The most important moment in Super Smash Bros. history has happened 13 years ago, in E3 2006.
The first ever trailer for Super Smash Bros. Brawl premiered at the end of the Nintendo stage show, which also included a first look at Super Mario Galaxy and the announcement of DS Lite. The trailer is good, but no viewers have prepared how it ended.
By closing the seconds of the trailer's disclosure, after the theme's theme of Nobuo Uematsu, the play ended and the logo appeared on the screen, we heard the unique radio tone from Metal Gear Solid. A meta conversation with the Colonel later, and Solid Snake officially joined the Nintendo's flagship fighting franchise.
In a way, the series of Super Smash Bros has been chasing the emotional height of the 30-second snippet ever since.
The strength of cooperation
Crossovers and cameos in video games are not a new concept in 2006, but they are usually in the fight games. SNK's King of Fighters is the kind of game in the fight against the entire company that Smash Bros has eventually become, and it debuted in 1994. Alex Kidd at Shinobi World is a platformer, which combines two titular franchises in the Sega Master System in 1990. And Namco triple-dipped in cameo territory by featuring Spawn, Heihachi, and Link as platform-exclusive guest character at Soul Calibur II in 2002.  However, Solid Snake is seen and heard given to such a loving detail in a Nintendo game, from his character model to dozens of fully voiced, talked codec, felt different. The standard, predictable rules of video exclusivity of the game are bent, if not really damaged.
And that before the Sonic the Hedgehog was also advertised as a playable character. The younger generation can grow up with Mario and sonic who work together or compete in many games, but many of us in our 30s still find it surreal. This kind of thing can not be imagined in the middle of Nintendo-Sega Console Wars.
The integration of new shooter from Nintendo and non-Nintendo franchises alike is due to being a staple of the series, and a source of both widespread speculation and (often hilarious) celebrations from fans. Nintendo has leaned in hope and multiplication; The humble, in-engine shows of Snake and Sonic at Brawl opened the way for beautiful animated short films that love and rely on fans.
I saw the Solid Snake displayed when I was 18 years old; I will be replacing 32. Participating in this round of occasional unreasonable imaginations about new characters added to Smash has become my favorite part of the game culture of the years between these two events. It is a positive, optimistic activity that I can share with friends and family. Nintendo still manages to surprise us, despite the whole internet trying to figure out who will be coming in next series.
Seeing how Nintendo shrugs off our assumptions is part of the fun, in fact. Ridley? I thought he was too big, so I did not think that would happen. I do not think Bayonetta had a chance at hell in a Nintendo franchise in the family. Joker? I did not see it coming, which made it even more fun.
Choose your character
The game industry in the whole will be better if Super Smash Bros. likes. and make short-term profits, platform exclusivity, and other frequent consumer-friendly practices besides creating surprises that will help make people excited and happy.
And this approach is not altruistic fan service on the part of Nintendo; Ultimate is the fastest selling game of all time company, and the hype around new characters, as well as the hopes for upcoming characters through DLC, has certainly helped contribute to strong sales. Also, a glimpse of game credits will show you with every non-Nintendo property, from a Geno Mii Fighter costume from Super Mario RPG to every single song, visual element , and playable characters from the Castlevania franchise, is the result of what I can only imagine is a thorough, legally binding negotiation process. No one credits their intellectual property to Nintendo and hopes for the best; it seems that every publisher and developer are intimately involved to make sure their characters are considered as well.
Still, Nintendo was not with to do so. Masahiro Sakurai was not with to do so. But they did, and the results are so good and enjoyable that I have to wonder: Why not all the games doing this, or more games trying to crossovers more often? Nintendo has created its own reference and crossover-heavy version of the Marvel Cinematic Universe with the Smash Bros series. And, like Marvel, it seems to have been a great deal from this approach.
But third-party crossovers are both exciting and rare in game play. Level of coordination and cross-brand collaboration is required to make games such as Project X-Zone (a series of RPGs featuring characters from Sega, Bandai / Namco, Capcom, and Nintendo franchises) and LEGO Dimensions (a game where you can have GLaDOS, Homer Simpson, and Scooby Doo hang out) a fact is likely to be excessive, but their publishers are it does happen, with different results. These opportunities are like exceptions, rather than examples of how things are doing.
And the process did not quickly become simple because a single company controls a wide variety of characters; the current series that are not in Disney Infinity may be slightly reduced due to various company departments requiring various concessions that may have served them individually, but the game itself.
There is no single magic trick to make these cross-promotion opportunities, and there is still someone better handling it than Nintendo and these companies are working for every release of Smash Bros.
The series of Super Smash Bros has become a kind of life document gaming document. It is an ongoing franchise that has developed and published company-saved console gaming in & # 39; 80s, and features a list of characters from nearly every decade of gaming history, and most its platform.
It is fair to say that Smash Bros is a character (and its franchise) along with a prestige and recognition level added to an exhibit museum, while that character also introduces a larger audience than they may have enjoyed . The characters of the game can be canonical without a Smash Bros game, of course, but the integration of the series series is definitely helpful.
When I sent my brother dozens of all-caps texts during King K. Rool's disclosure, not because I was excited to have another heavy fighter added to the game. This is because of an important part of our childhood, the boss that we spent time in pool of our skills to beat across four games and two generations of consoles, will be recognized in a broader stage.
Joker saw the recognition as a DLC character, the fans of the Persona, seeing their favorite sight in the main stage of a big music festival. This is validation, especially if you are there for the entire journey of that character or franchise.
Most importantly, crossovers drive fans to think of their own wildest character inclusions and ask a simple, important question: Why not? For many years, too many strange history and bad blood have been accepted between Square-Enix and Nintendo for the Final Fantasy series to get back to one of their consoles.
But Cloud Strife is in two games of Smash Bros, and every great 3D Final Fantasy title is available on Switch. I doubt it's simple to do that but, as everyone seems to be benefiting, it's worth spending and effort.
One year ago, Persona was considered an exclusive Sony. Smash Bros now features the main character of Persona 5 and a collection of music tracks from the entire franchise. Moreover, a Persona game will finally come to the Switch, though no one is hoping or hoping. These walls are broken down, and Nintendo often looks like the company that most wants to get out of sledgehammer to help it happen.
Banjo and Kazooie, Steve from Minecraft Erdrick from Dragon Quest Sound from Kingdom Hearts Spider-Man, Son Goku; why not? Nintendo has slowly chipped away with our expectations of what can be in the game industry, and we live in a world where Thanos may appear in Fortnite . The crossovers are still surprising and enjoyable, but many of them are successful that I am constantly surprised that some other large companies have tried their hand in doing them.
Nintendo is – unintentionally or not – revealed how arbitrary many of the barriers have always been, and it has helped fans like me find a lot of joy and happiness in acting simply hoping for a new things, exciting, and better.
Nintendo has changed the game by at least partially opening its doors, cutting deals, and inviting others to their space, which happens to be one of the most revered in the history of the industry. And it is clear that its peers have little reason not to do so.
So the real question is a simple: Are they running out of the challenge?