![]() ![]() The gameplay requires that type of precision and swift adjustment. There's just one problem - the game is designed to be played with a stylus. Left-handed support is ample, and players can even reassign buttons liberally, tuning just about every element they can imagine (short of dual analog support with the Circle Pad Pro, which is not implemented). To Project Sora's credit, Uprising has more options, settings and control variables than just about any other portable game out there. As you might imagine, holding a 3DS in one hand is not exactly comfortable. By default, the control scheme requires the use of the Circle Pad to move Pit, and the stylus to not only aim but maneuver the camera as well. On the ground, Uprising struggles a little more. They never try to do more than they should, and therefore are consistently impressive. The simplicity of the air segments help them greatly. ![]() ![]() While its characters and creatures might not be as technically impressive as something like Capcom's Revelations, Uprising's artistic creativity stands right alongside Mario 3D Land as some of the best material seen on the 3DS thus far. Though we've seen other games do this, including Nintendo's Star Fox series, the developers here manage to create a sense of breathtaking speed, and then combine that with some incredibly diverse and stunning world designs. While on rails, this allows players to focus on shooting and maneuvering through the forces of evil. In the air, players will control Pit's aim and physical position, but his actual forward momentum is automatically determined. While fundamentally sharing the same goal - kill everything in sight - Uprising's airborne and ground-based gameplay settings are significantly different experiences, not only in concept but control. It's not uncommon to tune out the discussions and miss something important, or focus on them and suddenly get pummeled by incoming projectiles. There can be too much of a good thing, and while references to Nintendogs and other 'outside the box' remarks are plenty amusing, they also distract from the action. Unfortunately this chatter can often get in the way. These exchanges can be some of the game's best moments, as the characters are not afraid to acknowledge that they are in a game, fighting bosses as well as players' attention spans. Though technically facing a variety of 'end of the world' scenarios throughout its approximate dozen hour campaign, Uprising's heroes and villains banter liberally throughout each mission, occasionally discussing legitimate plot points or giving useful tips - but mostly establishing personality and making amusing quips. Uprising also demonstrates its awareness through its hugely light-hearted storyline. It understands players are likely trying to blast as many enemies as possible before having to run off to an appointment or class. ![]() Following the examples set by other excellent 3DS titles like 3D Land and Resident Evil Revelations, Uprising keeps its concepts concise - most levels can be bested in as little as ten minutes, with multiple checkpoints spread throughout. Pit squares off with an onslaught of creatures as oddball as they are menacing, blasting them out of and into the sky as he makes his way to each level's boss. The game keeps these concepts very distinct, and executes them both well. creator Masahiro Sakurai and his Project Sora team, Kid Icarus Uprising is a hybrid shooter that contains on-rails segments in the air and third-person action content when it's on the ground. ![]()
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