Kid Icarus: Uprising to address industry's "creativity problem", says Sakurai
Masahiro Sakurai has said that he's using Kid Icarus: Uprising as a way of addressing the lack of creativity in the gaming industry.
Speaking with Techland, Sakurai said that control schemes used in games weren't creative enough.
"As far as creativity, in designing Kid Icarus, I took a look at what I thought was an overriding problem with a lot of game design," he said.
"I've found that, in the established genres, the controls are always the same. For example, in shooting games, you find first-person-shooters utilize all of the buttons on the controller and always do the same thing -- the stick is for moving, triggers for shooting and they're always trapped in this very restricted framework for gameplay.
"And, that's just not creative. It feels like people are taking this empty shell and just swapping out the story and art and whatnot. This time, with Kid Icarus, we wanted to address that certain problem and not only because I think the industry deserves it, but also because it's a more satisfying experience personally.
"In the same sort of way that fighting games started to feel stale, there was definitely something new to be had in a design like Smash Brothers. That series, I think, was able to allow new players to come in and made it more accessible. There are so many more possibilities for game design out there but I think a lot of developers are shutting out those ideas and it is definitely a creativity problem."
Kid Icarus: Uprising was announced during Nintendo's E3 press conference, and is slated for 3DS in 2011.
Watch the E3 trailer here.