We can give him hell for saying it so much, but Pit was right. We weren't ready yet.
http://www.nintendoworldreport.com/review/29571
When Kid Icarus: Uprising was revealed at E3 2010 and subsequently shown off at other trade shows and events, there were often more questions than answers. The demos were just timed affairs that highlighted Sin & Punishment-esque sequences. It didn’t seem like there was much meat to Masahiro Sakurai’s first non-Smash Bros. game since 2005. However, Kid Icarus: Uprising is far greater than that first impression, and more robust than nearly every other game on the 3DS. If you’ve been looking for that wholly original game to get on 3DS, Pit’s return to the spotlight is just that. Simply put, there isn’t really anything else like Uprising out there, and that is a wondrous fact.
My favorite part of the game is the completely insane and crazy story. The game begins as you’d expect a Kid Icarus game to: traveling through Greek-esque locales to fight Medusa. However, you wind up going everywhere, from the underworld to space, as you fight tons of humorous and difficult enemies. Along the way, you’re treated to superb dialogue involving Pit, the goddess Palutena, and a variety of friends and foes. It’s kind of dumb, but it’s some of the wittiest game dialogue I’ve been privy to, including meta references to Dr. Mario, Nintendogs, and the economy. The best part is you’re rarely forced to sit through cut scenes. They are present occasionally, but most of the story is told as you play. It can be a little distracting, but it’s never an irritable distraction because the humor is so prevalent and sharp.
Gameplay-wise, Kid Icarus: Uprising is a hybrid of a rail shooter and a third-person shooter. At the beginning of each of the game’s many chapters, Pit starts off by flying and shooting at enemies. Everything about the rail shooter segments is sublime; the 3D pops right off the screen, and using the Circle Pad to move, and touch screen to aim works wonderfully.
Roughly halfway through every chapter, Pit heads to the ground, and the game turns into a peculiar third-person shooter that feels similar to Smash Bros. in a weird way. The controls remain similar to the rail segments, but you can move freely and your attacks vary between melee and ranged. You can also do “smash” attacks by slamming the Circle Pad into a direction while attacking. These sections are usually the longer parts of the game, and feature some light exploration to gather more loot. To end each chapter, you fight a boss, which is almost always a wonderful experience since these enemies are huge, interesting, and fun to go up against.
Unfortunately, sometimes the controls betray the third-person areas. The touch screen controls are a little odd, and in the game you’re told to approach the mechanic as if “spinning a globe,” which takes some getting used to. If you can conquer the learning curve, you can use the touch screen with deft and ease. Even still, Pit controls very loosely and can be a little slippery. Luckily, the majority of the game takes place in open spaces where this isn’t too much of an issue. There are a few moments where Pit has to nimbly walk across a narrow path or you have fight enemies in close quarters that sully the experience.
There are myriad control options that allow you customize and tweak the inputs to your liking, which helps the perceived issues. The Circle Pad Pro is almost required for lefties, though all it does is make the added Circle Pad do the same thing the main Circle Pad does. There is also a no-stylus mode, but that can only use the face buttons for character movement and the Circle Pad for aiming. Personally, I loved using the Circle Pad Pro, but the no-stylus option was dreadful.
In addition to the single-player, there is multiplayer, which is basically Smash Bros. from the third-person perspective. You can participate in Free For All or 3 vs. 3 team battles across a variety of stages, complete with requisite crazy items (Atlas’ foot is my favorite) and a high degree of customization. You can even create different loadouts for your character, so you can easily change your style when you hop online or play your friends locally.
The loadouts feature different powers and weapons you can equip. Weapon fusion is one of the wonderful collectable parts of the game. You can take two weapons and fuse them together to make a new, usually more powerful weapon. With eight different weapon types and a ton of unique weapons in each type, the system is addictive, rewarding, and fun. For the most part, every weapon is kind of ridiculous, from the Skyscraper Club that is, well, a club with a skyscraper on the end of it, to the Bowl Arm, which allows you to shoot bowls of miso soup at enemies. Outside of fusion, you can find weapons in chapters and also buy them with hearts you acquire by playing the game. There’s even a whole StreetPass and SpotPass component I haven’t been able to scratch the surface of. You can also unlock even more weapons by completing different achievements in-game.
The other collectable aspect of the game is the AR cards and idols. The AR cards are used for two things in game: a lame battle simulator and unlocking idols, which are similar to trophies in Smash Bros. The idols can also be acquired by playing a peculiar Egg Toss game, so you’re not doomed to have an inferior collection if you don’t have access to the highly sought-after AR cards. In addition to that, there are even more collectables and unlockables restricted by an embargo, but we’ll detail everything in our Kid Icarus: Uprising guide.
Then there’s the Fiend’s Cauldron, which effectively gives the game 99 different difficulties. Depending on where you set the slider (from 0.1 to 9.0 in increments of 0.1), you face harder enemies and get more loot. It gets very tough, meaning that even if you’ve beaten the game, you can still go back and face a stiffer challenge with more enemies. The latter is the best part, because it’s not just going through areas with enemies doing more damage; instead, the difficulty just ratchets up the amount of enemies and the craziness.
Kid Icarus: Uprising is jam packed with content, and outside of the control issues, is an amazing game. The 21-year wait for a new Kid Icarus game was completely worth it, because this is one of the craziest and most original games released by Nintendo in a while. If you have a 3DS and are even remotely interested in this game, I highly recommend that you seek this out.
Really curious how other reviews shake out. The controls for the third-person shooter segments and holding the 3DS seem to be the most divisive points.
Really curious how other reviews shake out. The controls for the third-person shooter segments and holding the 3DS seem to be the most divisive points.
They're ALL OVER the place.
Famitsu gave it a 40/40.
Destructoid gave it a 5/10.
Go figure.
http://www.metacritic.com/game/3ds/kid-icarus-uprising/critic-reviews (http://www.metacritic.com/game/3ds/kid-icarus-uprising/critic-reviews)
They're ALL OVER the place.I wouldn't call that all over the place. Everybody so far has put it in the 80s or 90s except for Destructoid and Game Informer.
Curious, which game did Famitsu give a 40/40 that was bad?
They're ALL OVER the place.I wouldn't call that all over the place. Everybody so far has put it in the 80s or 90s except for Destructoid and Game Informer.
- Final Fantasy 12 (god I hate that game)92/7.6 via Metacritic
- Monster Hunter Tri84/8.9
- Bayonetta90/7.6
- New Super Mario Bros. Wii87/8.6
- Legend of Zelda: Skyward Sword93/7.7
- Elder Scrolls 4: Skyrim (note: the PS3 version, as well as the 360 version. NO ONE who wasn't bought off could give the PS3 version a perfect score)360: 96/8.4
- Final Fantasy XIII-2 (I like the game, but it's not a 10/10)79/6.9
Destructoid must be this games "Let's give the Nintendo title a low score and watch the fanboys rage and get page hits" review.
It would seem the general community seems to agree, though, that these aren't bad games
If you're not trying to claim that the games are bad, why did you directly quote me specifically asking for bad games, then reply to my question/quote with a list of games?
So.. are you saying that a deeply flawed game is always bad?
but at the very least deeply flawed games do not deserve to be considered pinnacles of their respective genres (which is what most reviewers seem to view the 10/10 score as).
People really should know by now not to trust Famitsu on just about anything when it comes to reviews.
On the other hand, you said:QuotePeople really should know by now not to trust Famitsu on just about anything when it comes to reviews.
Which is pretty harsh.
So... you're saying that Famitsu can't be trusted because they awarded games high scores that you believe to be "deeply flawed", but won't say are "bad" (PS3 Skyrim being the exception - which is an odd case) and that the majority of the internet seems to have favorable opinions of?
I don't trust their reviews, and I don't see why anyone else should, either.
As your own Metacritic research showed, "favorable opinions" does not equate to "exceptionally high opinions".
I don't think they can be trusted because they'll give "favorable" to high scores and almost useless 2-sentence "reviews" to just about anything under the sun. I can't remember the last game I heard of that got less than a 25/40 from Famitsu, which given that it's over 50% would be considered a positive overall score.
I just find them an extremely bad barometer for the overall quality of games.But you just pointed out several games that they said were good, then refused to call the games bad... seems like, while they be a little more generous on their reviews, they seem to fall in line with the general population on what they consider a good game.
And there's good reason why the only things people cite about their reviews are the scores: the actual "content" of their 2-sentence "reviews" (and I use that term loosely) is pretty frickin' unhelpful.err... thanks for parroting from the link you provided earlier?
The Circle Pad Pro is almost required for lefties, though all it does is make the added Circle Pad do the same thing the main Circle Pad does.I'm a lefty. I've used a CPP before and it's admittedly far more comfortable than I thought it would be from pictures but it's still $20 I don't want to spend and it's still largely unavailable around these parts (or at least it was a couple weeks ago when I pre-ordered Xenoblade).
Really curious how other reviews shake out. The controls for the third-person shooter segments and holding the 3DS seem to be the most divisive points.
They're ALL OVER the place.
Famitsu gave it a 40/40.
Destructoid gave it a 5/10.
Go figure.
http://www.metacritic.com/game/3ds/kid-icarus-uprising/critic-reviews (http://www.metacritic.com/game/3ds/kid-icarus-uprising/critic-reviews)
People really should know by now not to trust Famitsu on just about anything when it comes to reviews. The games they've given 10/10 to (and the increased frequency in which they've done that in the past decade or so) should be enough on their own to give people pause.
On the other hand you shouldn't take the scores given out by Jim Sterling (the responsible Destructoid reviewer) too seriously either, he's known to score stuff completely out of whack (usually far lower than it deserves but then he gave Deadly Premonition of all games a 10/10 as a roundabout way of insulting Heavy Rain).
By the way, I didn't get a chance to mention it before other replies came up, but don't trust any review put up by Jim Sterling at Destructoid. He's a professional troll with a rather dubious review record (Assassin's Creed 2, Deadly Premonition, any Dynasty Warriors game, etc.).
Any review I have read makes some reference to the controls being a little weird and requiring some getting used to. Well that's enough to tell me I won't like this. I am SICK of "dealing with" or "adjusting" to goofy ass Nintendo controls. This sounds like most Nintendo games since the DS/Wii era - great game with crappy controls. I got tired of thinking "boy this would be awesome if Nintendo didn't shoehorn this horrible control scheme into it" when playing Wii games and the DS Zeldas and I'm not putting up with that anymore. It isn't fun to fight with the controls to play what would otherwise be a great game.
The controls can take a little bit to get used to, mostly because they've never been done quite like this before, BUT unlike some of the games you're referencing, I think they're the most optimal given the situation. (And don't give me nonsense about the lack of dual analog; the game is too fast for that to work better).
Okay, now does it have more than one save file? :O
I've seen people claim that Golden Eye had bad controls on the Wii unless you used a classic controller. I wanted to smack those people. Game reviewers seem to have a brain defect that makes them love dual analog controls over everything else.
I need to see if I still have my launch DS thumb stylus strap around somewhere.
Kid Icarus Uprising doesn't altogether fall apart once Pit lands, but a multitude of glaring flaws appear as soon as his feet touch solid ground. For starters, roaming through these environments will inevitably leave you questioning a slew of the game's design choices, such as why does Pit move with such a strange gallop? Why is jumping, a major mechanic in the original titles, relegated to a consumable powerup ability? And speaking of abilities, is it really a good idea to force players to look away from the action in order to slide through a list of powerups? For as great as the aerial segments are executed, the land battles consistently feel rough and unfinished. This is also brought to light by the fact that the melee combat plays out like a button-mashing crap-shoot compared to the skilled accuracy promoted via ranged attacks. And then there's the control setup, which may end up being the one facet of the game that everyone can agree is a bit of a mess.
Maneuvering Pit in a 3D environment quickly becomes a cumbersome task, leading to an ailment that may go down in infamy as the "Icarus Claw." It honestly becomes physically uncomfortable to play the game after about 30 minutes. If you're right-handed, you'll be using your left hand to hold the 3DS, move Pit via the analog stick, and fire using the L trigger. At the same time, your right hand will be busy using the stylus to navigate your reticule, control the camera, and choose various abilities on the bottom screen. The fact that your left hand is forced to assume a sort of claw-like pose will inevitably lead to muscle pains after only a handful of missions. Lefties are given the option to use the Circle Pad Pro to essentially reverse the control scheme, but I can only imagine that the extra weight makes this even more of a hassle. Nintendo was obviously aware of this problem, and tried to deal with it by including a plastic stand with each copy of the game that allows you to prop the 3DS up on its own. While this does alleviate some of the burden, it's not a suitable solution if you're playing the game anywhere but at a desk. This whole mess makes you questions whether there could there have been a more comfortable control system for this game, and if not, should it have been created for the Wii instead of the 3DS?
Did anyone look at the Destructoid review? At the end by the score he said, "Basically, this is like a "7" on your grandfather's blog." That sounds like, as some of you had said, that he gave it a lower score than he felt it deserved just to cause a ruckus.That's their scale, though. They just prefer to dedicated more of their scale for the good games than the usual "anything below 7 isn't worth your time" most sites use. A 6 on Destructoid is still a recommended game to some degree.
I've seen people claim that Golden Eye had bad controls on the Wii unless you used a classic controller. I wanted to smack those people. Game reviewers seem to have a brain defect that makes them love dual analog controls over everything else.
I think it's more that certain motion control-loving gamers have a "brain defect" that gives them a massive persecution complex. ::) People like playing games they way they like to play them. I find dual analog a much more comfortable and relaxing way to play my games, so that's what I use. You like the responsiveness, immersion, and accuracy of pointer control. The great thing about the Wii GoldenEye is that it accommodates us both, something I wish a great deal more games on the Wii had done and I hope we see a great deal more of on the Wii U.
I don't know which displays the more arrogance. The fact that Nintendo thought it was ok to release a handheld with one analogue stick then subsequently try and sell people a peripheral which adds a second, or the fact that despite Kid Icarus: Uprising being in dire need of a different control scheme nobody bothered to tell the developer of the game that such a peripheral was being created.
On that topic. How come Capcom had sufficient knowledge and time to implement a dual circle pad control scheme for Resident Evil (which was released weeks ago) but Sora did not? I mean, Kid Icarus is a Nintendo property. That doesn't even make sense.
Even in the game itself the motion of moving the camera is described like that of 'spinning a globe', which is a completely accurate description. Try spinning a globe and then as it's spinning dropping your finger on a specific country. You may get better at with practice but you won't be able to do it consistently or with any confidence that you'll hit your target. OK, so maybe the camera isn't that bad, but neither is it good enough to deal with this sort of third person action.Yes, it's a pretty accurate description. It'd be funny if Nintendo released a Trackball Pro for the game. That said, it didn't take me long to adapt to the scheme once I understood how it worked, and I think it works great. The only part where it's a bit troublesome is in close quarters when you've got people behind you (but I'm not sure any other scheme would be better in this situation unless you had auto-locking), and the special ability icons should have been made bigger and without the scrolling menu.
On the other hand, you said:QuotePeople really should know by now not to trust Famitsu on just about anything when it comes to reviews.
Which is pretty harsh.
And I stand by that harshness. I don't trust their reviews, and I don't see why anyone else should, either. Beyond their pretty obvious grade inflation (which, while certainly not limited to Famitsu, is still pretty bad), there are some other major issues with how Famitsu reviews their games (http://www.gamerevolution.com/features/famitsu-sucks). The article I linked in the above sentence goes into much that further, though it's not as detailed an examination as I'd like.
Even in the game itself the motion of moving the camera is described like that of 'spinning a globe', which is a completely accurate description. Try spinning a globe and then as it's spinning dropping your finger on a specific country.
I wish the weapon impacts felt more powerful, they're kinda on par with the guns in Comic Jumper right now in that they feel like they aren't really doing damage. Just a lot of light flashes and after a while the enemy just explodes, especially jarring with bosses which always feel weaker than they should be.Should play at least 7 :P: . Anyways, I have to agree on some of the weapon they don't feel like they have as much weight as a they should. I think the game would have benefited a little bit from giving weapons pushback on enemies. On bosses they could really use a Life Bar or better yet decaying as you kill them, so they lose armor and just start looking worse as things go on. It is generally jarring to beat a boss because its very sudden.
On the other hand multiplayer is brutally hard, at least bot matches. I can hardly tell WTF is going on there. Gives great loot though, better than the stuff I can get out of the campaign at difficulties around 5.0.