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3DS

Iwata Asks: Kid Icarus: Uprising

by Nate Andrews - February 24, 2012, 1:11 pm EST
Total comments: 7 Source: http://iwataasks.nintendo.com/interviews/#/3ds/kid...

Iwata discusses the upcoming 3DS title with Masahiro Sakurai.

Nintendo President Satoru Iwata sat down with Masahiro Sakurai, CEO and Director of Software Development at Sora Ltd., to discuss the development of the upcoming Kid Icarus: Uprising in a recent edition of Iwata Asks..

Iwata started the interview by comparing the battle mode of Uprising to what he imagines the Super Smash Bros. games would look like in a fully 3D space, and noted the similar fast pace of both games. He continued by pointing out that when the Nintendo-themed fighting game first arrived on Nintendo 64, many players did not fully grasp its concept. Sakurai agreed, and expressed his worry that people will also misunderstand battles in Kid Icarus: Uprising which, he noted, melds the rules of a first-person shooter with a simpler control scheme. He expressed hope that the controls will make sense to players once they have a chance to become acquainted with them.

Iwata likened this quandary to the difficulties Nintendo had with distinguishing Smash Bros. from fighting games preceding it. Sakurai noted that the introduction and broadening of a game and its concept is an intrinsic part of the style of games he makes, including Smash Bros., Kirby Air Ride, and Meteos. That is, the comprehension curve may be a bit steeper than other games, but persistence on the part of the player is rewarded. Sakurai continued by comparing his process to "disassembly and reassembly." He explained that each genre has its own "fun core," and that he tries to remove the unnecessary parts surrounding that core and rebuild around it somewhere new.

To illustrate this design theory, he noted how Super Smash Bros. was originally created to be "an antithesis to 2D fighting games" (a conversation documented in a previous Iwata Asks). He noted that while he enjoyed the more organic aspects that occur in fighting games (the "fun core" of the genre), he was less fond of having to pull off complex combos to achieve victory. In the place of combos, he wanted something that could work off the changing situations within each fight, an idea that became the basis for the cumulative damage mechanic in Smash Bros. He also noted similar decisions in Kirby Air Ride, where they focused mainly on the drifting mechanic instead of implementing a traditional brake/acceleration system, and Meteos, in which they reinterpreted the traditional risk/reward dynamic of a puzzle game into a system of resisting and pushing the blocks back.

Continuing on the concept of risk and reward, Iwata brought up an anecdote in which  Sakurai had broken down the risk/reward dynamic in Space Invaders (i.e., having to shoot from directly underneath the invaders to hit them, and chancing getting hit by their fire at the same time). Sakurai noted that while he knows there are other pieces that make a game fun, he often connects gameplay with risk and return.

Iwata steered the conversation in the direction of influences from the original Kid Icarus. Sakurai mentioned that while they gave careful treatment to the story of the new game, they were careful not to make it too serious, and instead shot for a "boisterous feeling like in Super Smash Bros." He remarked that Iwata's requests of him post-Super Smash Bros. Brawl were to make an original game, and to make something for the 3DS that "the in-house Nintendo development team wouldn't." He also said that his first idea given those guidelines was to create "a shooting game with air battles and land battles," while also having the idea to "revive a stalled series from the Nintendo lineup."

The conversation returned to risk and reward, with Iwata bringing up the Fiend's Cauldron from Uprising, a challenge system that allows players to bet hearts and test themselves to earn rewards. Sakurai explained that this mechanic allows players to determine the amount of risk and reward for themselves and their level of skill. He noted that he wants players to be able to have some agency in how they experience the game, whether that comes in simply flying through a level and enjoying the aesthetic or challenging themselves with a higher difficulty.

The second part of the interview will be posted after Kid Icarus: Uprising is released.

Talkback

Fatty The HuttFebruary 24, 2012

Awsome that they take game design and theory so seriously. Of course, Nintendo is famous for such attention to detail and this just bares it out.

This piece is a nice companion to the recent "what is gameplay" discussion on RFN.

house3136February 24, 2012

Is Sakurai getting younger? I thought maybe it was an old picture, but that’s from the interview.

CericFebruary 24, 2012

I could get past the first page.  Sakuria should have stood slapped Iwata and left.  This didn't say a retrospective on Smash Bros.  I could honestly care less until about a year from now.

CaterkillerMatthew Osborne, Contributing WriterFebruary 24, 2012

Yeah that was a lot of talk about Smash Bros in the beginning, but it got toned down some. These Iwata Asks are great, seems like before the Wii days there was never any good interviews with Nintendo's employees often. They always had to be held around big events or something. But these are as often as the games they are made for and the talk about things I really like to hear about. Like the fear and struggle of actually developing a game.

Off topic.
So, NWR Staff.
When you go to E3 and interview Sora or Sakurai can you guys mention Ridley playable for Smash 4?

CericFebruary 24, 2012

Quote from: Caterkiller

...
Off topic.
So, NWR Staff.
When you go to E3 and interview Sora or Sakurai can you guys mention Ridley playable for Smash 4?

*Slaps Caterkiller*
This be about Kid Icarus Foo

CaterkillerMatthew Osborne, Contributing WriterFebruary 24, 2012

Quote from: Ceric

Quote from: Caterkiller

...
Off topic.
So, NWR Staff.
When you go to E3 and interview Sora or Sakurai can you guys mention Ridley playable for Smash 4?

*Slaps Caterkiller*
This be about Kid Icarus Foo

I just can't help myself! I even know Sakurai will have the entire roster planned within the first month of development.  I just feel like I have to do my part, just in case!

As for Kid Icarus I wondered why this story seemed so campy. I first played the original on the Wii's virtual console. To me it was dark and scary, that was some serious business! But looking back at the egg plant wizard and stuff, yeah I guess it wasn't the serious drama I thought it was. But I am more than happy voice acting is out in full force. Almost all Nintendo's franchises could use some good voice acting.

I really hope this style of play get's popular for multiplayer, at least to the point that I want to be competitive like Mario Kart 7. Everything about the game has Smash Bros written over it, I just hope they go above and beyond what they did for online Brawl and give us something at least on par with MK7. I remember Sakurai not liking leader boards, I sure hope that part of his philosophy is done away with, it's not such a big deal, but it is great seeing how well I do against you guys in our community races. 

NWR Staff just give me a sign that you will uphold your end of the Ridley deal!

Squalid PumpkinFebruary 25, 2012

Recently, I played a new fighting game that had a combo practice mode, but now matter how much I practiced, I could only do about 5 of the 16 available. Really, I was like, "I can't play today's fighters!" I'm also not as young as I use to be.

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