Masahiro Sakurai Reflects on Super Smash Bros. Brawl’s Leaked Cutscenes

Masahiro Sakurai, the creator of the Super Smash Bros. series, recently expressed frustration over leaked cutscenes from Super Smash Bros. Brawl. This incident has had a lasting impact on his approach to game development. In his recent YouTube series, “Masahiro Sakurai on Creating Games,” Sakurai directly addressed the issue.

Super Smash Bros. Brawl, although a divisive entry in the series, remains memorable for its ambitious story mode, Subspace Emissary. This mode’s integration of cutscenes created an engaging single-player experience. However, the leak incident led Sakurai to reconsider including such a story mode in future games.

 

The release of Super Smash Bros. Brawl in 2008 was marred by the premature leaking of its cutscenes by players and journalists. This significantly impacted Masahiro Sakurai’s approach to incorporating cinematic elements in future titles. In a recent discussion, Sakurai revealed that the detailed cutscenes from Subspace Emissary were omitted from subsequent games like Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros. Ultimate due to the leaks, a decision that has sparked controversy among fans.

Sakurai’s recent comments in his YouTube series reiterate his frustration. While examining the role of cutscenes in video games, he discussed the challenges of treating cutscenes as rewards when they are inevitably shared online. This sentiment echoes his past statements about the Subspace Emissary leaks, highlighting a long-standing grievance that continues to influence his creative decisions.

Some fans have not taken his criticism lightly, with comments urging him to “let it go” since a significant amount of time has passed. While there have not been many instances of game developers avoiding cutscenes due to fear of leaks, Sakurai’s experience may make this issue particularly frustrating for him. Additionally, some players have questioned the logic behind Sakurai’s view that cutscenes are “rewards,” arguing instead that they should serve to advance the narrative and develop the characters’ stories.

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