Author Topic: Sakurai Talks Kid Icarus: Uprising Development and Controls  (Read 3491 times)

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Offline NWR_Neal

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Sakurai Talks Kid Icarus: Uprising Development and Controls
« on: April 19, 2012, 02:31:43 PM »

He also calls the original Kid Icarus arrogant.

http://www.nintendoworldreport.com/news/29877

Kid Icarus: Uprising Director Masahiro Sakurai has heard the complaints about the controls, but he offers a Smash Bros. counterpoint in an interview with MSNBC.

"People were also strongly biased against the original Smash Bros. when it first came out, because of its original controls and rules, but it received strong support from customers who understood the gameplay," Sakurai said on the controversial ground controls. He went on to add that "Because Uprising’s method for aiming the camera is original, it takes some time to get used to, but it enables users to aim the camera more quickly and accurately than was ever possible on other gaming devices."

Sakurai also commented on the game's well-received sections, such as the humorous and absurd story, which he wrote entirely himself. The English version was localized by comedian Mike Drucker and Nintendo's famed Treehouse staff.

"I feel like in recent games, the plot moves forward with too much angst and pain. I think it’s nice to have something bright for a change," the Kirby and Smash Bros. creator said. "In the original Kid Icarus, it didn’t really seem like Pit was all that serious about his adventure. [It] was more on the humorous side, and even seemed kind of arrogant."

The arrogance does shine through in Kid Icarus: Uprising, through its often-lamented controls and the personality of Pit. It also pops up in Sakurai, as he laments the lack of originality and inspired design in the gaming industry at large.

"If you look at first-person shooters, they almost all have the same controls and don’t require any thinking. And you can easily set the difficulty without risks," he told MSNBC. "I think the era when each game required people to feel things out more was more stimulating and interesting, and the memory of that era served as the foundation for this game."

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Offline TalesOfFan

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #1 on: April 19, 2012, 02:00:30 PM »
I couldn't agree more with his comments about the game's controls. I think they work extremely well, even for the ground segments.
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Offline pandaradox

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #2 on: April 19, 2012, 02:11:19 PM »
I've said it before and I do stick by it: There really isn't a better way to do the controls.  I hope to see it implemented elsewhere. 


Offline red14

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #3 on: April 19, 2012, 02:16:13 PM »
The camera control is my favorite part. You could be shooting someone down when you're about to be snuck up on, and swinging the camera around on a dime helps greatly!
If you shall force your righteous perspective upon others, which in turn requires an effort to understand, would you do the same? Or presumptuously reject theirs to begin with...?

..Which requires no effort on your part.

What else could you say in a complicated world..

Offline NWR_Neal

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #4 on: April 19, 2012, 02:17:57 PM »
I love Sakurai. And his cat.
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Offline Mop it up

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #5 on: April 19, 2012, 03:56:49 PM »
I hope the "something bright" mentality is brought out in the next Smash Brothers game, it could stand to have a cartoony style akin to the original game.

Offline roykoopa64

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #6 on: April 19, 2012, 04:17:28 PM »
You can also count me in supporting his comments that the controls work extremely well. Sure, there was quite a learning curve, but practice makes perfect, and I love the accuracy I've been able to pull off without relying on auto-aim.

It's great to hear Sakurai's comments!
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Offline iDraTion

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #7 on: April 19, 2012, 04:19:14 PM »
Sounded more like he was calling Pit almost arrogant, as opposed to the game.  Weird to say that he would have called a game arrogant.


Definitely agree with the camera controls though.  I find it's much easier to play if I rest the bottom right corner of the 3ds on my knee when I'm sitting down.  Hard to find a good way to play it otherwise for me.




Offline NWR_Neal

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #8 on: April 19, 2012, 04:28:50 PM »
iDraTion: That might be my bad in how I put quotes together. It seemed pretty clear to me he was calling Kid Icarus the game arrogant. In all honesty, that makes perfect sense to call that game arrogant.
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Offline joshnickerson

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #9 on: April 19, 2012, 06:19:20 PM »
I'm slowly playing through Uprising, and though there is definately a learning curve to the ground camera controls, I'm still loving it. I love that the game doesn't take itself very seriously, and has a very light-hearted feel to it... I think a lot of other series should take note, quite honestly.

I agree with Mr. Mop, SSBB, while I still enjoyed it, felt oddly "gritty" to me. A bright, cel-shaded sequel would be awesome!

Offline pololmejor

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #10 on: April 19, 2012, 07:20:32 PM »
I once commented to myself "This game would be perfect if it was made for the WiiU" I by all means, meant that I wanted it with the exact same controllers only on the WiiU [But without beatifull 3D :( ]

Offline TheYoungerPlumber

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #11 on: April 20, 2012, 02:07:10 AM »
I also wish Kid Icarus: Uprising were on a console. Not that it's a problem that it's on the 3DS, but I think its a game that lends itself well to others watching along while someone plays through the main game.
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Offline iDraTion

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #12 on: April 20, 2012, 01:07:03 PM »
Neal: What aspects of that game would you consider arrogant?  I don't disagree with you because I have an incredibly hard time playing that game anymore.  Something like, the game expects the player to actually play through it and have fun with it for how not-interestingly difficult it is?

Offline NWR_Neal

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Re: Sakurai Talks Kid Icarus: Uprising Development and Controls
« Reply #13 on: April 20, 2012, 02:03:47 PM »
That's actually exactly why I think the game could be considered arrogant. It starts off with the hardest things first. It has stupidly designed labyrinths. If the original Kid Icarus were a person, he'd be a huge asshole and while I might still hang out with him, I'd just be like "Hey Kid Icarus, stop being such a jerk. People will stop caring about you for a while if you keep this up."
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