jeudi 14 avril 2022

A case for a Kid Icarus Uprising remake:


Kid Icarus Uprising is a game a sequel to the classic Kid Icarus games, which was reimagined as a Star Fox-style flight action shooter with grounded action segments. Its concept as a whole was very appealing, and had an addictive gameplay loop with much replayability. It was a great game, but with flaws that could stand to be corrected.


To me, remakes and remasters benefit games like this. An amazing game that passes the test of time doesn't gain much from being remade, except for being made more accessible to newer players. Alternatively, a terrible game might not even warrant a remake at all. However, it is those games where you can see the untapped potential within the flaws, the diamonds in the rough, which benefit more from them. That is because the developpers can have the benefit of hindsight and consummer feedback.

I remember when I first played Uprising. It was unplayable. I am left-handed, and not the type that can just use a stylus with his right hand and power through. I was absolutely inept, and even dropped my stylus while playing this game. As a response, I bought the Circle Pad Pro accessory, which enabled me to play using my left hand to aim. It did the job on the original 3DS, and despite the stylus controls being far from ideal, I was able to get through the game. Then the XL was released, and I upgraded to it. Unfortunately, this led to a big problem: I needed to buy another Circle Pad Pro to fit the bigger system, but also... it was a lot heavier and clunky to hold a bigger piece of hardware "and" a giant plastic contraption with one hand. It was playable, but not comfortable. But then, the New 3DS XL was released, and I upgraded to that. Now, the problem was even worse. My only option was a little nub that didn't quite cut it as an analogue stick, and no Circle Pad Pro was available for this model. I could not physically play the game anymore.

The previous issue is what happens when software is centered around a specific gimmick (motion controls, gyro, touch controls, etc...) and doesn't offer alternatives. It's an accessibility issue just as much as it is a taste issue. Kid Icarus Uprising was hampered by its control scheme, and prevented people like me from fully enjoying this game. As such, a remake is a chance to make it right and add a twin stick control option. This would allow more people to enjoy the game, and with the added buttons, limitations of the 3DS hardware could be nullified. This is a game with a lot of charm that I want to, and should love. Let me. And for those who didn't mind the weirder controls, they're just getting an upgraded version.

Another angle is the multiplayer. With the many weapon types, and the team-based combat, it's a very solid and fast-paced experience. It was fun, the online is going to shut down, and there is no other way to play it. A remake with perhaps more maps and modes would bring this to new people, and can enhance an already decent multiplayer experiment into something more substantial.

The next angle is pretty straightforward: the game's age is showing when it comes to its visuals. The 3DS already wasn't very cutting edge in that department, and having this on an HD TV would make a game with good artwork and character design have a vehicle to show them in a more flattering light.

Finally, the extras. The game has a lot of collectible weapons with unique attributes, and adding more would be a fun. I've always wanted something silly like Amiibo-based weapons, just because I was Pit swinging fireballs out of the Binding Blade, but there is also much more that can be done. New challenges, extra chapters, maybe some featuring playing as characters like Magnus during the time Pit was out of commission for instances. Maybe add new heroes and vilains in the multiplayer mode. There's much that can be done, and even the base game as it is alone would simply benefit from a fresh coat of paint and the sheer popularity of the Switch.

A remake would be a less risky endeavour than a newer game, and while I think that it would be neat to have a sequel, if it's not in the cards, a remake would be the next best thing for the current fans awaiting something, it would be a boon for people like me who physically could not fully enjoy the game but liked the concept. It would be good for people who didn't even bother because the controls seemed too strange, and it would be a new experience to a lot of new players.

When it comes to 3DS games, it's likely one of the best picks for a remake.

dimanche 3 avril 2022

Project M Moveset Writeup: Mia



She would be mostly a pure ice/water mage, almost never using her staff physically. Her moveset was mostly made using her primary class line, but some creative liberties had to be taken due to her having a lot of non-attacking moves in her arsenal. I expect her to be relatively light. I think her animations ought to be somewhat graceful and flowing. Because I have written a moveset that uses a bit of ice before (Soren), and hope for his inclusion, I’ve attempted to find new twists on the ice motif.
Much of her moveset would use a fixed Knockback gimmick for some of the freeze moves, such as Neutral B and throws. This would ideally make her a very accessible and beginner-friendly mage character. Since Isaac is a very complex character to play as, I thought to make her simpler (but not trivial) to use at face value, but have some hidden layers of depth. This is to hopefully allow Golden Sun fans with less experience to play as a character that is more approachable.
Attacks that have single spikes conjured will have a sweetspot as the tip of the spike. This means Mia enjoys a little bit of distance from her foes. As such, many attacks will keep enemies at bay, and some will have her trip enemies for tech chases.


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Specials:

Neutral B: Glacier: Mia can charge a projectile. When thrown without charge, it will look like a small blue glowing sphere, which will go a small distance, around PK Fire distance. It will merely stun and deal minimal damage. When slightly charged, it will freeze the foes, sending them very slightly up and very slightly towards you. The KB is fixed. When charged more substantially, the KB will only be slightly better, but more importantly, the time the enemy is unable to act will lengthen. Mia can swoop in and follow up with another attack, breaking the stun. Even fully-charged, the projectile is not large.



Side B: Ice Horn / Ice Missile: Summon Icicles above head. Descends diagonally, more horizontal slant. This is has hits akin to Shiek's needles, but with more casting delay. It can be angled slightly depending on the stick angle itself. Not too dissimilar to Palutena's projectiles, but weaker, and multihit. Smashing the stick makes the ice into bigger icicles, but instead of stunning, has a bit of KB. While it can be used to intercept off stage, it can be reacted to. This version cannot be angled.


Down B: Douse and Frost: Tapping Down B once will set a a water bubble in front of Mia. It will fall down to the ground and cause very minimal damage if it hits anyone. Upon touching the ground, a puddle forms. If Mia taps down B again while the puddle is active, an ice pillar will be erected from the puddle and will hurt anyone on the way. KB similar to Snake's mine. The pillar will remain, but is easily broken with a single attack. You can stand on it, and so can your foes after the initial creation of the pillar. This could be use to intercept a projectile. Mia can also choose to shatter it with down B again to dismiss it. This also has some KB.


Up B: Tundra: This is a bit more of a creative liberty, but essentially, Mia would spin her staff, creating an icy wind current she could launch herself through. The initial rise is strictly vertical, and when she begins falling, she can start influencing the direction of her fall slightly. The icy wind corridor will also multi-hit damage enemies and launch them up.



Special alternatives - Prism: Throws a chunk of ice in a vertical arc. Not too dissimilar to what Belmonts can do with Axes. I’m not too sold on this one for Mia, but I am putting it in there as a potential alternative if a move becomes too complicated to code.



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Normals:
 

Jab: Simply points staff forward and a small water burst. KB similar to a weaker Palutena jab.


Dash attack: Mia does a short slide dash forward, where she brakes with her feet, and a ice spikes erupts from the ground up and diagonal. The KB from the initial dash is low. If you land the end of the dash, it's stronger.



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Tilts:


Forward tilt: Summons ice spike directly from her staff, giving good range. Not particularily strong, but does have a sweetspot at the tip of the spike:



Up tilt: straight jab diagonally upwards with staff that also erupts frost, making it more of a cone hitbox. Can catch unsuspecting approaches from above, but also does increased damage at the tips.



Down tilt: Either an ice or water slide kick.


Alternative: Mia conjures freezing air downwards. This trips opponents. Mia can then try to punish tech rolls with her projectile.

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Smashes:


Forward Smash: Two parts. First is a close range ice seal. The second summons a spike from it. The first will merely stun the opponent in their tracks and has high priority. Tap A again for the spike to come out. The spike will send flying up and forward (but mostly forward). There is a sweetspot if you manage to hit with the tip of the spike.



Down Smash: Slams both hands on the grounds, forming ice spikes from the ground. This actually sends more sideways in front of her.


Up Smash: Mia summon a pillar, which rises and causes good damage. The pillar breaks immediately after it forms. This has vertical KB.

 
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Aerials:
 

Neutral Air: Bubbles appear around Mia and explode in mini water bursts. Meant as a means to get foes away form her. Loosely based on Froth. Another option is the bubbles spinning around her, based on Froth Spiral.


Forward air: Mia does a two-handed staff strike with an arc almost as wide as Ike's Forward Air, reminiscent of her attack animation in Golden Sun. This is meant to be a good follow-up option to Neutral B.


Back air: Mia summons an ice crystal from her hand, pointing slightly diagonally downwards. It sends up and back. It has a sweetspot at the tip of the ice spike. The sourspot has low KB, and one could choose to hit it on purpose for comboing purposes. The sweetspot is small, but does increase damage and KB. A well-placed hit can be a good horizontal kill option. Think of it as an angled version of Zelda’s side aerials. 



Down air: Spreading ice spikes/air in a cone below Mia. This is multihit. Inspired by Cone of cold from D&D. Could base animations loosely on the “Cool’ psynergy line.



Up air: Prism: Raises staff, and little ice chunks swirl around it, couples with frosty winds. Brief multihit, then sends up. Not extremely strong, but can rack up damage. 



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Throws

A little gimmick with her throws is that they have a fixed KB, not unlike her neutral B. They are something she can 100% rely on for follow-ups. But unlike some of the other mage characters, since she isn’t necessary a powerhouse, she relies on those setups.


Pummel: She doesn’t in fact “Grab” the opponent, but instead merely touches them with gently with two of her offhand (left) fingertips, freezing them in place with spikes from said animation:


Then her pummels are her sending chilling air from her fingertips, causing small amounts of damage. 


Forward Throw: Encases foe in ice, push forward at low angle. Not sure if possible to make it slide at all.



Back throw: Encases foes in ice, sends back.



Down Throw: Blows chilled air below enemy feet, forces a tripping animation.

Up throw: Palms hit ground (or staff is raised), and an ice vortex send enemy up, straight.



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Taunts

There are purposely less dynamic than Isaac’s taunts considering her calmer demeanor. 

Up taunt: Ply: Will actually put herself in a sort of praying pose. Will heal 1%. If you hold the button, it will continue to heal her, slowly. This is more meant as a nod as opposed to a useful tool. 

Side taunt: A mere polite bow with hands clasped. This refers to her characterization as a very humble and polite character.

Down taunt: Mercury Djinn appears. Mia holds in her arms in front of her, like someone would hold a cherished plush toy.