After the Chariot Master's death, Pit takes control of the Lightning Chariot and uses it to break through Palutena's barrier. Pit faces off against Hades once again, engaging him in a massive battle that spans from the Underworld to the Overworld. If Pit is defeated, the player is given the option of continuing, but an amount of Hearts are lost from the Fiend's Cauldron and the difficulty is lowered. At this point, the project was still an original game. Once Pit obtains the treasures, he immediately heads for the Underworld and faces off against Medusa. This was inspired by feedback received from players of Super Smash Bros. Brawl that many members of its character roster had not been in an original game for some time. During these stages, the player moves Pit with the Circle Pad, aims with either the 3DS' stylus or face buttons, and fires with the L button. [2] He briefly considered turning the project into a Star Fox game, but, in the end, decided that Pit's character and the setting of Kid Icarus made a better fit for what he had in mind. Rather than relying on stand-alone cutscenes, the majority of story dialogue was incorporated into gameplay. [6] While he had the option of creating an easy-to-develop port for the system, Sakurai decided to create a game around the third-person shooter genre, which was unpopular in Japan yet seemed suited to the planned 3D effects of the 3DS. For this reason, the Fiend's Cauldron was created as a user-controlled means of both setting difficulty and allowing players to challenge themselves by placing bets against their performances. [12] Sakurai also wanted to make sure that the game's Greek influence did not stray in the same direction as the God of War series. In addition to these weapons and abilities, Pit is able to utilize armed vehicles in battle and for transportation, which include a mech-like armor known as the Cherubot, a sphere-shaped vehicle known as the Aether Ring, and a beetle-like vehicle known as the Exo Tank. Because many of the jokes in the original script for Uprising relied heavily on the subtle nuances of Japanese language and culture, Sakurai gave the Nintendo Treehouse development team a lot of leeway in the localization of the script so that it would feel more natural for English speakers. [48] Edge Magazine was positive overall, saying that fans of the original Kid Icarus would enjoy the game, praising the way it effectively combined elements from multiple genres. Pit then uses the cannon to obliterate Hades' body, saving the world. Regardless, Uprising received a perfect 40/40 score on Famitsu,[13] and sold 132,526 units in its first week. Medusa retaliates by putting forward her faithful watchdog, Twinbellows, and her commanders, Hewdraw, Pandora, and Thanatos. With the 3DS' touch screen, the team was able to create a more responsive experience similar to a computer mouse, creating the system of flicking the 3DS stylus to change camera and character direction. I was not disappointed. Pit travels through the temple and engages Palutena in battle, defeating the Chaos Kin and freeing her of its control. After escaping from Hades' insides, Pit is guided by Palutena to the home of the God of the Forge Dyntos, who fashions a new Great Sacred Treasure after Pit proves himself worthy in multiple trials. During missions, defeating enemies grants the player hearts, the game's currency. [13] For the main story, Sakurai avoided portraying a simple good versus evil situation; instead, he had the various factions coming into conflict due to clashing views rather than openly malicious intentions, with their overlapping conflicts creating escalating levels of chaos for players to experience. The Chaos Kin has possessed Palutena and caused her to become deranged. Although she despises humanity, this contempt is only rivaled by her hatred for P… Now restored, Pit attempts to destroy Hades with the Three Sacred Treatures, but Hades easily destroys them and eats Pit. This can be replenished with items scattered throughout levels. While similar touch-based aiming had been used for first-person shooters on the Nintendo DS, Sakurai was dissatisfied with the resulting experience, phrasing it as "like trying to steer with oars." [35] Uprising was the only game Project Sora ever produced; just four months after the game's release, it was announced that the studio had closed down with no explanation given for the closure,[61] while Sakurai and Sora Ltd. were working on the next entry in the Super Smash Bros. series. [12] Costing ¥100 per bag, each pack came with a small handful of chocolate snacks, as well as 1 out of 20 possible AR Cards. Hearts make a return as items dropped by downed monsters and can be found in some Treasure Boxes or secret chambers. Early in the game's development, Sakurai and Nishi were in discussions about what the style of Uprising's music would be, and which composers to hire for it. However, the Chaos Kin snatches Palutena's soul away, causing her body to turn to stone as it flees into the Chaos Vortex. [30][31][32][33] The game's box art was almost identical between its Japanese and English releases. Take your favorite fandoms with you and never miss a beat. The original idea was for Pit to have a mascot character as his support, but it was abandoned in favor of Palutena. The theme for Dark Pit was composed by Western gun duels in mind, making heavy use of the acoustic guitar to give it a "Spanish flavor": multiple arrangements were created, including a version for use in multiplayer. Pit, an angel serving the Goddess of Light Palutena, is sent on missions against the Goddess of Darkness Medusa, who threatens to destroy humanity. This attitude, as observed by Sakurai, contrasted sharply with the weighty or grim character stories present in the greater majority of video games. At this stage, due to the game's platform still being in early development, there were no development tools available for Sakurai to use. [5][14][42], Kid Icarus: Uprising received largely positive reviews from critics. Directed by Masahiro Sakurai. "[51] Jeff Cork of Game Informer was more critical than other reviewers, saying that most other aspects of the game were let down badly by the control scheme. To open up the game for newcomers while keeping gameplay depth, the team took the three basic controls and combined them with the game's structure. Project Sora is the developer, with Masahiro Sakurai as the lead designer and writer. [44][45][46][48][49][50][51][52][53], During its first week on sale in Japan, Uprising reached the top of gaming charts with sales of 132,526 units. Kid Icarus: Uprising. When the Goddess of Darkness Medusa returns to destroy humanity, Pit goes on missions first against her, then against the forces of Hades, Lord of the Underworld and the source behind Medusa's return. [6], When it came to Uprising's overall atmosphere, Sakurai wished to keep it in line with the humorous tone of the first Kid Icarus game, which was different compared to the darker nature of other games released at that time. [17] Uprising was officially announced at the 2010 Electronic Entertainment Expo alongside the announcement of the 3DS. When defeated, it is revealed that Medusa was a resurrected puppet hiding the true antagonist: Hades, Lord of the Underworld. [13][20] The inclusion of a stand for the system to help players properly experience Uprising as part of the game's package was requested by the team from an early stage. On his way home, Sakurai was faced with both ideas and problems: Sora Ltd., which had developed Super Smash Bros. Brawl, had been drastically reduced in size as most of the game's staff had been either from other Nintendo teams or outsourced. Edit (Classic) [13] The game's difficulty was one of the three key elements decided upon by Sakurai, alongside the music and light-hearted storyline. Sakuraba's main theme was made notably different from earlier themes incorporated into the soundtrack, because he wanted Uprising to have an original theme to distinguish it from its predecessors: as it played in the main menu between missions, the team treated it as Palutena's theme tune. [10], Motoi Sakuraba said that he created the main theme, which gave him the most trouble due to his unfamiliarity with the game's overview. [18], From the start, Uprising was meant to be distinct from the original Kid Icarus: while Kid Icarus was a platformer featuring horizontal and vertical movement from a side-scrolling perspective, Uprising shifted to being a fully 3D third-person shooter broken between airborne and ground-based segments in each chapter. Page Tools. Pit returned from Super Smash Bros. Brawl as a playable character in Super Smash Bros. for Nintendo 3DS and Wii U, while fellow Kid Icarus characters Dark Pit and Palutena were also introduced as playable characters. Masafumi Takada recalled that he was confused by his work on Kid Icarus: Uprising due to his first impression of the game being Chapter 5. Development began in 2009, but was faced with multiple difficulties which included lack of access to the hardware during early stages, balancing between its many elements, and issues with the controls. Dark, each team has a health meter that depletes when a player is defeated. By scanning two cards at once, battles can be waged between the different models, each of which have their own stats and health bars. The sheet contains 40 puzzle pieces—8 of which are pink—and features a looping animation of Pit in Chapter 1's Land Battle fighting and dodging Monoeyes. Pit rushes after him and uses the power of flight to save him, but because he had already exhausted his flight prior, his wings catch fire. Brawl." After a brief fight between the two angels, Palutena decides to refocus her efforts on the Underworld Army. In this game, Pit is granted the Power of Flight from Palutena, giving him the ability to fly for a limited amount of time. Despite the initial request, however, Sakurai wondered if he could use the idea to revive an older Nintendo series. [1][2], Uprising supports both local and online multiplayer. Pit has the ability to sprint during ground-based gameplay, but sprinting for too long uses up his stamina and leaves him vulnerable to attack. #kid icaurs #kid icarus uprising #Kid Icarus: Uprising #nintendo #nintendo pls #kiu #ki:u #pit #EDIT: ok so I tried to make the edits extra obvious so no one got confused but people still got confused #the original said: ‘‘it seems like only Pit and Palutena work against both Viridi and Hades, during the course of which a military base called the Lunar Sanctum is destroyed, releasing an unknown creature from its depths. To this end, he was obsessed with striking that balance with Uprising, and so wrote the entire story script himself. However, it is only after her defeat that they realize their enemy was not actually Medusa, but rather Hades, the true ruler of the Underworld. Uprising was created by Masahiro Sakurai after receiving a request from Satoru Iwata to create a launch title for the then in-development 3DS. Kid Icarus: Uprising is a joyous and triumphant new installment in the Kid Icarus series. It also positively noted the game's dialogue. [39][40][41] Limited packs of AR Cards were also produced by Nintendo in two series, including special packs featuring rare cards. These range from fighting massive monsters such as Twinbellows, to battling more humanoid characters like Dark Lord Gaol. The graphics were marvelous in both 2D and 3D, the music wasn't as memorable but fairly good nonetheless. The areas where this ability is used resemble a free-aiming flight mode, where Pit can fly in one direction and aim in another, reminiscent of the Palace in the Sky in the original Kid Icarus. Pit is restored by the Spring, while the loss of Pandora's powers leaves Dark Pit unable to fly on his own. However, Viridi answers Pit's calls instead and uses the power of flight to fly him to Skyworld, where he encounters the projection of a possessed Palutena. [14] On Metacritic, it received a metascore of 83/100 based on 75 critic reviews. In its review, the magazine praised the attention to detail, flexibility, and general gameplay balance. "[12] The anime shorts were streamed in Japan, Europe and North America through the 3DS' Nintendo Video service in the week prior to the game's release in each region. [44] IGN's Richard George called Uprising "a fantastic game" despite its flaws. Pit then defeats Pyrrhon, forcing the god to retreat back into space along with the rest of the Aurum. Ultimate is revealed for the Nintendo Switch, and all three Kid Icarus characters, Pit, Palutena, and Dark Pit are confirmed to return. In July 2008, Satoru Iwata approached Masahiro Sakurai and asked that he make a game for the then upcoming Nintendo 3DS handheld system. From August 4th to August 8th in 2011, a Kid Icarus float was featured at a summer festival in the Aomori Prefecture in Japan. With this in mind, Sakurai came up with the idea of a shooting game that had both Air Battles and Land Battles. [4] Other players can pay hearts to convert the gem into a weapon. Much of the original script's humor stemmed from the usage of Japanese conversational nuances, which would not have translated properly into English. Before the release of the game, Nintendo created three animated shorts for the 3DS's Nintendo Video service with the help of three well known Japanese animation studios: Production I.G, Studio 4°C and Shaft, Inc. CoroCoro and V Jump magazines both released short manga in April 2012, the former featuring Twinbellows and the latter featuring Hewdraw. Mitsuda was responsible for the "Boss Theme", and worked to make the music positive and encouraging as opposed to the more common "oppressive" boss tunes heard in games. The art style was inspired by manga. However, the lord of the Underworld destroys the treasures, prompting Pit and Palutena to seek out the god of the forge, Dyntos, for a new weapon with which they can use to defeat Hades. [55] Going into May, it was cited by Nintendo as a reason for increased profits, alongside other titles such as Fire Emblem Awakening. [1][2] As the game progresses, Pit gains access to weapons separated into nine types: bows, bracer-like claws, blades (a combination of a sword and a gun), clubs, orbitars (twin orbs hovering near Pit), staffs, arms (a weapon that fits around his wrist), palms (magical tattoos covering Pit's arm), and cannons. Kid Icarus Uprising OST (Review)", "E3 2010: Kid Icarus Uprising Announced for 3DS", "Kid Icarus: Uprising UK release confirmed for March 23", "AU Shippin' Out March 26–30: Kid Icarus: Uprising", "What's the difference between Kid Icarus: Uprising's U.S. and Japanese box arts? While Palutena is shown to be warm and kind, Medusa serves as a stark contrast to the Goddess of Light, being much more cold and sinister. After consideration, it was decided to have the "Idol" displays able to fight each other, with battles revolving around a stat-based rock-paper-scissors mechanic. [1][3] Using the 3DS' StreetPass network, players can share weapons with other players in the form of Weapon Gems. Sakurai was responsible for creating the story, which retained the light-hearted tone of the first Kid Icarus. [7] One of the other franchises under consideration by Sakurai for use in the game was Star Fox, but he felt that there were some restrictions in implementing the planned gameplay features within the Star Fox setting. When an enemy strikes Pit, his health bar is depleted. 25 years after the original Kid Icarus, Medusa has been resurrected and once again attempts to eradicate mankind while seeking revenge on Pit and Palutena. The characters' roles and personalities were shaped by their roles in the game and the game structure itself. Gameplay is divided into two different styles: aerial-based rail shooter segments, and ground-based segments that feature both linear paths and free-roaming areas. Since release, Uprising has sold over a million copies worldwide, and met with mainly positive reviews; praise was given to the story, graphics, music and gameplay, although the control scheme was frequently criticized. Solo Mode is where the main game and its story takes place. Pit and Palutena's dialogue was influenced by the traditions of Japanese double acts. During their meal, Iwata asked Sakurai to develop a launch title for the Nintendo 3DS. The self-proclaimed Sun God, Pyrrhon, joins in soon after, and the previously warring gods unite to eliminate the alien threat. Takada came on board when there was an ample amount of footage, but was shocked when he saw gameplay from the game's fifth chapter and tried to create suitable music within Sakurai's guidelines. On aggregate site Metacritic, the game scored 83/100 based on 75 critic reviews. [11] With video game stories, Sakurai believes that developers lack an ability to balance story-based gameplay hindrances with the prerequisite of victory over enemies. A track that went through multiple redrafts was "Aurum Island", the theme associated with the titular alien invaders: while every attempt made to create a theme ended up as a "techno-pop song", the tune underwent multiple adjustments so it would not clash with the rest of the soundtrack while retaining its form.