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Subspace Emissary has several aspects to it as well. I'd say it's just as complex, if not moreso, than Super Duel Mode and the likes. While it plays similarly to the basic modes, such as versus mode, Subspace Emissary has exclusive enemies, items, obstacles, and its own plot. It's basically 8+ hours of gameplay, which is a lot for a side mode. Subspace Emissary is also an entirely optional mode; you can unlock every single character without playing it. There are some things that are unlocked by playing Subspace Emissary, but that's also like saying Target Test, Multiman Melee, and Training Mode are required modes because there are milestones involved with those modes.
You made several strong points, but the biggest reason I want Subspace Emissary to be split from Brawl is so it enables us to have the freedom to expand it (adding enemies, items, interactive and harmful objects, plot, and the summary of each level) without having to further clutter Super Smash Bros. Brawl article.
You made several strong points, but the biggest reason I want Subspace Emissary to be split from Brawl is so it enables us to have the freedom to expand it (adding enemies, items, interactive and harmful objects, plot, and the summary of each level) without having to further clutter Super Smash Bros. Brawl article.