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Kid Icarus: Uprising: Difference between revisions

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The idea of creating a game for the Nintendo 3DS occurred to Masahiro Sakurai as early as July 2008, shortly after the release of ''Super Smash Bros. Brawl'', when the Nintendo President, [[Nwiki:Satoru Iwata|Satoru Iwata]], personally approached Sakurai about a brand new handheld in the works and desired him to make a game for it.<ref>[http://techland.time.com/2010/06/28/e3-2010-masahiro-sakurai-makes-kid-icarus-fly-again-on-the-nintendo-3ds/ Time: Masahiro Sakurai Makes Kid Icarus Fly Again on the Nintendo 3DS]</ref> Iwata did not give Sakurai any direction as to what the genre or subject of the game should be.<ref name=SakuraiYouTube>[https://www.youtube.com/watch?v=p-uwRfckTs4 Masahiro Sakurai on Creating Games - Kid Icarus: Uprising (Game Concepts)]</ref> Sakurai continued to work on this idea until it was approved by Nintendo on October 2008, though it was not a ''Kid Icarus'' game yet at this point. However, by working on the ''Super Smash Bros.'' games, Sakurai has noticed that many gamers were frustrated due to many beloved franchises being left dormant.<ref>[https://www.youtube.com/watch?v=HvyZRIgAYfY YouTube: Iwata Asks (E3 2010) - Sakurai About Kid Icarus: Uprising]</ref> While working on the game, DS games under the Touch! Generations lineup (such as ''NintenDogs'' and ''Brain Age'') were becoming popular with casual gamers. For the new 3DS title, Sakurai wanted something with more content to it for the hardcore gamers, along with prioritizing to use of 3D depth for the game's graphics. He decided on making the game's genre a third-person shooter, which was expanded to include on-rails air shooter segments as well. Thinking the 3DS would see a fair share of shooter titles, he wanted to make something with a different spin on the shooting genre, such as using the touch screen to control where the reticle is aiming. This was when the ''Kid Icarus'' series came to mind, and Sakurai thought the franchise would work well with his project. With Sakurai's familiarity with Nintendo's characters from ''Smash Bros.'', Iwata said Sakurai could use any of them as long as it fit the project's scope. Sakurai understood there was demand for a new ''Kid Icarus'' title, especially outside of Japan, and chose to make his game a new entry in that series, using the updated designs of Pit and Palutena from ''Super Smash Bros. Brawl'' as his starting point.<ref name=SakuraiYouTube /> Another Nintendo series Sakurai considered was [[lylatwiki:Star Fox (series)|''Star Fox'']], but he believed ''Kid Icarus'' was a better fit for the gameplay.<ref>[http://www.siliconera.com/2010/06/29/sakurai-also-considered-making-a-star-fox-game-for-3ds/ Siliconera: Sakurai Also Considered Making a Star Fox Game For 3DS]</ref> After pitching the idea of Pit starting off with a rails shooter who then transitions to a grounded third-person shooter, Nintendo approved a new ''Kid Icarus'' game. In 2009, Project Sora was formed and recruitment began in March of that year, intended specifically to make ''Kid Icarus: Uprising'' and then shut down when the game was finished.<ref name=SakuraiYouTube />
The idea of creating a game for the Nintendo 3DS occurred to Masahiro Sakurai as early as July 2008, shortly after the release of ''Super Smash Bros. Brawl'', when the Nintendo President, [[Nwiki:Satoru Iwata|Satoru Iwata]], personally approached Sakurai about a brand new handheld in the works and desired him to make a game for it.<ref>[http://techland.time.com/2010/06/28/e3-2010-masahiro-sakurai-makes-kid-icarus-fly-again-on-the-nintendo-3ds/ Time: Masahiro Sakurai Makes Kid Icarus Fly Again on the Nintendo 3DS]</ref> Iwata did not give Sakurai any direction as to what the genre or subject of the game should be.<ref name=SakuraiYouTube>[https://www.youtube.com/watch?v=p-uwRfckTs4 Masahiro Sakurai on Creating Games - Kid Icarus: Uprising (Game Concepts)]</ref> Sakurai continued to work on this idea until it was approved by Nintendo on October 2008, though it was not a ''Kid Icarus'' game yet at this point. However, by working on the ''Super Smash Bros.'' games, Sakurai has noticed that many gamers were frustrated due to many beloved franchises being left dormant.<ref>[https://www.youtube.com/watch?v=HvyZRIgAYfY YouTube: Iwata Asks (E3 2010) - Sakurai About Kid Icarus: Uprising]</ref> While working on the game, DS games under the Touch! Generations lineup (such as ''NintenDogs'' and ''Brain Age'') were becoming popular with casual gamers. For the new 3DS title, Sakurai wanted something with more content to it for the hardcore gamers, along with prioritizing to use of 3D depth for the game's graphics. He decided on making the game's genre a third-person shooter, which was expanded to include on-rails air shooter segments as well. Thinking the 3DS would see a fair share of shooter titles, he wanted to make something with a different spin on the shooting genre, such as using the touch screen to control where the reticle is aiming. This was when the ''Kid Icarus'' series came to mind, and Sakurai thought the franchise would work well with his project. With Sakurai's familiarity with Nintendo's characters from ''Smash Bros.'', Iwata said Sakurai could use any of them as long as it fit the project's scope. Sakurai understood there was demand for a new ''Kid Icarus'' title, especially outside of Japan, and chose to make his game a new entry in that series, using the updated designs of Pit and Palutena from ''Super Smash Bros. Brawl'' as his starting point.<ref name=SakuraiYouTube /> Another Nintendo series Sakurai considered was [[lylatwiki:Star Fox (series)|''Star Fox'']], but he believed ''Kid Icarus'' was a better fit for the gameplay.<ref>[http://www.siliconera.com/2010/06/29/sakurai-also-considered-making-a-star-fox-game-for-3ds/ Siliconera: Sakurai Also Considered Making a Star Fox Game For 3DS]</ref> After pitching the idea of Pit starting off with a rails shooter who then transitions to a grounded third-person shooter, Nintendo approved a new ''Kid Icarus'' game. In 2009, Project Sora was formed and recruitment began in March of that year, intended specifically to make ''Kid Icarus: Uprising'' and then shut down when the game was finished.<ref name=SakuraiYouTube />


By starting with the on-rails air shooter segment, the player would have to learn how to dodge and control their attacks from the start without having to worry about moving around too much. Music was also timed to match the events happening in the air battles, as the duration of them was set, so developers knew how long they would be and when events would happen. For land battles, the small size of the 3DS screen would make it difficult to aim at smaller targets like in other shooter titles, so Pit's enemies were made larger to compensate. The movement with the Circle Pad to dash and dodge attacks was taken straight from the ''Super Smash Bros.'' series, and was included to make dodging while still targeting the enemy easier. Swiping and tapping on the touch screen was designed to make it easier to aim and also make more precise movements with the reticle. Sakurai notes it is a complex control scheme to learn, but it is one the works the best for the kind of game ''Kid Icarus: Uprising'' became. Before the game was ready to release, the Circle Pad Pro peripheral came out, which allowed a second Circle Pad to be attached to the 3DS system. While the game is compatible with it, using it increased processor load by about 5%, which was an issue when ''Kid Icarus: Uprising'' was already pushing the system to its limits.<ref name=SakuraiYouTube />
By starting with the on-rails air shooter segment, the player would have to learn how to dodge and control their attacks from the start without having to worry about moving around too much. Music was also timed to match the events happening in the air battles, as the duration of them was set, so developers knew how long they would be and when events would happen. For land battles, the small size of the 3DS screen would make it difficult to aim at smaller targets like in other shooter titles, so Pit's enemies were made larger to compensate. The movement with the Circle Pad to dash and dodge attacks was taken straight from the ''Super Smash Bros.'' series, and was included to make dodging while still targeting the enemy easier. Swiping and tapping on the touch screen was designed to make it easier to aim and also make more precise movements with the reticle. Sakurai notes it is a complex control scheme to learn, but it is one the works the best for the kind of game ''Kid Icarus: Uprising'' became. Before the game was ready to release, the Circle Pad Pro peripheral came out, which allowed a second Circle Pad to be attached to the 3DS system. While the game is compatible with it for left-handed movement, using it to offer alternative camera movement would have increased the processor load by about 5%, which was an issue when ''Kid Icarus: Uprising'' was already pushing the system to its limits.<ref name=SakuraiYouTube />


Aside from chapter opening and ending cutscenes, the developers did not want to break up gameplay with too much story, so the dialogue plays out as the player is fighting through the chapter. Because the original ''Kid Icarus'' game did not take itself seriously, Sakurai followed up on this and had the dialogue be filled with comedy and references. If the original game did take itself seriously, Sakurai would have followed that for ''Uprising'' as well. In regards to the game's scenario, Sakurai intended to outsource it and have someone else write it, but ended up writing it all himself. This was done in order to make it easier to line up the dialogue with the events that are occurring during air battles. The inclusion of different armies was done to add variety to the story and to make the origins of weapons more interesting. The weapons were created as if they were characters, each with their own traits.<ref name=SakuraiYouTube />
Aside from chapter opening and ending cutscenes, the developers did not want to break up gameplay with too much story, so the dialogue plays out as the player is fighting through the chapter. Because the original ''Kid Icarus'' game did not take itself seriously, Sakurai followed up on this and had the dialogue be filled with comedy and references. If the original game did take itself seriously, Sakurai would have followed that for ''Uprising'' as well. In regards to the game's scenario, Sakurai intended to outsource it and have someone else write it, but ended up writing it all himself. This was done in order to make it easier to line up the dialogue with the events that are occurring during air battles. The inclusion of different armies was done to add variety to the story and to make the origins of weapons more interesting. The weapons were created as if they were characters, each with their own traits.<ref name=SakuraiYouTube />
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