Kid Icarus: Uprising Release Thread
(Section 2: Idols, AR Cards, Interviews, Pics, Vids & Reviews)
~Idols & AR Cards~
Discover hundreds of special AR Idol Cards to use with Kid Icarus: Uprising—and bring Pit and other characters to life right in front of your eyes. Save your cards and scan them using the game's AR Card Battle mode, then trade and share with friends to collect them all. There are 'hundreds' of cards to find!
~An Interview With The Man Behind The Game: Masahiro Sakurai~
(Thanks to Nintendo Power)
(Fun Fact: Mr. Sakurai's 42nd birthday is this year, on the 3rd of August)
Nintendo Power: Can you tell us a little about the team working with you on Uprising? Which titles have they contributed to previously?
Masahiro Sakurai: The members of the development team come from a wide variety of backgrounds. We have people with experience working on large-scale projects, and people who have worked their way up from smaller ones. We have veterans who've been around since the 8-bit days, and new hires working their first-ever jobs. Personally, I've been in the business for 20 years now.
NP: What do you feel are the key elements of the Kid Icarus franchise that needed to be retained for Uprising?
MS: Kid Icarus came out in 1986, the same year as The Legend of Zelda. Between then and now, these sorts of adventure games have tended to become more serious, but Kid Icarus still leaves an impression of being a more humorous, anything-can-happen sort of game.
So we've tried to preserve that sense of humor, and not have it end up like all those other games where you're dealing with some sort of dire, dramatic crisis. We've also been very fastidious about the music. And we've added a certain unique system to address the original game's reputation for being quite challenging.
NP: Conversely, what were the main ways you wanted to evolve the series and put your own stamp on it?
MS: As you can see, our Kid Icarus is now a completely different genre. It's been 25 years since the series began, so we wanted to evolve it dramatically, but in a way that would feel appropriate. Nobody's happy when a developer makes dramatic changes based on their personal whims, and I assure you our changes have been made with a great deal of respect for the original game.
NP: From what we've seen so far, Uprising seems to be quite story-driven. How important do you feel storytelling is to the overall experience?
MS: In this game, there's a ton of talking. Pit has a constant back-and-forth going with friends and enemies alike. But what I really want to stress is that we didn't add all that voice in order to tell a story. Personally, I think that movies and such are much better at telling stories in an effective and enjoyable way than games are.
The main reason for having all the dialogue in this game is "escalating the situation," using dynamic scene changes to make the shooting sequences more enjoyable. The story is the framework for the changing scenes. And while there is a story, we don't advance it by forcing players to sit and and watch some tedious briefing scene or anything. Pit goes straight to the battlefield, and he hears about the mission objectives as he's fighting.
NP: Between all the different weapons, the power grid, and variable weapons stats, there's almost an RPG level of depth to the gameplay. Was that a focus for you all along or is it something that gradually emerged during development?
MS: The amount of weapons and item types was decided from the start. We don't make additions to things like the number of chapters and modes either. (However, some things do get cut.) Development won't go smoothly if the team doesn't know what goals they have to meet, so we have to figure out exactly how much content we're going to make at the very beginning of the project.
NP: What would you say sets Pit apart from Mario, Link, Samus, and Nintendo's other heroes?
MS: Fundamentally, most of those characters were designed to be a projection of the player's emotions, so they don't express a lot of personality. I'm a fan of that styIe of character design myself, and have designed characters like Kirby to be a similar blank slate. But with this game, we went in the opposite direction, going for a bright, chatty character who always has someone to talk to.
Making another character in the vein of a Mario or Link would have been pretty dull, considering how many characters like that are in the lineup already... And come on: flying at high speeds and bickering with gods and goddesses--that's gotta make him the coolest Nintendo character there is, right?
NP: What do you think stereoscopic 3D brings to the experience?
MS: I've become so accustomed to 3D that now it's 2D games that strike me as being hard to play. This game has ranged attacks, so being able to sense distances is very important, and I recommend that it be played in 3D. The gameplay is very intense, so it might be a little tricky to get used to at first, but please stick with it!
NP: What sorts of SpotPass and StreetPass features will Kid Icarus: Uprising offer?
MS: You can exchange something called weapon seeds. A seed contains the information about a weapon, and you can recreate it (in your own game) by spending hearts. This game has a huge variety of weapons, and with this feature it's possible to get your hands on absolutely ridiculous weapons.
Each weapon has a "value" and in a multiplayer game, the amount of power your team loses when you're defeated varies based on that number. Players are free to hunt down the strongest weapons they can for the single-player game, but we've made balance a priority in the multiplayer mode.
NP: Before we finish, is there anything else you'd like our readers to know about Kid Icarus Uprising?
MS: The dialogue in the japanese version of the game is quite funny, but I don't know quite what to say about the foreign version. If our players in North America are able to thoroughly enjoy it, then the credit for that goes to the staff at Nintendo of America. This was a really challenging game to make. And, by the standards of portable games, I've tried to make it just as challenging for you to play (although it is quite accessible to beginners). I hope you'll enjoy it!
(This was just a snippit, to read to full preview & interview pick-up Nintendo Power Volume 275)
~Kid Icarus: Uprising Screenshots~
~Videos & Trailers~
(Youtube) 2011 Nintendo conference Trailer
(Youtube) Enemies, Weapons and AR Cards Trailer
(Youtube) 7 Minutes Of E3 Gameplay From Chapter 1
(Youtube) 10 Minutes Of E3 Gameplay From Chapter 2
(Youtube) 8 Minutes Of E3 Gameplay From Capter 3
(Youtube) Gameplay Snippet
(Youtube) English Gameplay Trailer
(Youtube) Intensity Trailer
(Youtube) Weapons Trailer
(Youtube) English Multiplayer Details & Gameplay
(Youtube) Three Sacred Treasures *Spoilers*
(Youtube) Medusa Trailer
(Youtube) First North American Commercial
Nintendo Video Kid Icarus Anime Shorts
(Youtube) Thanatos Rising Part 1
(Youtube) Thanatos Rising Part 2
(Youtube) Thanatos Rising Part 3
(Youtube) Medusa's Revenge
(Youtube) Palutena's Revolting Dinner Part 1
(Youtube) Palutena's Revolting Dinner Part 2
~Kid Icarus: Uprising Reviews~
IGN - 8.5/10:
"Kid Icarus Uprising is a fantastic game full of superb action, stunning graphics and art design, incredible music (truly some of Nintendo's best), humorous dialogue and solid gameplay. Despite that, it suffers from an equal number of problems, including some very frustrating and awkward controls, a fairly repetitive level structure, characters that talk too much and action that sometimes overwhelms the 3DS's relatively small screen.
What's important to remember is that Uprising's strengths truly outweigh its weaknesses. The game is simply addicting, both in its arresting, fast-paced action and its ability to inspire repeat visits with its scalable difficulty, bite-sized mentality and seemingly endless amount of unlockable content. Kid Icarus Uprising is yet another stellar entry in the 3DS's growing library. Much like Masahiro Sakurai's Super Smash Bros. series, Uprising is not without its flaws - but you'll be too busy having fun to notice too much." - (Full Review)
EGM - 8.5/10:
"When all is said and done, although the controls may be frustrating at times and take some getting used to, this is a very solid game. Great visuals, tremendous depth of game play modes, and a fully realized plot that is brilliantly executed on every level makes this probably a must have for every 3DS owner out there." - (Full Review)
NintendoWorldReport - 8.5/10:
"Kid Icarus: Uprising is jam packed with content, and outside of the control issues, is an amazing game. The 21-year wait for a new Kid Icarus game was completely worth it, because this is one of the craziest and most original games released by Nintendo in a while. If you have a 3DS and are even remotely interested in this game, I highly recommend that you seek this out." - (Full Review)
Nintendo Life - 9/10:
"Kid Icarus: Uprising is one of the most attractive, exhilarating, entertaining and outrageously fun titles so far on 3DS. While Mario has recently brought his styIe of gaming bliss to the handheld, Uprising provides a substantial amount of content, its own brand of adrenaline pumping set pieces and wonderful humour. It sweeps you along at breakneck speed, and is a must-have title for that very reason." - (Full Review)
Eurogamer - 9/10:
"Kid Icarus: Uprising is a strong, pretty game turned into an essential one by way of its surrounding infrastructure. Its weave of systems hauls you back in to replay stages time after time; the sense of progress and acquisition is a powerful, irresistible loop. Most significantly, it reveals a Nintendo we haven't seen for some time, eager to innovate in ways that will excite its hardcore fans, focusing on competition, struggle and mastery. Reaching for the sky." - (Full Review)
Official Nintendo Magazine UK - 90%/100%:
"Uprising dances a merry jig along the thin line between rosy retro-reverence and modern and contemporary gameplay mechanics, utilising almost all of the 3DS's features while drawing heavily from its heritage. A rich cast of strange characters stars in a deceptively lengthy solo campaign (with more than a couple of twists and jaw-slackening revelations), while a solid, fun and tactical multiplayer mode and near bottomless cache of gubbins to collect ensures huge replay value.
In effect, it feels far bigger than the console upon which it appears, it's deeper than most home console titles and more content-packed than any other 3DS game yet released. Pit might've been sorry to keep us waiting, but this was a wait worth every second." - (Full Review)
Click here for more Reviews
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