![]() ![]() What could have been clumsy instead controls intuitively, largely thanks to the heavily directed and controlled stage progression minimising over burdening gameplay in favour of more streamlined, simplistic action. More precisely, these stages draw most parallels with Sin & Punishment 2, the player given freedom to direct Pit around the screen to dodge fire and environment hazards, lining up shots and directing the crosshair with stylus based touch controls. To begin with, Pit takes to the sky, and is directed through a series of cinematic set pieces and gorgeous environments in gameplay not unlike anything you’d find in another rail shooter. ![]() To draw upon Star Fox and Super Smash Bros., Uprising defines each stage by two separate acts. This is a story and game about only one thing: fun, and it delivers in spades. And this, in turn, is one of the most enduring qualities of Uprising: the lovable characters, witty dialogue, and air tight delivery from the entire cast. Rarely does a moment go by without a character having something to say, bickering and teasing amongst one another, and backing the action with exposition and banter. This directorial approach demands Uprising be the most story focused game Sakurai has ever directed, to a point of surprise. A tale of Medusa-versus-the-world quickly escalates into a truly outrageous and ludicrous story rich with silly dialogue and punchy one-liners, each moment aiming to best the last in madness and comedy. You see, though it shares none of the original Kid Icarus game design, it does share many of the enemies and items, and continually breaks the fourth wall referencing these, along with other Sakurai-directed games (and then some). ![]() Instead, what Sakurai has crafted is a chaotic action adventure that can be best described as a weird hybridisation of Star Fox with a dash of Super Smash Bros., emphasising his trademark manic gameplay with an endless barrage of quirky humour. If anything, it’s a reboot, through and through, sharing little to no mechanical similarities to the Metroidvania original. The self aware silliness doesn’t stop there, but stating it’s case before the game has booted should give most players an idea of just what they’re in for.Ĭalling Uprising a new Kid Icarus game would be inaccurate. Seriously, on the Nintendo 3DS home menu, the jingle associated with the inserted game cart is the same 8-bit tune that plays alongside the very original NES Kid Icarus. However minuscule this elite group may be, if we were to all put pen to paper and list, I’d wager a handful of names would reoccur: Hideo Kojima, Will Wright and, on the subject of this review, Masahiro Sakurai.Ĭreator of the Kirby series, founder of Super Smash Bros., and all ’round good guy, Sakurai has earned a reputation for wild, larger than life, feature rich game design, and right from the onset it’s clear that philosophy extends to Kid Icarus: Uprising. One could even argue that the pool of professed game auteurs is alarmingly small, only a small pocket of veterans having developed unique qualities distinct to every game they touch. Not all developers, even among the most famous, have a recognisable directorial style.
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