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Posted

I HOPE they're supporting the Circle Pad Pro... the game should play much better with it.

 

Although reading IGN's preview yesterday of the device, whilst it works and is comfy etc... they bring up a couple of slight issues in terms of holding it in your hands and reacching button.

In terms of the voice acting, certainly. It also looked a bit more framey in that video, but maybe it's just me.?
Yep, I'm not a fan of Pit's new voice.

 

And I too thought for the first time the game looked to havea few framerate problems.

For me, its one of the games that sold the 3DS. But I have to agree with @Retro_Link I am loosing interest. The art style was never great, the combat looks dull and, as I mentioned earlier, I am bored to death of the dark spin Nintendo are putting on their characters: Samus, Mario, Link (albiet, brief) - can they not think of any new new ideas after 20-something years?
I think the combat and the gameplay could be fun, but yeah somehow as the development has gone on it seems far less interesting/impressive.

 

And yeah you're right though, Dark Pit is boring and stupid!

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Posted
That said, I have to be honest, I haven't been following this closely, and it doesn't look any worse to me. I still think they should have kept more to the original formula though,because surely when people said they wanted a new Kid Icarus, they meant they wanted a new Metroid-type game, like the old ones?

 

I'll admit that when I was clamouring for a new Kid Icarus years before they announced this, I was hoping they'd go the action-adventure route and give us an epic tale with Greek mythology interwoven and something a little similar to Zelda. That's how I would have liked to see the game come back and who knows, maybe this will start off a new lease of life for the character to be brought into bigger and brighter things.

 

Until then, I guess I'll/we'll have to make do with this, which still looks pretty good to me but as others are saying, the longer it's taking to come, the less enthused I am with it (largely because it's looking more like a a reskinned Sin and Punishment than what I had hoped for).

  • 4 weeks later...
Posted

We all knew this was coming but glad to see it finally confirmed.

 

Masahiro Sakurai has told Official Nintendo Magazine that Kid Icarus Uprising will support the Circle Pad Pro.

 

The Kid Icarus Uprising director explained that the Circle Pad Pro will be useful for left-handed players who may find it tricky to play the game with the stylus in their right hand.

 

Posted

Ah, so was that really the reason for the delay? That's good to hear :) And since the game now has confirmed online, I don't think there are any more serious flaws that need correcting (not flaws we can notice at this point, at least)

 

Still hyped. Gameplay was quite fun when I tried it last year, there seems to be a good variety of weapons, and the writing sounds brilliant.

Posted

Good to see the CC Pro being used the right way, by offering lefty support.

 

Having actually played the game, dual analog controls simply wouldn't work for this game. The sticks are too slow and inaccurate to match the stylus controls (much like Sin & Punishment 2).

 

Sakurai is right to stick to his guns and not dumb down the game to those mouth breathers who refuse to accept anything other than their "safe" dual analog controls.

Posted

I just saw the rest of the quote.

 

We've made it possible to use the right Circle Pad in place of the left one.

 

I didn't know the specs of the Circle Pad Pro, or what it looked like, until Monster Hunter 3G was announced, so we weren't able to do anything big with it in the time we had. Even if we had known about it from the start, I don't know whether we would have used both Circle Pads in that way.

 

So it's not dual analogue, just swapping the Circle Pad. So this game is crossed of my list. I suppose I am in a very, very small minority of people in this situation so I can accept that.

 

Basically, the way I grew up for gaming, my left hand is for movement and right hand is for aiming, like right-handed gamers. Trying it the opposite way round is incredibly hard for me.

 

However, I write with my left hand, so using the stylus in my right is pretty much impossible for me.

 

So either

 

- Using the stick for movement with my left hand and the stylus for aiming with my right hand

or

- Using the stylus for aiming with my left hand and the stick for movement with my right hand

 

Are both very hard tasks for my hands to do. It just feels wrong.

 

Posted

Yessssssssssssssssssssssssssssssssss!

 

This was my main concern with the game. So, absolutely delighted by this news. I was worried that I wouldn't click with holding the stylus in the right hand and moving with the left, so this at least gives me an alternative option. Really is awesome that they've allowed this. :)

Posted

So either

 

- Using the stick for movement with my left hand and the stylus for aiming with my right hand

or

- Using the stylus for aiming with my left hand and the stick for movement with my right hand

 

Are both very hard tasks for my hands to do. It just feels wrong.

 

I'm in exactly the same situation, having movement on the right stick would be very awkward. I guess a lot of left handed gamers will think this, as pretty much every games console controller has movement on the left side of the pad the majority of the time.

 

I had no plans to get this game originally due to the controls, don't think this circle pad pro is going to change that.

Posted

Whilst it is good it Is being put to some use, I would have preferred actual dual slide pad control over the stylus and slide pad as it stands... or at least the option.

 

When I played this last year, even as a right handed gamer, I found it uncomfortable pretty quickly and the game as a whole failed to grab me in any way, shape or form. There were three levels on offer but I was kinda bored by the end of the first one I played.

 

I really can't see me ever picking this up now.

Posted

It looks like the game is coming with a 3DS stand for some reason. ::shrug:

 

Kid Icarus Uprising will come bundled with a special stand, Project Sora head Masahiro Sakurai revealed today at Twitter. Using the stand, you'll be able to keep the system and screen steady.

 

Sakurai notes that the stand can, of course, be used with all games, and not just Kid Icarus.

 

Have a first look at the stand here:

 

HAofN.jpg

Posted

Bad move. While it's a thoughtful gesture for those that have trouble supporting the weight of the console with one hand, it's not doing the game's public perception any favours.

Posted
I don't usually play handhelds in front of a desk though.
Same here, but I'd definitely consider it as I'm really liking the look of that stand. :awesome:

I imagine it could make using Letter Box (and the upcoming Flipnote 3D) a bit easier too. :)

Posted

I might keep it on a stand when I'm not using it; but this is a little weird. If you can't support the 3DS with one hand to play this game then you need to do some more wanking!

Posted

uh...

hmm... I won't be using this on the train, I won't use at uni, and i might not be bothered to use it at home. but @RedShell made a really good point, using it with colours3D would probably help.

 

on another note, how is the controls for this game compared to Metroid Prime Hunters on the DS?

 

Im a lefty but I can play with left or right configurations, surely the controls can't be as awkward as MPH?

 

and the upcoming Flipnote 3D

 

Really? I don't remember hearing about it!

Posted

This guy on Gaf sums it up perfectly.

 

Kid Icarus seems lost to me. It was the first 3ds game ever shown but then it was delayed several months. The flying sections look great but the ground sections look boring and slow. Then we have the controls which again look like they were designed for the fast aiming and dodging of the flying sections but tying camera control to the stylus for ground combat feels like a last resort type thing instead of a well thought out control scheme. But the multiplayer is comprised completely of ground combat. Then there's the whole losing the 3d effect because of the control scheme and now there's a stand for that, but its useless to lefties who would need the CPP and having a stand kind of defeats the purpose of a portable device. And lastly that the game supports the CPP but only so lefties can use the right slider and not so that everyone can use dual sliders which would be ideal.

 

I want this game to be good, the flying sections look great, and I'm glad there's online multiplayer. But overall it looks like a bit of a mess.

 

Posted

I just can't stop laughing. I really am looking forward to the game, don't get me wrong, but this is a fucking shambles. Bundled with a special stand? Ahahahaha.

 

It's even worse when they get every one excited by announcing it's compatible with the CCP, only to ruin it by backtracking and saying it only swaps the analog stick for lefties.

 

If it wasn't for those monster sales over the past couple of months, I would honestly think Nintendo have completely lost the plot.

Posted
The flying sections look great but the ground sections look boring and slow.

 

(...)

 

And lastly that the game supports the CPP but only so lefties can use the right slider and not so that everyone can use dual sliders which would be ideal.

 

...

 

Once you start looking for things to complain about, we get stuff like this. I mean, tacking on a new control scheme at the last minute would be "ideal"? I mean, seriously...

 

On a related note, I'm still baffled that people actually want this game to require an add-on (and I'm not talking about the stand)

Posted (edited)
...

 

Once you start looking for things to complain about, we get stuff like this. I mean, tacking on a new control scheme at the last minute would be "ideal"? I mean, seriously...

 

On a related note, I'm still baffled that people actually want this game to require an add-on (and I'm not talking about the stand)

 

The air parts are fast paced but not particularly special. When they first announced the game, I wondered if the background to the flying sections was just a video. When I played it, I still couldn't really tell. I'm guessing not - I would have expected it to look a bit nicer if it was. Though the pixelated look could be a result of video compression. An absence of scenery to collide with didn't help to prove things either way either.

 

 

As for ground combat, it wasn't slow as such but it does feel awfully clunky. One thing that does both me is that shooting and aiming is handled both on the screen but separately. Having to swipe to move the camera but holding it down would shoot. Made it much trickier than I thought it would be to control and I kept over shooting the camera and messing my view. The boss was a royal pain because of it.

 

It's not that people want it to require the add on. What they wanted was for it to never require an add on in the first place but Nintendo dropped the ball and so it was never going to be an option. So when they announce it is compatible with their latest add on, you expect it to take genuine advantage of it.

 

I can see the stand being useful but it is also somewhat impracticable for what is supposed to be a portable game.

 

This game was meant to be the show case and premier 3DS title and its slowly turning from an advertisement of the systems strength into a checklist of all the things it does wrong and Nintendo's attempts to persuade otherwise.

Edited by Captain Falcon
Posted
The air parts are fast paced but not particularly special. When they first announced the game, I wondered if the background to the flying sections was just a video. When I played it, I still couldn't really tell. I'm guessing not - I would have expected it to look a bit nicer if it was. Though the pixelated look could be a result of video compression. An absence of scenery to collide with didn't help to prove things either way either.

 

As for ground combat, it wasn't slow as such but it does feel awfully clunky. One thing that does both me is that shooting and aiming is handled both on the screen but separately. Having to swipe to move the camera but holding it down would shoot. Made it much trickier than I thought it would be to control and I kept over shooting the camera and messing my view. The boss was a royal pain because of it.

 

Your criticism of the ground control scheme is quite valid (I had some difficulty myself back when I tried it), but my issue with the GAF poster wasn't the "slow and boring" comment by itself, but the fact that he clearly didn't play the game, considering his wording. The phrase I highlighted is an empty argument, and shows that he was nitpicking for the sake of it.

 

Of course, complaining about stuff you don't even try is something that bothers me in general.

 

It's not that people want it to require the add on. What they wanted was for it to never require an add on in the first place but Nintendo dropped the ball and so it was never going to be an option. So when they announce it is compatible with their latest add on, you expect it to take genuine advantage of it.

 

But Kid Icarus is being designed with touch-screen controls. It doesn't matter if the 3DS has a second slide or not, changing those controls is very much game-changing, levels and enemies are designed for what you can do with a specific control scheme. It's the same debate as with the DS Zeldas, some people were clamouring for traditional controls there, too, despite the fact that both games were entirely designed with the touch-screen in mind.

 

Also, as a general rule, adding a new major element late in development almost never works well, as it ends up either useless or intrusive. The fact that so many people consistently forget this is frustrating.

 

I can see the stand being useful but it is also somewhat impracticable for what is supposed to be a portable game.

 

This game was meant to be the show case and premier 3DS title and its slowly turning from an advertisement of the systems strength into a checklist of all the things it does wrong and Nintendo's attempts to persuade otherwise.

 

These are pretty much my thoughts, summed up. I still think the issue being made around the CPP is unnecessary (though a second pad for lefties really should've existed from the beginning), but the things seen during development are worrying.

 

At the very least, it justifies the "no reveals until near-launch" policy that Nintendo has.

Posted

@Jonnas

 

If it had two from the start though, it could have been designed to use both. As it is, you are right that the last minute shoe horning of a control scheme into a game that was never designed to use it doesn't exactly inspire confidence but still, as long as its only an option, let us decide which we prefer.

 

I suspect there would be a bit of a learning curve to work, as the pad would need to be highly sensitive to cover all the screen quickly enough meaning you'd be aiming all over the place at first.

 

Sin and Punishment on the Wii offers both pointer and dual analog controls and whilst I personally wouldn't touch the dual analog option, at least they are there for those that want it. Even Metroid Prime Hunters gave you full button control so you didn't have to use the stylus. Yeah, it was a bit crap but at least it was there for me to make my own mind up.

 

That's not to say I want the option in, however rubbish, just to tick the box.


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