Wii U pics look better, IMO. The Brawl pics all have weird lighting added to them. At least I don’t remember the original game looking like a spotlight is shining in their face.
Half the reason I don’t like the new one is due to the armor being dull as well as far more feminine. Kinda takes away from the mystique that Samus always had about her. Kinda like what Other M did to her in general. I mean, the waist part of the Brawl suit is a little… clunky and the sleeker connections of the Wii U one do look better… but everything else about it is inferior. The fact that every part of it that isn’t the bulky armor looks less like armor and more like a variation of her Zero Suit is lame, though. And those pauldrons…
Also, most of the eyes look better in upscaled Brawl. Wii U looks kinda flat all around.
Hair seems to be the biggest differences in the characters: Cartoon hair is more cartoony, normal hair is more realistic. Actually, the main takeaway should be how more cartoony the tone is.
Maybe, but there are a few reasons why this could not suck.
The ring itself takes up the majority of the stage, with the walk off part being outside.
The stage appears moderately sized. About Mario Kart and up. The ring can fit 4 people with it only being a little cramped. In the little mac trailer, 3 were able to fit comfortably
Walk off stages have kind of a bad name because they had various non-walkoff factors that made them suck
-Mushroom, Mushroomy, Shadow Moses and Onett all had layout difficulties, whether it was too many platforms, a scrolling screen, or blocks that limited vertical movement
-Flatzone(s) and Mario Bros had too many gimmicks
-Bridge of Eldin suffered from not only being too big, but restricting and separating off the fighting when it did get a pit.
The closest we got to a good walk-off stage was Mario Circuit, which was somewhat small and had a significant stage hazard.
There was also issues with KOs on these stages. Grab/throw was the universally effective because many walkoff stage, as mentioned above, had significant problems with KOing from the main platform where everyone would likely gather. Mario Circuit, I believe, had the fewest issues here.
The ring on the other hand has a decent middle ground, no stage hazards, the ropes aren’t high enough to really hamper side KOs unless they’re like 85-90 degrees or point blank next to the ropes, which they might just bounce past and out again.
Here’s basically what I’m saying
Ring doesn’t restrict vertical/horizontal KOS except for Meteor smashes, which are often superfluous kill tactics unless you’re Falco/Fox(and then it’s not like they don’t have other good kill cards)
The ‘center’ of the stage, AKA where people like to fight in/around, is a decent size for a stage.
No stage hazards(yet. Maybe the ropes are bouncy or something, I dunno)
Looks big, but not Bridge of Eldin big
Walls suck when there are infinites to abuse or they stop KOs. Don’t seem to stop KOs. Infinites, we’ll have to see.
EDIT: Another thing too is that nearly every walk off stage had detriments to stop zoning from the center and only the walk off section had high ground. This is no longer the case. Link might not be able to shoot arrows all day from the edge of the screen then grab you when the gap closes. If someone where to projectile war from the edge, they’d need a far reaching move that arcs up and over the wall, or in the air and down. Even if that does mean they can zone by jumping in the air, the downward angle the entrance provides means there is a huge deadspot should they want to approach, and they’re in the air, so they are vulnerable and can’t grab. The incentive to sit on the side is heavily minimized.
Then you got TTT2, the Odeum of Illusion stage, my Marduk flourishes there with the small stage and all of the walls.
With Brawl I just ran shit on the Wario Ware stage, people just were not ready for my level of shenanigans and proficiency at kicking ass and completing mini-games.