badcrumble
Member
Given that the most recent trailer was 100% about KH1:FM, I guess there's an implication that there'll be individual trailers for RE:CoM and the 358/2 Days theatre mode soon.
Given that the most recent trailer was 100% about KH1:FM, I guess there's an implication that there'll be individual trailers for RE:CoM and the 358/2 Days theatre mode soon.
Don't forget the neccessary D23, Gamescom and release trailers!
That too, yeah.
I'm still most excited for the KH2.5 trailer at TGS. Come on, DDD cutscenes!
I fear from Nomura comments that we might have to wait till D23 japan that is in October or some shit
Yeah, 3D's level design is kinda the pits (and BBS's was great, if seriously straightforward - there was little exploration but it had great action-game level design).I'm replaying Kingdom Hearts 3D right now (trying to replay the ones I have before 1.5 next month) and I swear, the treasure chest placement in this game is just AWFUL.
I remember having to look at a guide to find most of them the first time around, but seriously! In KH2 they were all in painfully obvious places and here they're in places you'd NEVER go half the time. (like some random roof-top completely out of the way in Traverse Town... or some obscure platform way high up in the post office...)
BbS was at least some sort of happy-medium of the two...
Looking for treasure in BbS was really fun. All those well hidden treasure chests in Disney Town and Stich's world.
Yeah, 3D's level design is kinda the pits (and BBS's was great, if seriously straightforward - there was little exploration but it had great action-game level design).
Looking for treasure in BbS was really fun. All those well hidden treasure chests in Disney Town and Stich's world.
YoungBlade, you lazy bum. You were snoozing during that cutscene!I never noticed this .-.
I never noticed this .-.
I never noticed this .-.
Just over a month for us euro peasants. Doesn't the time just FLY huh?I haven't posted in here in a while, is Remix out yet?
I never noticed this .-.
Few lil things that I noticed recently:
First one probably all but me already knows. One Winged Angel keyblade is actually a katana! I never noticed that, I only kept seeing the flaming meteor at the end and the wing keychain :d.
I have never played a KH game but I watched this video on IGN and it looks pretty cool, so I figure I may get this once it comes out. I assume this is a good starting spot for someone who is new to the series?
KH HD looks really good still. Idk why everyone is up in arms over a little false advertising
I think it looks great. Deep Jungle was and always will be the ugliest world in that game though... I would say it was the most boring but that's Wonderland.
Hmm in that IGN video he comments that the VA doesn't match the lip synch very well... I hope he means the fishmouth models instead of SE fuckin it up (again).
Oh god, if it's like the japanese version, half the cutscenes are in japanese and half in english. It's a mess.Hmm in that IGN video he comments that the VA doesn't match the lip synch very well... I hope he means the fishmouth models instead of SE fuckin it up (again).
If there is one thing KH2 can't be blamed for it is the way it handles bosses. KH2FM has tons of bosses with tons of variety. I don't think there is a single boss I don't like in that game. They might not be top tier when it comes to vidyagames but the sheer amount and just the fun way they are designed is great.
Something like (just a random example) Pete bossfight at the Timeless River is very basic but the presentation is just so fun.
Yeah DDDs bosses are very odd.
I really hope they go back to KHII design for their bosses. Wth is up with the zero hitstun? It basically becomes block->reposte block->reposte block->reposte block->reposte->win with humanoid enemies.
Lame.
Even spamming block didn't feel foolproof to me. Maybe I'm crazy but for the life of me, I just could not block the final boss'sbasic physical combos. It just didn't work.(Armored Ventus)
DDD breaks like every action game design rule. No hitstun on enemies (though fuckinggets stunlocked like a bitch for god knows why), poor-to-no telegraphing on their attacks, can't cancel out of attacking into a block, strange trial and error stuff out of nowhere, and blocking in general requires some combination of memorization, guesswork, and spamming.Young Xehanort
I hope DD's combat designers stay the hell away from KH3.
The writers too. I haven't played a KH game since KH2 so correct me if its always been this way.DDD's writing is the most non-subtle I think I've ever seen. There a scene late in the game. Riku walks up to a sleeping Sora and says something to the effect of "Sora's sleeping.". No fucking shit. Then he gets swallowed into the floor by darkness. He clearly struggles but can't get away. "I can't get out!", he says. Again, no fucking shit. It feels like the dialogue is written for an Early Childhood-rated game.
Some weird tonal stuff too. Again, late in the game,WTF.Riku is trying to reach Sora in the Organization's castle under a desperate context. Yet, we have to have a cute scene with jovial music and colorful dream eaters which sucks all of the tension out of the scenario.
Haven't been this negative about a game in a long time.
Play Days next!
So he talks about how the last boss is really difficult. I remember all of the last bits being really easy compared to a lot of the earlier stuff in the game. With the final bits being more tedious than hard.
Born-again Kingdom Hearts fan, reporting in. Left the franchise back in 2006 when I couldn't figure out whether or not I liked KH2 (long story, lol), and recently came back when I finally got the chance to borrow someone's PSP to play Birth by Sleep. I felt it was kind of wasted on PSP, but I still enjoyed it and Dream Drop Distance a lot (why does everyone dislike Flowmotion? I thought it kicked ass).
Even spamming block didn't feel foolproof to me. Maybe I'm crazy but for the life of me, I just could not block the final boss'sbasic physical combos. It just didn't work.(Armored Ventus)
DDD breaks like every action game design rule. No hitstun on enemies (though fuckinggets stunlocked like a bitch for god knows why), poor-to-no telegraphing on their attacks, can't cancel out of attacking into a block, strange trial and error stuff out of nowhere, and blocking in general requires some combination of memorization, guesswork, and spamming.Young Xehanort
I hope DD's combat designers stay the hell away from KH3.
The writers too. I haven't played a KH game since KH2 so correct me if its always been this way.DDD's writing is the most non-subtle I think I've ever seen. There a scene late in the game. Riku walks up to a sleeping Sora and says something to the effect of "Sora's sleeping.". No fucking shit. Then he gets swallowed into the floor by darkness. He clearly struggles but can't get away. "I can't get out!", he says. Again, no fucking shit. It feels like the dialogue is written for an Early Childhood-rated game.
Some weird tonal stuff too. Again, late in the game,WTF.Riku is trying to reach Sora in the Organization's castle under a desperate context. Yet, we have to have a cute scene with jovial music and colorful dream eaters which sucks all of the tension out of the scenario.
Haven't been this negative about a game in a long time.
Both BBS and DDD in critical (or DDD proud) were pretty stupidly balanced anyway. It was pretty much get those Once More+Second Chance (and both games have a convoluted methods to gain specific abilities) or be overleveled as fuck or you are simply dead. KH2FM had perhaps the best balance on high difficulty level combined with non-grinding. Haven't played KH1FM Proud tho.
And I finished BBSFM yesterday yet again! I think it is time to put the old dog to rest till the remaster, I am getting a little burned out on the game. I don't think the 3 campaing mode is helpful keeping replays interesting even when you mix the order. A single campaing mode is better for that methinks.
And I also think I came to a realization but I am too afraid to say it out loud ;-;
nplm pls shr wth us