Kid Icarus: Uprising is a game of extremes. It swings from the sublime to the maddening, often within the same ten-minute stretch. It is also, without question, one of the most ambitious and rewarding titles the Nintendo 3DS ever received.
Developed by Sora Ltd. and published by Nintendo in 2012, the game resurrects a franchise that had been dormant for over two decades. Pit, the angelic hero, returns to fight the forces of the underworld, guided by the goddess Palutena. The setup is classic mythology, but the execution is anything but. This is a fast, loud, and relentlessly inventive action game that rarely lets you catch your breath.
Trailer, via IGN.
Flying High
The first half of each level plays out as an on-rails shooter. Pit flies through the sky, and you aim with the stylus while moving him with the Circle Pad. It is a control scheme that demands a specific grip — the system’s stand, or a pair of steady hands, becomes almost essential. The camera follows a set path, but your targeting is free, and the action comes thick and fast.
These sections are a spectacle. Enemies swarm from every direction, and the sense of speed is exhilarating. Boss battles take place in the air too, and they are grand, multi-stage affairs that test your reflexes and your aim. The game throws a huge variety of threats at you, from giant twin-headed snakes to the three-headed dog Cerberus, and each encounter feels distinct.
The flight controls take time to master. Your left hand is busy with the Circle Pad, while your right hand holds the stylus. It is an awkward position, and it can cause cramping over long sessions. The game, to its credit, offers a control option that maps movement to the face buttons, but the stylus remains the intended way to play. Once it clicks, the flow is undeniable, but the journey to that point is a barrier.
On the Ground
When Pit lands, the game transforms into a third-person shooter. You walk through arenas, dodging and firing at waves of enemies. These sections are where the game’s depth truly shows. The camera sits behind Pit, and you aim with the stylus, tapping enemies to lock on or firing freely. Movement and aiming are separate, which allows for a high skill ceiling.
The ground combat is tactical. You have a melee attack, a dash, and a charge shot, and you must manage your health carefully. Enemies hit hard, and the game rewards aggressive play with better rewards. The difficulty curve is steep, and some levels will have you retrying them several times. The game offers difficulty modifiers that you can adjust before each level, but the base challenge is fierce.
The level design is varied. One moment you are fighting through a lush forest, the next you are navigating a burning city or a clockwork fortress. The game never stays in one place for long, and the visual variety keeps the experience fresh. The ground sections are longer than the flight sections, and they are where most of your time is spent.
Banter and Backtalk
The writing is a major part of the experience. Palutena and Pit chat constantly during levels, bantering about the action and the story. The dialogue is sharp, funny, and often breaks the fourth wall. The game knows it is a video game, and it is not afraid to joke about its own conventions.
The voice acting is superb. Pit is played with earnest energy, and Palutena is dry and witty. The supporting cast, including the villainous Hades, is equally memorable. Hades, in particular, is a delight, stealing scenes with his smug, theatrical delivery. The script is long, and the localization is excellent, full of modern references and playful asides.
Some players may find the constant chatter distracting. The dialogue never stops, and it can be a lot to take in while you are trying to focus on dodging enemy fire. The game does not offer an option to mute the voices without losing the music and sound effects. It is a minor complaint, but a real one.
A Deep Arsenal
The game’s arsenal is its deepest system. There are nine weapon types, from blades and claws to staves and cannons. Each type has its own moveset, and within each type, there are dozens of variations. You can fuse weapons together to create new ones, and the combinations are nearly endless.
Weapon fusion is a complex mechanic. You take two weapons and combine them to make a stronger one, inheriting some of their traits. The system rewards experimentation, and the game encourages you to try different loadouts. Each weapon has a value, and the game tracks your overall power level, which affects the difficulty of the levels you can access.
The variety is a strength. You can play as a close-range brawler with claws or a long-range sniper with a staff. The game does not force you into one playstyle, and the flexibility is welcome. The downside is that the system can be overwhelming. The game does not explain every detail of fusion, and you will spend time reading menus and experimenting to figure it out.
Multiplayer Matters
The game includes a multiplayer mode called Together Mode. It is a competitive arena where up to six players fight in teams. The combat is fast and chaotic, and it uses the same controls as the single-player game. The mode is a fun distraction, but it is not the main draw.
The online infrastructure is dated. Matches can be hard to find, and the connection quality varies. The game does not have a dedicated server, instead relying on peer-to-peer connections. It works, but it is not smooth. The single-player campaign is the reason to buy the game, and the multiplayer is a bonus.
Visuals and Sound
The graphics are a technical marvel for the system. The game runs at 60 frames per second, and the art direction is colorful and detailed. The character models are expressive, and the environments are full of life. The 3D effect is used well, adding depth to the action without causing eye strain.
The music is excellent. The soundtrack is a mix of orchestral pieces and rock guitar, and it matches the high-energy tone of the game. The main theme is catchy, and the boss themes are memorable. The sound design is punchy, with satisfying explosions and laser blasts.
The game supports the 3DS’s StreetPass feature, which lets you collect weapons from other players. It is a small touch, but it adds to the game’s longevity. The game also includes a set of trading cards called Idols, which you can collect by playing through the campaign. These are cosmetic, but they give completionists something to chase.
Chapter by Chapter
The campaign is divided into 25 chapters, each with its own theme and boss. The story is a light-hearted take on Greek mythology, with Pit fighting against the forces of Medusa and later Hades. The plot is not the main attraction, but it is entertaining, and the characters are charming.
The game does not have a traditional save system. Instead, it saves your progress after each chapter, and you can replay any chapter you have unlocked. The game also tracks your performance, giving you a rank from one to nine stars. Replaying chapters for a higher rank is a core part of the endgame.
The difficulty system is unique. Before each chapter, you can choose to risk more health for a higher reward or lower the difficulty for an easier time. The game tracks your overall intensity, and it affects the weapons you earn. The system encourages you to push yourself, and it gives the game a high replay value.
The Control Question
The control scheme is the game’s most controversial aspect. The stylus aiming is precise, but it requires a specific grip that is not comfortable for everyone. The game does not support the Circle Pad Pro, and it does not have a dual-stick option. For players who cannot adapt, the game can be a struggle.
The game includes a control option that uses the face buttons for aiming, but it is slower and less precise. The stylus is the intended way to play, and the game is balanced around it. If you can get past the learning curve, the controls are responsive and accurate. If you cannot, the game will frustrate you.
Final Score
Kid Icarus: Uprising is a flawed masterpiece. The controls are a hurdle, and the constant dialogue can be exhausting. But the core game is brilliant. The action is fast, the levels are varied, and the weapon system is deep. It is a game that rewards skill and experimentation, and it has a personality that is entirely its own.
It is a game that demands a lot from the player. It asks you to adapt to its control scheme, to learn its systems, and to push through its difficulty. For those who do, it offers one of the most satisfying action games on any handheld. It is a title that has aged well, and it remains a standout on the 3DS library.
| Section | Content | Approx. Time |
|---|---|---|
| Flight | On-rails shooting | 5-10 minutes per chapter |
| Ground | Third-person combat | 10-15 minutes per chapter |
| Boss | Multi-stage fights | 5-10 minutes per chapter |
| Total | 25 chapters | 15-20 hours |
- Platform: Nintendo 3DS
- Release Year: 2012
- Developer: Sora Ltd.
- Publisher: Nintendo
- Chapters: 25
- Weapon Types: 9
- Score: 8.8/10
The flight sections are thrilling. The ground sections are deep. The dialogue is funny. The weapons are complex. The multiplayer is a bonus. The presentation is excellent. The controls are the only real problem, and even that is a matter of taste.
Kid Icarus: Uprising is a game that does not care if you like it. It is confident in its design, and it trusts that you will meet it on its terms. That confidence is earned. The game is a triumph of design and personality, and it stands as one of the best games on the 3DS. The score is simple: 8.8 of 10.
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