Firstly, I would like to dispel the control myths surrounding this game. I am not known for any sort of strength, and I have only experienced slight soreness and cramp once while playing this game, after a four hour gaming session. Now, on to gameplay and whatnot...
Overall, the system for this game works well, but is predictable. You start each level with a short, on rails flight battle, reminiscent of Starfox/Starfox 64. These are fairly simple, with you moving Pit around the screen to dodge shots, and aiming and firing. There's a bit of thinking, as holding fire will increase your movement speed and allow you to fire a charged, more powerful shot(Same on the ground). This is difficult for the shorter ranged weapons, but I'll get to that. After this, you go down to a land battle, and I feel this is where the game shines. Your weapon's strengths, weaknesses and special abilities really come into play here. Dashing modifies your weapons shots, allowing you to throw a giant knife at your enemy or escape safely. There are far more options, and you can activate sets of powers which you equip prior to battle. These give you temporary boosts or effects. You can turn weak enemies into idols, which are mini models. You can jump and glide in the air, allowing you to escape sticky situations. You can give your attacks a status, like confusion, poisoning or freezing. Finally, you can fake a death, gain health, recover from status ailments, etc. There are many powers in the game, but the real key is making power sets which complement weapons.
In KIU, there are 9 distinct weapon categories. You may be using claws, which allow you to move quickly and attack rapidly, but sacrifice power. Or, the powerful club, which lacks continuous fire but has powerful melee strikes and charged shots. Within each category, there are twelve types, each with special shot types and effects. Weapons also have special values specific to that single weapon, such as poison, a speed boost, and so on. Weapons can be fused to create new ones, with some identical abilities and some new ones. The story is good.
The story is pretty straightforward, and this game is chockful of references, both vague and straight forward. There are some pretty good twists, but otherwise it's any other good vs evil story. While the story and stuff needs a bit of work, the controls are fine(If you have problems, try holding the 3DS the standard way and using your thumb. It's not as accurate, but relieves the left hand) and the 108 total weapons give you a lot to do. The online mode is great, and there are a good six or seven unique maps. There are hundreds of idols to collect and achievements to unlock. This will keep any gamer busy for hours
Overall: 9.5/10
Overall, the system for this game works well, but is predictable. You start each level with a short, on rails flight battle, reminiscent of Starfox/Starfox 64. These are fairly simple, with you moving Pit around the screen to dodge shots, and aiming and firing. There's a bit of thinking, as holding fire will increase your movement speed and allow you to fire a charged, more powerful shot(Same on the ground). This is difficult for the shorter ranged weapons, but I'll get to that. After this, you go down to a land battle, and I feel this is where the game shines. Your weapon's strengths, weaknesses and special abilities really come into play here. Dashing modifies your weapons shots, allowing you to throw a giant knife at your enemy or escape safely. There are far more options, and you can activate sets of powers which you equip prior to battle. These give you temporary boosts or effects. You can turn weak enemies into idols, which are mini models. You can jump and glide in the air, allowing you to escape sticky situations. You can give your attacks a status, like confusion, poisoning or freezing. Finally, you can fake a death, gain health, recover from status ailments, etc. There are many powers in the game, but the real key is making power sets which complement weapons.
In KIU, there are 9 distinct weapon categories. You may be using claws, which allow you to move quickly and attack rapidly, but sacrifice power. Or, the powerful club, which lacks continuous fire but has powerful melee strikes and charged shots. Within each category, there are twelve types, each with special shot types and effects. Weapons also have special values specific to that single weapon, such as poison, a speed boost, and so on. Weapons can be fused to create new ones, with some identical abilities and some new ones. The story is good.
The story is pretty straightforward, and this game is chockful of references, both vague and straight forward. There are some pretty good twists, but otherwise it's any other good vs evil story. While the story and stuff needs a bit of work, the controls are fine(If you have problems, try holding the 3DS the standard way and using your thumb. It's not as accurate, but relieves the left hand) and the 108 total weapons give you a lot to do. The online mode is great, and there are a good six or seven unique maps. There are hundreds of idols to collect and achievements to unlock. This will keep any gamer busy for hours
Overall: 9.5/10
