In his weekly column in Famitsu magazine, Sakurai Masahiro has announced that the upcoming Kid Icarus: Uprising will not feature different difficulty levels. Instead, the development team is looking to create an experience that's enjoyable to both "beginners and gamers" by implementing a system that dynamically alters the game's difficulty level during gameplay. No exact details have been given as of yet, so I guess we'll have to wait until next week to find out more.
Mr. Sakurai also mentioned that if this new system goes over well, it might see use in the next Smash Bros. title.
That's nice I guess, but why mess with the classic difficulty-model in the first place? I don't really see a point in streamlining the whole thing. But what do the g1s think? Are adaptive systems like this the future, or should we stick with the regular Easy-Normal-Hard model?
» Source: http://www.gamememo.com/2012/01/07/parutena-3ds-nanido/
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