Showing posts with label Kid Icarus. Show all posts
Showing posts with label Kid Icarus. Show all posts

Monday, August 21, 2023

Kid Icarus: Uprising Review

 (Originally published to Glitchwave on 8/14/2023)













[Image from gamerevolution.com]


Kid Icarus: Uprising

Developer: Project Sora

Publisher: Nintendo

Genre(s): Third-Persona Shooter

Platforms: 3DS

Release Date: March 22, 2012


One cannot underestimate the impact of being included in the character roster of a Super Smash Bros. game. Really, everyone wants their favorite franchise represented in Nintendo’s gilded crossover fighting series. Representing them in the fray with some of the most popular and impactful video game characters of all time is more than enough affirmation that a character along with their franchise is worthy enough to be in the upper echelons of the video game canon. However, the echoes of people clamoring for a franchise that has yet to receive an invitation to join the Super Smash Bros. ranks implies that this franchise is already celebrated enough. Does the series or its fans really need the vindication? The actual magic of Smash Bros. is how it can revitalize interest in a dormant IP whose fans have forsaken them due to an idle presence over a long period. For some reason, director Masahiro Sakurai seemed to overtly catalyze this effect with Kid Icarus. The franchise's starring angel Pit made his Smash Bros. debut in the Wii title Brawl, and his fresh presence was more pronounced than any logic would allow. By all means, Pit should’ve been a Smash Bros. benchwarmer in the same minor league as the Ice Climbers and Mr. Game and Watch. He should’ve had a subsidiary presence in Brawl due to his inclusion being a historical lark to remind us of Nintendo’s storied past. Yet, Pit is present throughout the entire Subspace Emissary campaign, and he’s paired up with Mario, Link, Yoshi, and Kirby: THE prime contenders for a Mount Rushmore of Nintendo characters. Sakurai ostensibly saw a potential in Pit that had been undermined by decades of inactivity and felt keen to put the fallen angel front and center among Nintendo’s mascot elites. I agree with Mr. Sakurai, as the varied gameplay mechanics and rich, ancient Greek mythos gave Kid Icarus more to expand on as opposed to the other NES franchises that Nintendo decided to abandon. By some miracle, Sakurai got his wish to situate himself at the helm of jumpstarting the cryogenically frozen Kid Icarus franchise and steering it in the direction he saw fit. Kid Icarus: Uprising is Sakurai’s monster to his Dr. Frankenstien, doing the seemingly impossible by resurrecting something from the dead and coaxing all of us into believing that it can function among the living. To everyone’s astonishment, Sakurai’s creation proves that Kid Icarus can not only compete with Nintendo’s fortunate sons but surpass their capabilities as well.

It makes me wonder what Sakurai’s first step in developing Uprising was because his template to use as a reference was stone-cold stale. The last time Kid Icarus showed its face to the gaming public, it was rendered in black and white, 8-bit pixels on the first iteration of the Gameboy. In the wake of its two-decade absence, Kid Icarus slept through so many vital evolutionary periods that at this point, the series would have to sprint like an Olympic runner in order to catch up with the rest of Nintendo’s properties. Uprising is Kid Icarus's 3D debut, an awkward aspect of development three generations prior that the rest of Nintendo’s early IPs already endured the growing pains of. How could Kid Icarus possibly make that desired impact in the eighth generation of gaming when its lack of experience with modern hardware forces the developers to apply water wings to safely swim in the deep end of the third dimension? After some further consideration, perhaps evaluating Uprising in this manner is looking at it from the wrong perspective. You see, developing every beloved Nintendo property during the early 3D era was especially fretful because the IPs had earned a golden reputation through a series of exceptional, ground-breaking entries in the pixelated generations. Their 3D breakouts still needed to uphold that excellent standard of quality despite the underdeveloped new framework they were sculpting these games with. Fans would’ve been devastated if the third dimension inhibited Link from exploring intricately-designed dungeons or if it stilted Mario’s sprightly acrobatic abilities. The hidden, ironic beauty of developing a Kid Icarus game in a more elaborate graphical plane after two decades is that no one cares about Kid Icarus, everyone except for Sakurai evidently. One most likely can’t have any expectations for something that hasn’t crossed their mind for so long, so Sakurai is given free rein to reimagine Kid Icarus to his liking as long as it retains the same semi-notable protagonist in a realm inspired by Greek mythology. For Uprising, Sakurai didn’t refurbish the rooms of Kid Icarus: he constructed a brand-new house.

Most likely, no one would anticipate Kid Icarus reinventing itself as a third-person shooter. The NES Kid Icarus was staunchly in the 2D platformer genre with the vast majority of its 8-bit ilk, even if its implementation of the genre’s tropes were a scattered mess of ascension levels and weirdly-paced traditional side-scrolling. This lack of cohesiveness and ingenuity is a substantial sum of the reasons why Kid Icarus wasn’t greenlit for greatness like its peers, so it’s for the best that Sakurai practically wiped the slate clean. However, Sakurai still somehow figured that converging two different swirls of genre flavors in the same gameplay cone was a necessary element of Kid Icarus. This time, Kid Icarus tackles two separate methods of blasting enemies away from afar. Each level in Uprising is divided into two distinct shooting sections. The first of the two is a rail shooter where a stream of enemies will engulf the screen as Pit soars through the skies, his contrived trajectory guided by the divine control of Palutena from the heavens. Once Pit survives the ambush above the clouds, the grounded section begins as Pit mows down the armies of the underworld with his full bodily autonomy. The primary goal of the latter half of these levels is to charge toward its boss battle apex point while attempting to endure enough firepower from its cronies on the journey toward it. This halved progression dynamic persists for every single level in Uprising, and only one level deviates from the formula for the sake of plot point relevancy.

One might be concerned that Uprising’s dedicated pension for this predictable level arrangement for a whopping 25 total chapters would cause the player to become numbed by the repetition. Fortunately, Uprising’s gameplay for both the sky and the soil is consistently enthralling. Ripping through the legions of mythical demon creatures with a blazing stream of energy bullets never grows old because of how consistently energetic the action is, with a triumphantly bombastic tone fit for an epic Greek tale to bolster the scope of the scene. Plus, Pit isn’t limited to his piddly, Cupid-esque bow and arrow combination typical of his fairy/angel status. In Uprising, Pit’s arsenal is more stacked than a Texan watering hole. From the long-ranged rapid-fire staffs to the razor-sharp claws and blunt clubs for getting up close and personal, to the balanced blades in between, the sheer variety of deadly toys to play with along with their varied range of practicalities on the field should retain that thrill of combat for the player.

Also, the underworld must be like the United States of afterlife realms because their forces are a melting pot of creatures. We amusingly get to see all of the 8-bit enemies from the NES Kid Icarus rendered in the third dimension, ranging from the one-eyed Monoeyes, the Groucho Marx masked Specknoses, to the more harrowing enemies of the Reapers and notorious Eggplant Wizards. Don’t worry, the eggplant effect is only a temporary curse in Uprising. The developers obviously streamlined dealing with these baddies a bit from their stiff NES origins. Fighting these foes and gaining a profit of hearts from their defeat never makes for a tense encounter. Coupled with all of the new enemies that Uprising introduces like the whale enemy vessel Belunka, cyclops juggernaut Clubberskull, and deceitful, oddly sexy treasure chest Mimicutie enemy most likely stolen from Dark Souls, conquering the underworld’s eclectic army adds another layer of prolonged investment into playing Uprising. The variation also extends to the bosses, of which Pit fights at least one per level. It’s a Clash of the Titans roulette in Uprising as several of the bosses are depictions of notable creatures in classic Greek texts like Pandora and Thanatos or at least alluded to the mythos with the hellhound Twinbellows and giant squid Kraken. While these bosses are as enjoyable, none of their fights are as challenging as dealing with hordes of regular enemies.

The player also has the freedom to make Uprising as enveloping as they please by altering the challenge meter. Uprising’s approach to difficulty is to implement a scale that indicates how overwhelming the level will be on an ascending scale from one to ten with a single-word description coinciding with the specific metric placing. I’d call it the game’s “spice level” if the scale’s visual wasn’t represented by a boiling pot of liquid, ruining my clever food analogy as a result. Still, betting hearts that mix into the soupy, bubbling concoction that represents the difficulty is like sprinkling chili pepper flakes over any dish; your time consuming it will prove to be more memorable, but be careful not to inadvertently punish yourself. The minimalist cartoon drawings above the scale depicting a stick figure Pit being shrouded by more demons should give the player enough of an indication of what to expect, including the richer rewards as compensation for the gamble. When the player becomes aware of their actual skill threshold the hard way and dies as a result, the cauldron will spill all of the wagered hearts and demote them to a marginally decreased difficulty for the remaining duration of the level. This penalty is the game’s not-so-subtle way of signaling to the player that they can’t handle the heat, adjusting more appropriately if need be. While compartmentalizing the levels per decimal makes the range of difficulty superfluous in most spots, the demerit for failure is a brilliant motivator for the player to amplify their abilities. Luckily, at the player’s sweet spot, the game heartily obliges the player with plenty of food and hot spring locations to heal the player, hampering death as much as humanly possible.

Bless all that is holy for all of the game’s accommodations because the player will constantly have to grapple with Uprising’s austere control scheme in the meantime. Handheld systems aren’t designed for games involving intricate, multifaceted button schematics, and not even the 3DS with its innovative, flexible analog control can elevate a handheld to the titanic stature of its home console counterparts. The player aims Pit’s shots by directing the reticle with the stylus and fires with the back L button. This button prompt functions adequately during the opening flight sections when Palutena is manning Pit’s forward velocity. Once Pit regains the use of his legs, however, the wider range of movement greatly exposes the glaring issues with the game’s controls. I thought carpal tunnel syndrome was an urban legend before I played this game, and now my left wrist is screaming bloody murder at me to put it out of its misery. It feels like I’ve been choking the chicken for a week straight. Working the stylus constantly to aim and man the camera with your right hand while holding the system and pressing the back L button with your left hand unbalances the standard equilibrium of holding a controller. Having my non-dominant hand perform the bulk of supporting my kinetic involvement in the game makes every growing moment tense in the worst way possible, only because the cramping was making my hand slip. I never humor Nintendo’s message to take a break from their games as part of their health-conscious initiative but in this case, everyone should heed to the suggestion. I speak with the utmost objectivity when I say that Uprising’s control schematic is probably the worst I’ve experienced across all the games I’ve ever played. They are the sole reason why Uprising is a divisive title, with some people feeling confident in discarding the game completely because of them. The player can change the control scheme in the menu, but no amount of modifications can feasibly make them comfortable. The actual solution would’ve been to develop this game for the Wii, as the dual components of the motion-control Wiimote for aiming and the analog nunchuck to swiftly dodge enemy fire would’ve rectified the issues COMPLETELY. However, Nintendo seemed to have premeditatively given the Wii a premature death after 2011 to starve their consumers for the launch of their next console at the end of 2012, so development time for Uprising inconveniently settled it to the 3DS during the Wii’s purgatorial twilight year that Nintendo mandated.

The controls are a damn shame considering the caliber of Uprising’s gameplay they are tarnishing. Not only that, but the fact that gamers will be deterred away from witnessing the presentational aspects of Uprising that are of equally high quality is a larger tragedy. If your wrists are on their last limbs and are liable to burst from the pressure, I grant you sanction to play this game on a lower difficulty just to hone your focus on the game’s story and characters. It’s these specific facets of Uprising that make me grateful for Sakurai revitalizing the Kid Icarus franchise most of all.

Surprisingly, Uprising is genuinely funny. The first Kid Icarus game featured a few subtle hints of humor, but Uprising revels in being glib. The game is cheekier than Jennifer Lopez wearing a pair of jean shorts. Uprising is as aware of its quarter-century slumber as Laura Palmer and jabs at that fact quite often. Palutena discusses facing off against foes of yore like the Hewdra and Pandora by displaying screenshots of their previous 8-bit encounters. Pandora is even rendered as her primitive ghostly blue flame again in the third dimension to punch this joke to the extra mile. The three heads of the Hewdra are always interrupting each other in a battle for dominant attention, and a rotund, jubilant Thanatos is the antithesis of his usual draconian depiction as the lord of death. Because the game is self-aware, the characters naturally use their advanced perception to break the fourth wall. This tried and true postmodern practice isn’t only used to poke and prod at Kid Icarus but to reference other Nintendo franchises. Let’s say that you made the observation that the Komayto creatures shared a strong resemblance to a Metroid, Uprising affirms that connection for you. While the humorous direction can verge into being too quippy at times, it’s refreshing to see a Nintendo franchise that doesn’t take itself so seriously. It’s Nintendo’s quaint rendition of subverting the ancient Greek lore in a way that fits the company’s accessibility, as opposed to Sony massacring them in God of War.

Uprising’s jaunty tone benefits the characters most of all. It’s ironic that even though we’ve seen Mario and Link’s illustrious history every step of the way that even almost four decades later, all these characters can muster up are still only emotive grunts and one-liners emitted through cartoony vocalization. This lack of substantive characterization extends across almost all of Nintendo’s mascots, for narrative simplicity seems to be an idiosyncratic element of their brand. Pit being untethered by Nintendo tradition gives Sakurai the freedom to make the supernatural angel feel as human as possible. All we could infer from Pit’s personality from his 8-bit incarnation is his commitment to Palutena, as the length he was willing to go to rescue her was rewarded with a promotion at the end of the game. Sakurai extrapolated on this one trait to formulate a character that is a lot like Spongebob Squarepants. No really, Pits shares a lot in common with Nickelodeon’s yellow, undersea icon. They are both overly positive, have a strong sense of duty to the point of being sycophantic to their superiors, and both desire the means to travel faster of their own volition (a boat and the capacity to fly, respectively). They’re also both a pair of squeaky-clean, goody-two-shoes, but I suppose Pit can’t help himself as an angelic entity. Pit’s endearingly dorky disposition is expressed through the background conversations with Palutena, commenting on every bit of action that takes place during a level. While Palutena is essentially a glorified guide to aid the player, her lighthearted banter with Pit gives her enough personality to supersede her role as an advisor. At least this position gives her more character presence than the damsel in distress figure she was before, the fate commonplace for every other female with royal eminence at Nintendo.

The characters that banter with Pit the most are the other supporting characters. Pit’s diminutive role in both status and physical stature seems to be heavily contrasted with the rest of Uprising’s cast. Magnus is a human character that aids Pit in fighting the Dark Lord Gaol in chapter two. His dark features and apparent strength to wield his mighty greatsword make him the masculinity incarnate ying to Pit’s soft, inoffensive yang. Viridi, the petite and bratty goddess of nature of Sakurai’s own creation, uses her godly distinction to undermine Pit. She dishes out more insults than Kazooie, and Pit is too determined and proud to let her penetrate his confidence. Her temporary role in guiding Pit highlights her foil role to Palutena, as she certainly isn’t as pragmatic or patient with Pit as she is. Speaking of confidence, the flaming, self-proclaimed sun god Pyrrhon exudes a sense of quasi-heroic cockiness that Pit is too humble to share. Really, the most on-the-nose contrast with Pit is Dark Pit, a more dour-looking version of Pit with a black tunic formed by our hero staring at his own reflection for one moment too many in the Mirror of Truth. While Dark Pit is obviously equal to Pit in size and relative repute, Dark Pit defies the character traits of his originator with his rogue attitude and edgier demeanor. Well, it depicts a better character contrast than Sonic and Shadow, at least. Pit’s interactions with all of these character foils are thoroughly entertaining and had me smirking throughout. I just wish that these conversations didn’t take place during battle, as they tended to be quite distracting.

To everyone’s further surprise, the bounciness of Uprising’s characters even extends to its main antagonist. No, not Medusa, as she’s manically determined as any typical villain would be to conquer the world and crush her adversaries. I’m referring to the game’s TRUE main antagonist. In the ninth chapter, the game intentionally misleads the player into thinking that the fight against Medusa is the climactic point of the game with her being the main villain of the first game along with Pit decked out with the three sacred treasures. In a turn of events, Medusa is merely a red herring for Hades, the king of the underworld and the primary cause of this holy attrition. This twist was not surprising because I still remember my Greek mythology education from middle school. What was a shock was that the game was barely half over at this point.

Unlike Medusa, Hades is a vibrant, charismatic antagonist. You know the phenomenon that occurs when people have morbid lines of work like being a doctor or mortician and form a callous to cope with the hardships? Well, bearing the brunt of the world’s deceased has turned the lord of the underworld into a flamboyant clown that is at least three degrees related to Tim Curry’s Frank-N-Furter from Rocky Horror Picture Show. His growing indifference to death and destruction due to his godly vocation has turned him into a raving sociopath, toying with mankind like a kid does to an ant hill with a magnifying glass. Despite his flippant manner, Hades still retains his eminence. The newest idea Hades has conjured up is fabricating the existence of a wish seed, something the humans wage war over out of gullible desperation. In the event of the humans being distracted, an alien race called the Aurum takes advantage of the earth’s resources. All of this culminates in Pit spiraling into utter defeat after the seventeenth chapter. Three years after his defeat, Pit has to clean up the mess in the wake of his failures and train himself to finally vanquish Hades harder than Rocky did eating all of those raw eggs. While Hades' titanic status as the main antagonist is effectively portrayed when our hero succumbs to his might, the way it is executed is rather clumsy. The Aurum is an asinine plot device whose middling relevance only seems to be tied to causing Pit’s downfall. I’m not entirely sure the parasitic Chaos Kin is really relevant to the grand overarching plot either. The goal of the story should’ve focused entirely on Hades, who is formidable enough to carry the weight of the main antagonist role. Also, Hades' time in the spotlight delves into some insightful musings on the human condition from divine outsiders looking in. While Hades and the other gods to a lesser extent have contempt for humans because of their pathetically selfish propensities, Pit eloquently states that the gods only exist because humans are the only mortal beings with the intellectual capacity for spirituality, conveying a symbiotic relationship between the heavens and the earth. After all, what is a God to a non-believer? Is Uprising actually delving into complex philosophies relating to faith and human nature? Isn’t this game from the same company where an Italian guy saves the same woman again and again and a pink marshmallow eats everything in sight?

When all is seemingly done, Uprising elongates its playtime even more with a bevy of content outside of the main story. All of the additions surrounding Uprising starts to remind everyone that Sakurai is the driving force behind Super Smash Bros. A checklist prescribed by Palutena offers over 120 boxes that reveal an extravagant painting per box checked off. These tasks range from using a specific weapon type to defeat a boss, clearing a chapter under a certain time, to being transformed into an eggplant. Real funny, Sakurai. After a certain point, the player unlocks TWO MORE checklists commissioned by Viridi and Hades with the same amount of objectives. Little figures of the game’s characters and settings similar to the trophies in Smash Bros. are unlocked via a chance mechanic like the aforementioned series and are displayed in a gallery with descriptive blurbs. The player can also engage in an online multiplayer mode that models a capture-the-flag game with skins of Pit divided by white and black factions. The game offers as much content to sink as Sakurai’s more involved IP, and that one has an incredible amount of star power.

Sakurai profoundly loves Kid Icarus. How else do you explain the finished product of Kid Icarus: Uprising? Sakurai wasn’t even involved with Nintendo, much less with the creation of the first Kid Icarus on the NES, yet he raised the franchise like it was his own child. His unconditional passion for the forgotten Kid Icarus IP has enabled the prolific Nintendo developer to convey his strong feelings with an impressive amount of hard work attached. His efforts have done more than convince me of Kid Icarus's full potential: he’s convinced me that Pit should headline the next Smash Bros. game. His one comeback arguably features more content, pizzazz, and personality than all of Nintendo’s more celebrated series, which is just absolutely astonishing. Unfortunately, the compromise with the controls that Sakurai has to make in adhering to the technically inferior 3DS handheld is the game’s Achilles heel. Actually, it’s Uprising’s bulbous, salient zit on its beautiful face. It's enough to keep Pit out of being the beau of the ball for Nintendo's 2012 prom. For those who appreciated everything else in the game regardless of its controls, Sakurai made a miracle in making us all clamor for more Kid Icarus after several years of total indifference. Bravo!

Saturday, July 22, 2023

Kid Icarus Review

 (Originally published to Glitchwave on 7/22/2023)













[Image from wikipedia.org]


Kid Icarus

Developer: Nintendo

Publisher: Nintendo

Genre(s): 2D Platformer

Platforms: NES

Release Date: December 19, 1986


Nintendo front loads their most popular franchises with a new slab of entries so frequently that one can forget about the other selections they offer. Japan’s richest company could probably still subsist from Mario and Zelda (and maybe Kirby) alone, which is why we mainly see fresh releases from these franchises as opposed to offering a smorgasbord of their properties per release schedule. As impressive as this is, I think the true testament to Nintendo’s monolithic presence in the gaming world is its vast catalog of IPs. Just use the success of Super Smash Bros. as a point of reference: every single character from Nintendo’s roster, no matter how old or how popular, elicits at least a respectable amount of excitement from most of their fans. Nintendo’s fans still remember their failures and burnt-out relics even if the company tries its best to sweep them up in a dustpan and dispose of them in the refuse of time. Nintendo kicked this process into overdrive in recent generations with several of their properties, but they’ve been doing this since their heyday on the NES. Kid Icarus used to be the poster boy of forsaken Nintendo franchises, debuting on the company’s first console with one title before being abandoned completely. Given that the game was released alongside generation-defining titans like The Legend of Zelda and Metroid, it seemed like Kid Icarus was destined for success. However, upon playing Kid Icarus, it’s not hard to imagine why Kid Icarus didn’t catch on like its contemporaries.

But why was Kid Icarus reduced to a one-hit wonder when it was propped up amongst the architects of Nintendo’s legacy? Certainly, Kid Icarus is more inspired and offers more content to extrapolate on compared to its fellow NES stalemates like Ice Climber and Clu Clu Land. If one’s high school education needs dusting off, the game’s title alludes to the Greek myth of Icarus, the young man who infamously flew too close to the sun and fatally dipped into the ocean from the sky and drowned. Whether or not one sees this story from ancient times as a sympathetic tragedy or a fable poking at the hubris of man, Icarus has ostensibly resonated in popular culture from centuries onward. However, Kid Icarus is not an 8-bit rendering of the morality tale. Hell, the winged, cherublike protagonist of the game isn’t even named Icarus–but the blunt-sounding nickname of Pit. No matter, for the game can still borrow plenty from the gilded Greek mythos to sculpt something of substance. Kid Icarus presents itself as the same respectable tribute to the entirety of Greek mythology that Castlevania does with the golden age of horror films.

Then again, refusing to commit to a single source of inspiration might be the root cause of Kid Icarus’s downfall (no pun intended). Kid Icarus’s gameplay is cemented in the 2D platformer genre, but the game insists on warping the perspective for every level. The game begins as a vertical platformer, hopping upward on a series of clouds and Corinthian architecture to eventually reach the goal at the zenith point of the climb. The NES was no stranger to these sections spliced into the action of other 2D platformers, and their inclusion was a tense, thrilling mixup of the standard side-scrolling action. In Kid Icarus, however, prolonging these sections to the length of an entire level makes the ascent a hefty endurance test. Slipping down the cavernous pratfalls created by the scrolling screen devouring the level will obviously kill Pit instantly, which makes him channel his inner Daniel Plainview and scream “I’m finished!” as he is transported back to the beginning of the level. A one-life penalty seems harsh, but at least a password system is implemented instead of sending the player back to the start of the game upon dying. Still, these vertical levels feature far too many hazards, especially at the beginning of the game. The levels in the second act of the game adopt a more traditional trek to the right side of the screen, and the difference in difficulty between the opposing level axes is clear as day. Technically, Kid Icarus only offers 3 levels, but they are divided into four sections that extend those levels significantly. The sublevels are already lengthy enough as is, so the player has to endure an onslaught of hazards before they are victorious. The fourth sublevel will always remain constant: a labyrinth stage where the player must navigate through a series of rooms and find the correct path to the boss. These sublevels are intended to ape the dungeons in Zelda, but not even the hidden bomb passage in the first Zelda is as cryptic and circuitous as these befuddling excursions. Also, finding the dungeon map in Zelda would uncover the entire layout as opposed to putting a blank board on the screen shaped like a waffle with one glowing dot to indicate Pit’s location. Why do these levels punish the player so swiftly without them warranting it?

If the inflexible level design doesn’t crush the player’s spirit, the droves of mythical enemies definitely will. They complement each level’s challenge effectively, but more like an axis of evil and torment than anything. Snakes with wings will fall from the ceiling without little notice, and the piles of sludge that form from the ground are short enough to only scrape their heads with Pit’s arrows and piss me off. A particularly irksome enemy type is the reapers. These scythe-wielding phantoms go apeshit when they are aware of Pit’s presence, signaling four minions to swoop down on Pit and distract him from his trajectory. They also tend to be situated on the slimmest of platforms along the path, making them especially difficult to avoid. Really, the one enemy from Kid Icarus that is so notoriously vexing is the Eggplant Wizards. Where in the Greco-Roman texts do these robed cyclopses stem from? Probably none of them, but they’ve earned their spot in the Kid Icarus canon. They’ll lob their namesake fruit at Pit and if he comes in contact with one, their black magic will reduce him to nothing but an eggplant with legs. Being that eggplants are soft and squishy, Pit cannot fight in this handicapped state. The only solution is to visit a sectioned-off block of any fourth level dedicated to a doctor who’ll cure Pit’s ailment. Considering all the player has to reference is a rectangular pastry to find this specific area, pray to the Gods of Olympus if you stumble upon these purple bastards. Surprisingly, each boss at the end of every fourth level is relatively undemanding, even if Pit doesn’t free the petrified soldiers with the hammer items.

Only having the poor excuse for a map the game offers isn’t entirely accurate, I must admit. The player can purchase a pencil from one of the merchants, but the player would be better off saving their heart currency for other items. The saving grace of Kid Icarus is that the game becomes far less stressful once the player acquires all of the upgrades, permanently boosting their maximum health and damage output for the duration of the game. Other nifty tools to purchase are fire arrows, magic rods, and a glass of wine that restores a fair bit of health. How bohemian. While all of these upgrades seem like a practical solution to beating this game, none of them come cheap. I mean this quite literally as buying any of these items will break the bank, so the player will have to make an entrepreneurial decision on which item will be the best for them. If the game still proves to be excruciating with this frugal system, the other option is to farm hearts with a maximum quantity of ten. The player is forced to engage in several forced grinding sessions to make the game tolerable, and that aspect is absolutely unforgivable.

Also, the amount of items the player has on hand coincides with the ending the player receives. Kid Icarus already flirts around with different interpretations of the 2D platformer, so why not add a space shooter section as the final one for good measure? At the end of this overlong flight, Pit will take down Medusa, the prime mythical Greek figure who serves as the game’s main antagonist, by shooting the eye of the monstrous vegetation she’s hiding beneath. Paulutena, the damsel in distress, rewards Pit the same way a boss would. Depending on the player's diligence, Pit’s future will range from a lowly farmer to a prestigious role as a knight in her army. As far as I’m concerned, she can demote Pit to a shoe shiner because the qualifications needed to put Pit in a more lucrative position isn’t worth meeting. Sorry, Pit.

The main issue with Kid Icarus is that its gameplay identity wasn’t worth giving further attention to. The game isn’t any more cruel and cryptic than its peers at Nintendo, frustrating the player to no end and leaving them as lost as a gerbil in a test chamber. However, The Legend of Zelda and Metroid pioneered a fresh outlook on game design that the world would’ve been bereft of if Nintendo decided not to expand upon, despite their myriad of gameplay flaws. Pit throws every conceivable method of platforming in a 2D space at the wall and executes them all very poorly. I’m forgiving its rudimentary foundation to some extent like every NES game, but Kid Icarus simply doesn’t offer any visionary concepts. No wonder why Nintendo left Kid Icarus at the front steps of the gaming orphanage. Nintendo was only producing game changers at the time, and Kid Icarus didn’t quite cut it.

Spyro 2: Ripto's Rage Review

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