Masahiro Sakurai has been working wonders over on his “Creating Games” channel, and fans of all ages have been amazed at everything he’s talked about regarding game design and development in its many forms. He’s talked about how to perceive games as a whole, how you can “connect” with the players, the tasks that need to be done, etc. But another element of his videos is him breaking down every single game he’s made over his career with Nintendo and beyond and giving insight into its development, struggles, and more. The latest was Kid Icarus Uprising.
Many of you likely remember this game because it was a big title for the Nintendo 3DS that was teased for quite a while before it finally got in gamer’s hands. In his newest video, Sakurai revealed the process to try and make the game, and it wasn’t the process you might have believed it to be. For example, the game wasn’t supposed to feature Pit at first. Ironically, it wasn’t meant to feature anyone. Sakurai decided that given the Nintendo 3DS and its desire to give a “3D perspective” to the player that he would make an on-rails third-person shooter with unique mechanics to work well with the system. It wasn’t until Mr. Satoru Iwata, the late President of Nintendo, suggested using a Nintendo character if possible that Pit was brought in.
Masahiro Sakurai also noted that this was a challenging development cycle for many reasons. Not the least was that his team was basically a hodgepodge of developers from other teams, so there wasn’t a sense of “unity” like he had in past titles. Furthermore, since his crew was developing on the 3DS in its earliest days, they had to deal with plenty of hardware limitations, especially with the controls and graphics.
To that end, Sakurai
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