Okay, I don't want to sift through 31 pages to see if anyone's addressed this correctly yet, and my sincere apologies if this has already been done justice...
This wasn't a review. There was no depth. Most of the "facts" brought up by this review were just not true.
I don't want to give you the wrong impression here; I didn't really like Brawl. I regret I purchased it. I regret reserving it. HOWEVER, I did give the game a fair chance. I LOVED Melee. I STILL love melee. As far as I'm concerned, Melee was the pinnacle of "fighting" game achievements. The reason I detest Brawl is that it took Melee's fine art mechanics, slobbered on them, and poured molasses over it all.
The first thing to address is the unfounded notion that Brawl (or any game in the series) is a button-masher. NO. The creators had the same problem with the fighting game formula, and made Smash Bros. something entirely different from that. More than any other fighting game, Smash Bros. is about controlling your character at all times, not trying to Dragonforce all over the controller. It's simple, there are no button combinations, and the attacks are sorted by speed and power with how they are executed. Of course, anyone who read the manual, watched the "How To Play" video, played the previous games, didn't automatically seizure on the controller, or watched a real match ought to know this.
Secondly, all the characters have THREE unlocking methods. THREE!!! TWO of them are multiplayer! Sonic was one of the first characters my friends unlocked because of some condition that I'm still not even sure of. Snake is a simple 10 matches on Shadow Moses Island, which you can rig to occur in less than a second!
Third, this game isn't just about the Nintendo Character Orgy Fest (tm). It's about bucking the standard convention of fighting rules, using a completely different method of playing. This all comes around to the anti-button-mashing format.
Now, the game DOES have it's flaws. The items seem to have been designed by Karl Marx, as outlined in the Communist Manifesto. The Smash Balls are highly unbalanced, with some characters having way too much of and advantage with them. Super Sonic can fly, moves hyper fast, and touches you for death. Peach puts people to sleep. Captain Falcon's attack is very easy to avoid. One of these things is not like the other.
One thing Yahtzee did nail squarely on the head was the tedium of the single player mode. THAT was the Nintendo Character Orgy Fest(tm). The boss battles were more of a return to standard fighting game mechanics, and had the predictable movesets. The platforming parts were all too similar to Donkey Kong Country with the wrong pacing and jumping mechanics. When your characters have such large jumps, there is no real call for platforming. Platforming is a very simple style of gameplay, and the challenge usually lies in the limits of your character's ability to move. You have to have a tight control of your character. Smash Bros. has very loose mechanics, which is fine for the fighting part of the game when your position is less important aside from very general "I don't want to be in this area" and very finite movements over small distances, but the platforming scale is in between, where the floaty physics really get in the way.
Everything is slowed down from Melee, and everything feels a lot less precise. In melee, the timing was down to hundredths of a second, and the motions were very controlled. See short-hopping/wavedashing, as much as those tactics seem arbitrary and elitist. The demand for the utmost precision in execution of those moves gave them a high learning curve. I had friends who played it for 7 years, and STILL play it, and they are still improving. Brawl, on the other hand, doesn't have much to offer in the way of really talented moves. You can spend hours with it and still feel like Pei Mei after four bottles of hard liquor fighting a similarly intoxicated Goku.
Aside from all it's mechanic flaws, Brawl has a lot of improvements. There is a level editor(!) and tons of minutia to unlock. You can save replays and take pictures in any match. There is a Odyssian amount of content to explore, and there is online competition, though that also suffers from a few design flaws.
In summary, Brawl would have been the savior the Wii needed if it had kept the mechanics of Melee, but included all of it's features, bells, and whistles.