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The God of Poverty was a Reaper who hung out inside of one of the pots in the game rooms- He was basically the Whammy Button, nullifying all the prizes you'd won up until then and booting you out of the room.
And of course, he played the Reaper music when you found him
Oh, I thought you were referring to Plutons, which are an enemy in Uprising as well.
@6470 Well, if you think about it, Twinbellows only guarded the entrance (or, given the direction Pit was moving, the exit) of the Underworld in the original game. He was sent away from that duty in Uprising. I'm not saying they wouldn't bring him back, but of all the bosses, he's the one I think would be among the least likely to return.
Oh, one return possibility that I think doesn't get enough love - Arlon the Serene. He was neat; I would like to see his role expand.
Viridi: Hynden Walch also did Starfire
Turns out Princess Lana of Captain N fame was based on Palutena!
It really is too bad Konami's top brass are having a ridiculous, years-long hissyfit right now- It'd been pretty amusing to have a Captain N reunion, no matter how poor the original cartoon was.
edited 5th Apr '15 11:05:47 PM by Pulse
I would love to see the God of Poverty get a comeback.
Thanatos was nothing more than a snake on Medusa's head and look at how HE got expanded.
Maybe make him a carnival owner of the local Minigame Zone who makes quips and comments about how you should be doing your job, not playing silly games but doesn't kick you out because MONEY.
edited 5th Apr '15 11:31:09 PM by PippingFool
Seriously, him and maybe reintroduce the Nurse as a minor goddess of healing or so on. There's lots of wiggle room with divinity here.
Read the linked article, and clicked another on the same blog - obviously from earlier posting about the origins of Palutena's name... (that she's not just based on Athena, but is specifically of the name denoting her virgin-status). Interesting.
Especially since the modern incarnation of Pally is so... sexy. She has a very deliberate Hot Goddess character design. She shows a lot of leg and does that pole-dance move in Smash Bros.
Is she just trolling again? Saying "You can look, but you're not gonna touch!" with that pole-dance swing?
Ain't like thee isn't a minor goddess to copy either
And The God of Poverty has more than a few cues from the Binbōgami.
You know, since my area has been getting some good thunderstorms this weeks (except for Tuesday), I wonder: what did we do to piss off Viridi?
Being Human US is awesome. You have a problem with The Dark Side incarnate Sam Witwer?
edited 10th Jun '15 9:01:34 PM by TheAirman
Found out this game is on sale at eShop, and I'm downloading it right now! You have no IDEA how excited I am!! :D
It's an excellent action game, once you get the hang of how to control it.
It definitely helps that the writing is quite good.
The game is living up to the hype, but I'm no good at it. I thought it was going to be like Metroid Prime Hunters, which I'm a little better at, in third person, a more context based Sin And Punishment or maybe Custom Robo with no jumping. Needless to say, it's not. It's its own beast and it's eating me alive.
I remember Twin Bellos being a joke. He is a lot tougher here! He went down easily of course, but that was only because of the 2.0 intensity. Had I more hearts to pour into fiend's cauldron I would have been in trouble. I have memories of mowing down reapers in the first two games, this game reminded me I was only doing that after the strength increases. I never imagined they could be difficult in three dimensions with no platforming but narrow hallways were the trick! Eggplant wizard is a lot less of a hassle now that it wears off, though. It rarely even hits now that I can dash.
I've only made it to chapter six and have been finished five times! After chapter 2 I thought I had gotten good enough to leave 2.0 behind, 2.8 still wasn't hard but a mere 3.5(as the game recommended) turned out to actually be a difficulty spike. Got finished in the sky to reaper's fortress and then again inside. And this goes all the way up to nine?
But I'm playing some more, on the delusion I can keep up with the recommended intensities, 4.5 is cake, and then I'm nearly finished in my first mimicutie encounter. I hit it with three charged shots from that sonic cannon fusing two bows granted, the same weapon that had finished me so many times in free for all! Why is it still moving? Why is it still accurate when it's confused? That was the single worst thing so far and, this being Kid Icarus, I'm sure to be seeing many more.
Oh yeah, I suck at free for all too. Darkness bow(the first weapon I managed to win with), guardian orbitars and sonic cannon have worked pretty well for me, though.
If you're planning on playing the game with the difficulty gradually going up, I STRONGLY suggest fusing weapons and aiming to make the stars for Ranged are near or at 6! Powers like Health Recovery, Effect Recovery, Pisces Heal, and Brief Invincibility are a big help too! Otherwise, you can always stick to 2.0 to clear the chapters to familiarize yourself with the levels and enemies. (Also to enjoy the quips and scenery!)
The difficulty is honestly off-the-charts hard if you aren't familiar with the level and your weapon isn't very strong and has good modifiers. The weapon is what makes or breaks how you fare in each level!
The way Kid Icarus: Uprising is like is this: the more you play, the more weapons you'll get, which you can fuse together to fine-tune for a better weapon. And the harder the difficulty, the more ruthless the enemies are: they dawdle less, their attacks are faster and stronger, and there's more surprises and weapons with more stars and modifiers!
Side note: I personally have a lot of fun with Light vs. Dark. It's a lot of fun working together with others and stalling as an angel!
Edited by DipperPines on Jul 14th 2018 at 4:06:14 AM
Weapon stars go up to six? That explains my lousiness at free for all. My sonic cannon has two stars for range, and one of those stars isn't colored in, everything else is at one star with two or three modifiers. I just beat chapter eight at 4, after getting finished trying 5 and see there is a treasure hunt box for getting a weapon valued at 200, so I might shoot for that.(oh, and I had only been finished four times, given I just got "rewarded" for my fifth. Achievement Mockery actually has a page here, never would have guessed.
I haven't done light vs dark yet. Maybe letting someone else carry me for a little while might not be a bad thing. If my weapon values are that low I can't lose too many points. It is reassuring to know someone else thinks this game is hard. The space pirates were surprisingly tough, to the point the Underworld Army was a relief when they started showing up again, even with the Clubberskull at the end... I think the one eyed hearts with the monkey legs are clubber skulls, the idol power doesn't work well for me so I can only guess at what is what most of the time.
Yeah, to be honest, it takes a bit before you really start putting together the weapons that can really pack a punch. Also, even if it's just going to be synthesis fodder in the end, I recommend going in with each weapon and practicing with it to see how it plays. Sure, that one might just be used to attach a useful ability to something else now, but it gives you a clue as to what to build for down the line, as you see what weapon's abilities and attacks fit your playstyle. I know my personal favorite (the Gaol Blade) was something that I got good with well before I made the one that carried me through Intensity 9.0 fights.
Also, I wouldn't worry too much if nothing strikes your fancy just yet, a good chunk of the weapons in the game are an unlock (such as, obviously, all the weapons based on later bosses - you certainly didn't expect the Hewdraw Club and the Twinbellows Cannon to be one-offs). In fact, I find more often than not that a person's favorite weapon (or even weapon within each type) is one you have to unlock. I think the only one of my favorites that wasn't an unlock was the Skyscraper Club.
I find that I like to have different single-player and multi-player weapons. For example, Uppercut Arm is my be-all-end-all favourite weapon to use in multi-player but I would absolutely hate using it in single-player due to how weak it is during the flight sections and dealing with far off enemies.
Blades, bows, orbitars, and cannons I find are very good for single-player but going for more specialized weapons in multi-player can allow you to min-max your way to victory.
The lack of flight stages definitely makes some of the more melee-friendly weapons (like clubs) much more attractive in multiplayer (conversely, I find it makes staves much less attractive - while I do see a good staff user every so often, I find they're usually sitting ducks, even in Light vs. Dark where they could have teammates back them up). That said, if you have a weapon with a multitude of attacks, I find that I mix them up depending on the mode. With the Gaol Blade, I'm much more likely to strafe or just use standard shots in single player, while I typically go with dashing in and out to mix up melee and forward/backward dash shots in multiplayer (granted, I'll do a mix of both regardless, but the predominant style changes).
It was one of those things where just after I was told to get for higher valued weapons I acquired about three weapons with three stars and now have three weapons valued over 200, with my highest being 280. I found a five star range weapon on the altar, too, but it cost more hearts than I literally had and is now gone.
Oh, well, enough multiplayer and weapon fiddling for now, time to take on Medusa! Edit: Or not! I got finished by The Underworld Gate Keeper. I never lost with the three sacred treasures in the first two games! It wasn't until I started playing that I realized the irony of using the three sacred treasures to get to the underworld from the palace in the sky, but the underworld was mostly dangerous because I was just getting used to the game, Pit had no levels or power ups and ratchet scrolling. "Shoot flies" took me entirely off guard and ensured I only had about half health for the sudden boss battle.
On the positive, I won't have to worry about weapons for awhile since the three sacred treasures override them.
Edited by IndirectActiveTransport on Jul 25th 2018 at 10:49:06 AM
Also, one nice thing about the Three Sacred Treasures is that they can shoot down Ornes. In fact, I think they're the only things that can. Though that produces a big issue when you replay the level - you can choose to go into said level in subsequent playthroughs with your normal gear, and there are merits and drawbacks to that. The drawback is, of course, that you can't shoot down Ornes, and there are a decent number of those in that level. The merit, however, is that the power of the Three Sacred Treasures does not scale at all; it's always locked in. As such, the Light Arrows are more of a hindrance at higher intensities (I think the highest I ever cleared that level at with the Three Sacred Treasures was at Intensity 5.5). Plus, of course, picking a different weapon doesn't lock you into the bow playstyle (if that bothers you).
Glad no one was around to see that. Well, after getting finished at intensity five and four I completed chapter nine at 3. I was doing pretty good at four until Pit ran out of stamina fighting the fourth clubber skull. "Curse you balanced game play!"
Still, the things are noticeably easier just going from intensity four to three. Mimicuties still suck on intensity three.
I hate mimicuties. The visual gag of their appearance compared to the usual design of a mimic is pretty funny, but it's not so funny when I'm getting my ass kicked by a treasure chest.
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