You may think that the jokes like the one Palutena cracks about being able to see the naughty thoughts in Pit's heart is just for laughs ( see video here), but the script is very carefully written to support the core themes of the story. But as interesting as the story lines are, I find the little quirky details and jokes just as interesting and supringly relevant. In fact, all these details are woven together tightly in the game's timeline and thematically. Players get to see this war happening later in the game. This isn't just a story detail merely conveyed through dialog. For example, in an early mission players learn that the reaper enemies are "putting in overtime" because of an on going war among the humans ( see video here). Third and finally, the dialog is used to characterize and describe story events. This video is a playthrough of the first mission. There's still plenty to discover and learn on your own. Of course, the dialog can't tell you everything. This a bit of knowledge helps players engage with gameplay challenges by making informed decisions.
![kid icarus story kid icarus story](https://images.twinkl.co.uk/tw1n/image/private/t_630_eco/image_repo/4d/39/au-t2-p-409-icarus-and-daedalus-short-story-english_ver_1.jpg)
So instead of approaching every encounter with blind trial-and-error experimentation, you often get an explanation on how to take out the more complex enemies. Controls, special moves, and even enemy data are all communicated contextually and dynamically according to what's happening in the game ( see example here). Second, the dialog is used to deliver instruction and practical information on gameplay challenges. Sakurai explains this in the Iwata Asks interview: "I thought up all kinds of dialogue so that when the players enter a new chapter, even if they suddenly encounter a situation they haven't experienced before, they can easily slide right into the game world." This design choice keeps the experience focused on gameplay. You simply leap out into the sky and get to work. There are no cutscenes before hand or any kind of mission briefing. It's remarkable that the voice performances and the writing mesh so well considering that Sakurai, the script writer, uses the dialog for several purposes.įirst, Sakurai uses the dialog to contextualize the mission in action. Aside from the emotive character portraits on the bottom screen, everything is conveyed through the voice performances. KIU features some of the best voice-acting I've ever heard, and I think the quality comes across better because most of the dialog isn't acted out with 3D models or animated images. Also these characters are often quite observant, knowledgeable, and somewhat jovial despite the fact that serious events transpire like wars and betrayals. And in classic style, these gods have the power to communicate with each other despite not being in physical close proximity. As an angel agent of Palutena, a goddess, Pit lives in a world filled with powerful and mythological figures. The flying segments are about 5 minutes each, the ground missions are typically longer, and the boss battles are the short, climactic finish.Ĭommentating nearly non-stop throughout the entire game is pantheon of voices. The scenarios consist of missions broken up into 3 parts a flying segment approaching the actual mission site a ground segment where Pit navigates lanes, hallways, and a few open spaces on his way to the boss and an arena boss battle.
![kid icarus story kid icarus story](https://bdjogos.com.br/capas/657-kid-icarus-nes-capa-1.jpg)
![kid icarus story kid icarus story](http://www.geocities.ws/sanchezism/DaedalusIcarus.jpg)
The story content is almost entirely presented through player control combat scenarios with Pit as the main character. Though this is a review focused primarily on game design I want to briefly talk about the story in Kid Icarus Uprising. Rather, Kid Icarus Uprising's single player campaign has achieved excellence in story, voice acting, gameplay, variety, difficulty, and more. KIU is not like Smash Brothers Brawl where the Subspace Emissaries single player story was interesting enough while the gameplay was a bit of a slog, lacking in diversity and challenge highlighting the best of Smash gameplay. KIU is not like Meteos where the single player is a series of themed multiplayer like matches against computer AI.
![kid icarus story kid icarus story](https://nextluxury.com/wp-content/uploads/upper-back-icarus-sunrays-and-clouds-tattoo-design-on-man.jpg)
Make no mistake, the single player of Kid Icarus Uprising is as strong as the multiplayer.