How much to we value weirdness? How much weight do we place on eccentricity? There are so many video games that are essentially retreads of the same old tired space; it can feel so nice to see a game that, even while following the same basic formulas as its brethren, does so with enthusiastic weirdness.
Kid Icarus: Uprising is just such a game. While at its heart, Uprising is an arcade shoot-em-up no different than countless quarter-eaters from the arcades, the game plays that role with such chutzpah, creative flair, and straight-up oddness that itâs hard not to be won over.
Kid Icarus: Uprising is the story of an angel named Pit and his mentor Lady Palutena, the Goddess of Light. At the start of the game, Medusa has somehow harnessed the forces of the underworld to try to take over the planet. Itâs up to Pit and Lady Palutena to stop her. What follows is a spiraling, barely coherent story that feels something like a Disney movie as retold by an excited eleven year-old.
âAnd then, they went into Pandoraâs Labrynth, because she was this huge purple gas-monster of illusion! But after they defeated her, they flew through this desert, and it was like oh man!, there was smoke everywhere, and these giant floating eyeballs showed up, and then Hades turned up and was like âYou better look out!â because see, he had been in charge the whole time!â
It gets crazier from there, believe me. The single-player story takes place over 25 three-act missions. Iâve completed 15 of them, and each one Iâve seen plays out over the same basic template. First thereâs an aerial mission in which Pit flies while shooting oncoming enemies and dodging fire, then a ground-based mission in which he runs around while shooting before engaging in a boss battle.
WHY: Kid Icarus: Uprising makes up for its uncomfortable controls by providing a huge amount of enjoyable content, and doing so with charm to spare.
Kid Icarus: Uprising
Developer: Project Sora
Platforms: Nintendo 3DS
Release Date: March 23
Type of game: Fast and frantic stylus-based arcade shoot-âem-up with a huge amount of collectables and unlockable weapons and power-ups.
What I played: Completed 15 of the 25 story missions, replaying several on different difficulties. Played several rounds of each type of multiplayer. Spent an intense amount of time messing around in the various menus.
My Two Favorite Things
Groaning over one of the gameâs many dumb jokes before realizing I was enjoying myself.
Finally unlocking a great weapon in multiplayer and using it to wreak havoc in my next single-player mission.
My Two Least-Favorite Things
Playing it with a fever and feeling as though I was slowly losing my grip on reality.
Accidentally lunging to my doom more than ten times in one particularly frustrating platforming section.
Made-to-Order Back-of-Box Quotes
âItâs only annoying at first!â
-Kirk Hamilton, Kotaku.com
âYouâll laugh, youâll cry, youâll need to take frequent breaks to stretch out your hands.â
-Kirk Hamilton, Kotaku.com
âI sure showed that giant disembodied elephant-head whoâs boss!â
-Kirk Hamilton, Kotaku.com
In the hands of anyone but the terrific (and idiosyncratic) game developer Masahiro Sakurai, Kid Icarus: Uprising could have been a run-of-the-mill third person shooter, with some on-rails flying bits broken up with some God Of War-style ground bits. But this game was made by the Super Smash Bros. and Kirby mastermind, and so it is absolutely stuffed with wild flourishes and curlicues that set it apart.
For starters, thereâs the controls. Uprising isnât controlled as a twin-thumbstick shooterâeven though it is technically compatible with the 3DSâ mostly great Circle Pad Pro peripheral, there is no setting that lets players control it like they would a ânormalâ console game, with movement tied to the left circle-pad and aiming tied to the right. Itâs a very curious omission, since that setup is almost possible by re-arranging the controls, but not quite. So, the most natural type of control is to set things with Pitâs motion handled with the circle-pad while the aiming reticle is controlled with the stylus.
https://lastchance.cc/the-3ds-circle-pad-pro-is-mostly-great-actually-5886103%3C/a%3E%3C/p%3E
It didnât take too long for ergonomics to become a problem for me. Holding the 3DS in my left hand while using the stylus with my right felt fine at first, but would quickly become uncomfortable. After fifteen minutes or so of playing the game, Iâd have to take a break, shake out my hands, and do something else. For a handheld game, this isnât the end of the worldâ Uprising is designed to be played in short bursts anywayâbut itâs still a drag that the game just sort of fundamentally doesnât feel good to play. Uprising comes bundled with a stand, but as Stephen has already pointed out, the thing feels largely pointless. It sets the 3DS too low to really be useful, and⊠well⊠the 3DS is a handheld, portable gaming system! Having a stand to put it on isnât bad or anything, but itâs not much use. Some folks may not mind playing their 3DS while hunched over a desk for extended periods of time, but itâs not for me.
https://lastchance.cc/behold-nintendos-most-pointless-peripheral-in-years-30789822%3C/a%3E%3C/p%3E
Kid Icarus: Uprising eschews the lengthy cutscenes of its video game contemporaries, but it still has a whole lot of story to tell. It does so by having characters simply⊠talk over the action, babbling jokes, exposition, and one-liners across the 3DSâ bottom screen as frenetic action plays out on the top screen. At first, itâs off-putting and confusing, but as you get used to it, it becomes something of a familiar and enjoyable rhythm. This is a very well-written game, but itâs also, well, a very written one, with a ton of jabbering and babbling going on at most every moment of the game. I liked it, but it could be a turn-off for some. (Fortunately, you can mute the dialogue and just read the subtitles when youâre able.)
The people who worked the dialogue had a lot of fun coming up with jokes and references, and the dialogue is almost entirely charming and even chuckle-out-loud funny. The humor is often of the meta variety, with lots of references to the first Kid Icarus, along with plenty of more general video game jokes. One Nintendogs reference, in particular, made me guffaw.
Uprising is a real looker on the 3DS, as well. I first saw this game back before I owned a PlayStation Vita, and I have to say that some of the bloom is off the rose now that Iâve grown accustomed to Sonyâs big, bright-screened device. But all the same, Kid Icarus: Uprising matches Resident Evil Revelations as one of the best-looking games on the system. Itâs a color-explosion, with deep, rich starfields giving way to fireworks shows, pink futuristic labyrinths, and incredible space pirate-ships. It runs well, tooâthe 3D effect can be tiring after a while, but itâs used to its fullest potential, and thereâs very little of the doubling that Iâve found in some other 3rd-person adventure games on the 3DS.
The enemy design in Kid Icarus: Uprising is second-to-none. Thatâs mostly due to the fact that the developers at Sora Games simply lightly re-imagined the enemies from the 1986 Kid Icarus. The video game enemies of the 80âs were a lot more bizarre than the humanoid lizards and aliens that we spend so much time fighting today. But seeing them painstakingly rendered into 3D creations feels like some kind of revelationâto go head-to-head with a huge multi-layered clam that shoots lightening, or a giant floating sheep-head that launches balls of wool until it goes bald⊠it feels like a revelation.
But as much as Uprising centers on flying, shooting, and fighting, itâs also about menus and unlockables. So, so many menus and unlockables. Kid Icarus: Uprisingâs currency system is hearts, which are earned every time you kill an enemy and are sometimes scattered throughout the level in hard-to-reach places. Hearts can be used for all sorts of things, and at the start of every level of single-player, youâll have the option to gamble hearts on the gameâs difficulty. Play at a higher difficulty, and youâll win more heartsâbut if you die, youâll lose hearts from your own store. There are 90 (!!) levels of difficulty in the gameâanything below level â20â and youâre actually paying in hearts to make the game easier. Past 20, youâre gambling hearts that youâre good enough to make it through the level without dying. Itâs a fun and very involved system.
Hearts mostly come into play in Uprisingâs many menus, which are attractively laid out, and can even be moved and jumbled around if you grab them with the stylus. Outside of the game, here are but a few of the various options:
Go through what appears to be hundreds of weapons, comparing and contrasting them, and combining them into new weapons.
Create streetpass gems for weapons that allow you to share your arsenal with people you encounter on out in the world. Fuse the gems youâve recieved with other gems to create new gems, just like you would with weapons.
The âTreasure Huntâ is a huge tiled mosaic in which each tile corresponds to an in-game challenge like killing a certain number of enemies or getting a certain kind of weapon. Getting all the achievements lets you⊠apparently, see the painting beneath?
The âIdol Tossâ lets you take eggs that youâve earned in the game and place them into a container that launches them into space, converting them into weapons and collectable idols. You can use your 3DS coins to buy more idolsâI could buy hundreds of eggs if I wanted to.
In addition to weapons, you can lay out your powers, which are assignable to the D-pad. They run the gamut from useful (Health Recharge) to crazy (Launch a fireworks show!). They must be arranged like Tetris pieces in Pitâs inventory, something like Resident Evil 4. There are tons of powers, and new ones unlock all the timeâitâs possible to have the computer arrange the powers for you to save time.
Thereâs a music gallery where you can listen to songs that youâve unlocked.
Even the control-settings menus are odd and involvedâwhat most games would have as a simple series of check-boxes Uprising makes into a whole colorful affair, complete with submenus and unique graphical elements.
My favorite feature is called âOffering,â mainly because Iâm not yet sure what it does. Players can sacrifice hearts earned in the game to the Goddess Palutena. Doing so will âbring you closer to the Goddess.â Palutena stands off in the distance at first, and as you give hearts, she moves a little bit closer. To what end, you may ask? I donât know! I havenât earned nearly enough hearts to bring her close enough to ask her.
All of this noise under the hood can feel distracting at first, but after a while, it become an inextricable part of the overall game.
So far Iâve talked about single-player, but Uprisingâs multiplayer is an entirely organic, enjoyable extension of the game. Charmingly, the game doesnât ever use the term âmultiplayer,â instead putting online options under the menu heading âTogether.â I like that! I agree with Stephenâmaybe we should just start calling all multiplayer âtogether.â
https://lastchance.cc/did-nintendo-just-create-better-words-for-multiplayer-5894994%3C/a%3E%3C/p%3E
Light vs. Dark mode also features a type of gambling, in that the stronger the weaponry you bring into the field, the more of a chunk of your teamâs life-bar will deplete if you are killed. So, if youâre going to bring that five-star bow into the fight, you better be good enough to use it. Winning multiplayer matches can net you some fabulous prizesâin my first multiplayer victory I won a staff that hugely outshines the paltry weaponry that Iâve won so far on my single-player adventure.
This isnât a âIf you like xxx kind of game, youâll like thisâ type of situation.
Are you getting the sense that thereâs a lot of game here? Because there is. So much that I havenât yet finished the main storylineâthough that was at least in part because I was deathly ill for the first four days I was playing the game (this is most assuredly not a fun game to play with a fever). It goes on and on, with revelations layered on top of other revelations, breathless chattering over shooting gallery after shooting gallery. The story never feels particularly vital or impactful, but itâs breezy and light and keeps things moving. Iâve spent a good chunk of time going through the menus alone, and feel like there are scads of hidden things that I havenât yet seen. Better still, every aspect of the game is designed to be highly replayableâthe huge range of difficulty modes and the treasure hunt challenges will keep completionist gamers playing for a long, long time.
Kid Icarus: Uprising is a distinctive, oddball piece of work. Itâs not easy to recommend in the way that many other games areâthis isnât a âIf you like xxx kind of game, youâll like thisâ type of situation. Its controls are a headache, and it can be physically uncomfortable to play. Its goofy enthusiasm can get tiring, and at higher difficulties the camera issues can be maddening.
But itâs also full of joy, a whirling dervish of color, light and humor. It feels uncalculated in a way that very few games do anymore. Itâs unlike any other game currently available for the 3DS, and is fundamentally fun to play despite its flaws. And so while the adage âYour mileage may varyâ is particular true in this case, I have gotten a good number of miles out of Kid Icarus: Uprising, and when I look to the future, all I see are more miles, stretching out to the horizon.
Whatâs that blocking my view? Oh, itâs a giant flying nose-monster that shoots bombs from its nostrils.