I owned this game for about a decade and never played it and found that disheartening, so, after some two dozen hours later, approximately two playthroughs, typically ranged on intensities 5.5 to 8.0, I came out thinking about how, when they aren’t performing certain disagreeable practices, Nintendo is exceptional at producing games that are unconventional and unafraid to be different.

In other words, I’m not going to pretend that this writeup, like anything I post on here, is anything less than an encapsulation of my personal enjoyments and thoughts on the game - especially seeing as it's one I probably won’t master anytime soon. But Kid Icarus Uprising has charm to it that anyone could find to some extent I’d feel - but before anyone plays it, you’re given some prewarning about how strange it is to play.

The controls are meant for maximizing the 3DS’ capabilities in the minimalist sense possible with three inputs, a trigger button for offense, a control stick for basic movement, and using the touch screen for reticle aiming and camera manipulation. Whilst I understand how, even with in-game explanations for controller layouts and sensitivity options, this layout is extremely niche for players to get used to. However, as someone with specific real-life gross motor skill issues, I can say that, while there is some kind of adjustment, the responses to player input after finding the right settings and timing were extremely consistent. The stylus inputs are less intimidating once you understand it's more about swipes than extensive holding - as if you’re writing notes in a notepad than shading in a part of a picture. While I do think a camera reset button would be an extremely helpful addition, I find myself disagreeing with the vast majority of criticisms as my experience progressed and noticing just how impeccably responsive my inputs were.

That said, the core gameplay, over the course of 25-chapters, is split in two sections: One, based upon a scripted rail shooter scroller, focused on avoiding enemies and blasting anything in your way. These sections, billed through plot explanations, only last five minutes, but they fulfill their job as far as establishing the mission’s intensity from the start - enemies come out in waves and you do have to pay attention to obstacles. The real meat of the game, however, comes in the ground-based sections.

What I said before about KIU’s maximizing itself in minimalist ways ought to be a recurring theme here - again, only three different inputs are used, but various permutations and utility exists within each. While I won’t pretend I understand the full extent of the weapon system, Pit can be equipped with set weapons based around stat and attack option properties. Some may excel more with melee, some have longer cooldown times between charge attacks, et cetera. Moreover, timing defensive maneuvers in dashes and dodges can affect the projectiles used with a quick followup input, thereby rewarding players for experimenting with what kind of weapons they equip and how they use it - a feedback loop exists to improve player skills whilst ensuring they can craft some style by their preferences. Certain built-in implementations such as the powers (e.g. temporary hyperarmor, homing shots, shields), item drops, and stamina (to prevent players from being too powerful) keep the engagement going. While the game gives you all the tools to work with, it’s ultimately up to you to discover the hidden technical skills (i.e. attacks the go through walls),

This is facilitated further by the enemy designs. Whilst many shooters emphasize attacking weak points or body parts, most enemies in Kid Icarus Uprising are a single model, yet almost every fight has a gimmick. In these levels, it’s important to be familiar with what the enemy can do - then you can allocate your setup around handling it. Some foes only can be affected by melee, some have projectiles you can knock back at them, and some even consume other enemies to get stronger. While the game does leave solving many of these problems to the player, the main premises are provided the minute the enemy appears. Consequently, this means the player probably won’t experience any “gotchas” that they can attribute to the game being unfair.

Bosses up the ante at the end of every chapter by playing upon all the lessons KIU wants you to learn and then providing their own quirks to the mix. You’ll find they ask you to think about when to dodge, where you want to stand, and even how the environments affect the flow of battle. If you liken them to puzzles that play into the game’s strengths, the more you can get out of them. Every one of them is some new lesson to ingrain into the player - no fight truly blends together.

This is all topped off by Uprising’s colorful cast of misfits, all trapped in a cacophony of bizarre sequential events, carried entirely through the game’s incredibly amusing banter and progression. This game knows exactly what it is and spends every moment making the best out of everyone. It’s fascinating how well it balances out proper characterizations, in-game dialogue assistance correlating well to how everyone is acting, and an adventure that would, in almost any other circumstance, come across as a mess. It’s one of the funniest games I’ve ever played. I’d be remiss if I failed to mention the main villain in particular is the standout and steals every scene he’s in.

Suffice it to say, I have an enormous amount of respect for this game. The myriad of scenarios and feedback loop, along with bonus content (multiplayer, boss battles rush, difficulty selections, weapon choices) means that there is an inherently high replay value for anyone who loves this game. It epitomizes pure fun in its entirety and time/care was evidently taken to ensure it worked.

I have to confess, however, that this game isn’t 100% my thing and I’m struggling to come up with a clear explanation for why. Nonetheless, I can list a few points that I did not enjoy as much in this game:
-There were moments where the game’s hitboxes were incredibly inconsistent. This was especially prevalent versus bosses whereupon I would successfully dodge in one instance only for the same move to connect later.
-I do think, despite my admission that I don’t quite understand the full weapon system (thereby making the following possibly incorrect), there isn’t as much utility to melee attacks as there is for ranged. That isn’t to say they aren’t useful, but there are encounters whereupon melee builds are straight up not practical. While I could admit it’s fine the game wants me to keep trying other options, I don’t think restricting one is entirely the answer.
-Some bosses had untelegraphed attack patterns and outright broke some of the game’s rules. Chapter 18’s boss limits you to a melee-attacks only, but will break out of your combos seemingly at random. Chapter 16’s boss makes your only defense to shoot projectiles, yet the boss has attacks that cannot be destroyed and can break through your own fire.
-While I think the risk/reward factor for raising the intensity is a good system, I don’t follow why the difficulty is knocked down to a full point for deaths (i.e. dying on intensity 6.5 will lower it to 5.5 if you wish to continue). You could argue it forces players to be mindful, but it’s strange because there’s already a consequence for failure, namely losing out on bonuses and the hearts you bet. It strikes me as very unnecessary.

I may well be wrong about many of the above, yet they were things I noticed through my two runs through the title.

That said, Kid Icarus Uprising is an absolutely spectacular game as I’ve outlined - and my above issues are most likely strictly for my own experience. There is a stellar amount to appreciate in this game even if it may not be you. The gameplay plays with conventions in ways you don’t simply see, its systems are tuned to be balanced and fair as much as possible, replay value is prevalent, and its production value shows through its all-star team of soundtrack composers and voice actors. I don’t know if I’ll return to it, though what I can without a doubt say is, if I was younger, this would have easily been one of my favorite games.

Reviewed on Sep 30, 2023


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