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Kid Icarus: Uprising details (some moves from Brawl, motion outside the main game, Pit talks a lot, weapon variety a key, more)

Posted on August 27, 2010 by (@NE_Brian) in 3DS, News

This information comes from issue 258 of Nintendo Power…

– Depth for experienced gamers
– Team wants to make the game accessible to a widge range of players
– Simplified controls
– Controls rundown: “L” to fire, slide pad for moving, stylus for aiming and camera movement with the touch screen
– Pit can fire while diving to the side
– Some moves from Super Smash Bros. Brawl will be in the game
– Many of Pit’s attacks are being kept secret
– Game officially takes place 23 years after the original
– Final showdown with Medusa
– “Uprising” has three meanings: uprising/revival of Pit/Kid Icarus, the uprising of the underworld army, and the literal uprising of Pit flying into the sky
– No gyro scope and motion for the main game
– Instead they will be in a number of “additional features and attractions” outside of the main adventure

This information comes from Masahiro Sakurai…

“At the time when the original Kid Icarus came out, there was an overall trend of very serious games like The Legend of Zelda and Metroid. But Kid Icarus was a slightly mroe comical, lighthearted type of game. So it was important to maintain that. For example, in this new game, Pit talks a lot as he’s fighting. And rather than being serious and steadfast about the mission at hand, you’ll find him joking and being more relaxed and casual.”

“One thing you might notice in the trailer is that Pit changes weapons a lot. You might even see him without a weapon at all, but with a sort of tattoo pattern on his arm. I can’t go into a lot of detail, but the weapon variation is a very key and interesting part of the game. And another thing to draw attention to is the way that Pit’s shots sometimes curve – that there seems to be a sort of auto-aiming going on.”

“The game has a relatively simple design for a reason: we wanted it to be ready close to launch. Of course, there are a lot of hurdles to overcome during the course of any game development, so I can’t say with certainty that it will be ready at launch, but I’m definitely working with the intention of releasing the game as soon as possible.”

“In a word, I was touched [by the reaction at E3]. A lot of effort was put into the trailer – fitting everything into two minutes and pacing the scenes to show them at the right time; having them match the music, the mood, and achieve the desired effect. A lot of thought was given to how the fans would react to certain elements. So, my most earnest reaction to the fans’ response is that of utmost happiness; I’m absolutely, totally happy about it.”

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