weren't always playing together like we did with 64 and Melee. So I used to just make up random matches myself, coming up with an ongoing story for why these characters are in this stage, and adapting the story depending on the outcome of the fight to give it genuine stakes. Eventually I learned to mod my Wii and went even further with this, but to this day I can't even begin to count how many hours I must've put into that game, all solo. Naturally I was overjoyed when Ultimate came out and the whole adventure mode was just a playground of scenarios with lovingly designed spirit battles, so much so that I made a little text-based program for myself that manages character parties, health, and moving between locations, to give the adventure more structure and force more character variety. I can't believe I never connected all that attachment to the actual narrative theme of the series, a child smashing action figures together and inventing a story. Thanks so much for the essay, you did fantastic work on this one and really captured what made this particular game so special in a way that I've been trying to articulate for years.
honestly I don't remember any of the jank in the stages, I just remember having really good memories playing through it, but I also realised that when I talk about it I'm almost always remembering the great maze, and trying to clear it all with my brother, oh and also the cutscenes it's almost a little jarring to me when you play from the start and realise you need to go through full versions of all the stages
23:30 - dude. I didn't even REMEMBER this cutscene until you brought it up, and instantly got goosebumps, not even hyperbole for internet points. Shit is STILL badass. That was so hype to be seeing for the first time after dozens of hours of playtime with my little brother.
This, made me cry, you sir have made me cry with the way you analyzed and expressed this story and the way to told it. I love the way you laid out this video. Thank you
Very cool video, as an extension of the point I wonder if Primid is spelled that way on purpose, an adaption of the word "timid". Taboo tries to force you to be timid about the things you love, in the same way that Tabuu uses Primids as his primary weapon
Hey so I thought this would be a fun recap of story mode but now I’m sobbing at the prospect of Turing 21 in in a month and how the best years of my life are fading away and there’s nothing I can do about it. Great video. 10/10. This was amazing dude
I had the opposite opinion of Subspace Emissary, I loved the moment to moment game-play, but despised the Great Maze because it was just a re-hash of what you had been doing the last few hours, except now you had to keep pausing and checking the map screen every 5 mins, to make sure you didn't miss anything. As a kid, the Sonic attacking Tabuu scene was how I found out he was in the game, so it was really cool as a character introduction. We didn't know what characters were in the game until we unlocked them, and it was the kind of thing you would share at school the next day with your friends.