Tuesday 24 January 2012

Tons of 'Kid Icarus: Uprising' Details

The latest issue of Nintendo Power has spilled the beans on Kid Icarus: Uprising in a big way, look away now if you want to avoid spoilers...




- Ground locations include a medieval castle and an interstellar space-pirate vessel
- Fight with projectile attacks
- Can hide behind pillars/rubble
- Close-range melee combos
- Dash attacks
- Can take your time to explore in these sections
- Lots of hidden treasures
- Secret life-restoring hot springs
- “levels are frenetically paced and full of surprises”
- Sakurai calls this “escalating the situation”; piling action on top of action to keep players off balance and engaged
- Vehicle example: Exo Tank
- Grinding gameplay made possible by Palutena’s magical rails
- There are times in which NPCs appear abruptly to fight by your side
- Recurring villains like Dark Pit appear from time to time
- Constant stream of dialogue to give players a better idea of what’s going on
- Dialogue is usually between Pit and Palutena or Palutena and the villain at the moment
- Dialogue “works like a charm” because of “clever writing and strong performances”
- “necessary plot explanations and strategy tips are buried deep within a stream of smart, self-aware banter”
- There’s a moment in the game in which Pit finds an item from the first Kid Icarus and Palutena says that it’s less pixelated than she remembers
- A comrade-in-arms will express shock that Pit would be so reckless as to open treasure chests left in plain sight without suspecting a trap
- “strong characters and a rollicking plot without ever pulling players out of the action to watch a non-interactive event scene or read a screen full of text”
- Palutena will show cute artwork and screenshots from the original Kid Icarus (reminding Pit of how enemies used to look) on the touch screen, though “the game rarely gives you a chance to peel your eyes away from the action unfolding above”
- At least 8 chapters; Nintendo Power reached this point and said there was “no end in sight”, hinting that there are many chapters
- Uprising isn’t the type of game you play once and then put on the shelf
- Massive arsenal in the game
- “more weapons than anyone could realistically hope to use in a single trip through the game”
- Unique, legendary, superpowered weapons
- Nine weapon categories
- “when you switch to a new weapon category, it almost feels like you’re playing an entirely different game”
- Individual weapons, some with very different properties in each category
- Burst Blade unleashes a flurry of short-range bullets that are great for clearing a room
- Viper Blade sends out smaller, longer-ranged bullets that poison their targets
- Samurai Blade is weaker at long range, but has a fast and deadly melee combo
- Royal Blade is slightly weaker on offense, can send unleash a deadly blast attack to cover your escape when you dash backwards to evade an enemy
- Obtain 1-2 random weapons from treasure chests
- Collect hearts and use them to purchase weapons from a random assortment at Arm’s Altar
- Access the Arm’s Alter between levels
- There is a practice range at Arm’s Alter
- Random assortment of special abilities for each iteration of a weapon
- Examples of the above: One random Royal Blade may have a small defensive boost, an extra bullet on each side-dash attack, and a chance to paralyze foes; another Royal Blade may feature a speed boost, enhanced long-ranged shots, and an improved combo attack
- Practically an infinite amount of randomly generated weapon variations
- Pass a “seed” of a good weapon you find through StreetPass; let your friends buy it in their own games
- Pit can pick up single-use items in addition to weapons
- Examples of the above: A centurion that follows Pit around firing arrows at foes, a shield that protects Pit’s flank from enemy attacks
- Pit can find magical powers that may be equipped between levels
- Powers include summoning a meteor shower or firing a massive laser beam (offensive)
- Defensive powers include a high-jump or the ability to recover some health
- Powers take up space on Pit’s power grid
- Find powers in high and low-level versions
- Bring only as many powers into combat as you add to the grid
- Use a power only a certain amount of times in each level
- Can replay levels to gather hearts and open treasure chests
- Sakurai hinted at high-level challenges: “We’ve added a certain unique system to address the original game’s reputation for being quite challenging.”
- AR Cards were originally intended to be the Kid Icarus equivalent of Smash Bros.’s trophies
- Nintendo hasn’t said how the cards will be distributed
- Gather cards to unlock more more content in the game (nothing that can’t be unlocked through standard play)
Multiplayer deathmatch
- When a player is killed and then reborn, his team loses some energy from a communal bar
- When the bar hits zero, the last character to fall is reborn as an angel (Pit or Dark Pit)
- Enemy team then gets a new goal: hunt down the enemy angel to win the game
- Other two teammates become immortal, giving them a good opportunity to even the odds by emptying the enemy team’s bar

Weapon examples

1. Meteor Bow
- Works well for long-ranged attacks
- Crummy as a melee weapon
- Don’t fire as quick as staves
- Light arrows contain powerful homing properties that will help you pick off enemies far away
- Heat-seeking triple arrows can help clear a room
- Charge attack fires a single, non-homing projectile
- The charge attack hits with the force of a meteor strike

2. Samurai Blade
- More of a melee weapon
- Fires projectiles more slowly than average
- Brutally powerful melee sword combos
- Sakurai’s favorite weapon

3. Ogre Club
- Pit will need to stop and catch his breath after running even a short distance because clubs are very heavy
- Powerful at mid-range
- Heavy melee damage at ranges from which other weapons would still be firing projectiles
- Most clubs can’t fire projectiles quickly
- Wide, slow swings are great for knocking back enemy bullets

4. Midnight Palm
- Magical runes that wrap around Pit’s hands
- Quick-firing projectiles
- Projectiles home in on foes skillfully
- Good for mid-range combat
- Should be used by defensive players who use Pit’s back-dash to avoid enemy strikes
- Dash causes a giant crescent moon to rise in Pit’s wake, repelling further enemy attacks

5. Dynamo Cannon
- Shells have high power
- Slow rate of fire
- Shells fly in an arc
- Shells can clear a whole field when they detonate, so accuracy isn’t entirely important
- Charged shot makes a giant static explosion that sends electricity lancing through foes to deal repeated damage
- This shot may paralyze survivors if you’re lucky

6. Brawler Claws
- Claws are the shortest range weapons
- Rapid projectile fire
- Quick, lengthy close range combos
- Useful in tight areas
- Charged shot is like a shotgun blast of swinging fists
- Melee combo can keep foes off-balance
- Lightweight construction
- This leaves Pit unencumbered
- Can move quickly without tiring

7. Drill Arm
- Arms strap over one of Pit’s hands
- Can be used for hitting foes at melee range
- Launch powerful projectiles at distant targets
- Short melee range
- Projectiles don’t fire quickly
- Still among the the game’s most powerful weapons at any range
- Drill Arm’s twisting charge shots entrap and continuously shred their target

8. Guardian Orbitars
- Orbitars consist of two (usually) spherical objects that float near Pit’s shoulders
- Individual projectiles can add up to heavy damage against distant foes
- Shoulder positioning lends itself to powerful side-dash attacks at melee range
- Guardian Orbitars are more defensive than the other Orbiatars
- Charged shot unleashes an enemy-repelling wall of force

9. Ancient Staff
- Staves are the ultimate long-range weapons
- They can fire bursts of magic energy straight and true
- Players will have to be a crack shot to take advantage of their long range since they have no homing properties
- Ancient Staff charged shot unleashes a giant magical seal that can hit foes repeatedly as it rises in the sky

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