I really hope Nomura pushes the Osaka team to make III like II and not everything after. Focus on melee in II made it so freaking cool, flashy and most of all fun.
Well, post-patch 0.2 shows that they at the very least understand a few major aspects of II that contributed to how fun it was:
- Critical Mode's design philosophy. CM in IIFM is great because of the philosophy behind it's design. Rather than nerf player damage while upping enemy damage, it adopts a glass cannon philosophy where
everything can die pretty quickly, but Sora doing so necessitates that the player actually pays attention to and learns to navigate enemy attack patterns/DMs. It's implementation in BBS, Re:Coded, DDD and pre-patch 0.2 completely missed the point of that (It's admittedly not that bad in Re:Coded, but still). That they adjusted that so quickly in 0.2 to be more in line with II bodes well for III.
- Boss revenge values. One of the biggest problems with the Osaka designed games is that the bosses don't have any sort of revenge system like the (non-giant) bosses in KHII. Whether or not a a boss would interrupt your offensive was entirely random in BBS & DDD, as opposed to KHII (and even the first game in some respects) where you could reliably predict when you reached the boss' counterattack threshold. Zodiac Phantom Aqua seems to have a proper revenge system in place, and that's part of why that fight is as well designed as it is, since you won't get blindsided by randomness.
- Good optional boss design. Most Osaka optional bosses
suck. Armor of the Master and No Heart in BBSFM I give a pass to because they were initially designed as multiplayer raid bosses and were balanced as such. A good chunk of why they suck have to do with the aforementioned lack of a revenge system, but the other half is because they're just not well designed at all. Zodiac Phantom Aqua on the other hand, seems like something straight out of IIFM: A proper revenge system in place, attacks that can be telegraphed but require reflexes and an understanding of her attack pattern to properly avoid, and a DM that you can't just i-frame dodge roll/cartwheel through but actually have to break down and navigate through with guarding and movement abilities ala Lingering Will.
They've got a ways to go in regards to some other things, but 0.2 definitely leaves me a lot more optimistic for III than I was previously.