Game Ramblings #88.1 – Revisiting Kingdom Hearts – Kingdom Hearts II Final Mix

Read part 1 here.

More Info from Square Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PS2, PS3

This is admittedly the first time I’d played Kingdom Hearts II. I’d played most of the spinoff games in the past, but given how little I kind of enjoyed playing through Kingdom Hearts in its original form, it didn’t make a whole lot of sense to me to pay for KH2 at its release when I should really have been focused on paying for college. Since then going back to play it just never really happened. In continuing my path to eventually get to KH3, this was then the one real big game I had to get to, and it’s surprising in ways I wasn’t expecting.

The first surprise is in the drastic difficulty change between releases. Where the original Kingdom Hearts was artifically difficult because of bad mechanics, the second game is artificially easy because of good mechanics used too much. There were definitely a couple of times where I died to the usual KH blind damage nuke, but by and large I was able to brute force my way around those points once I knew what to look out for. However, this all came down to the fact that combat was significantly better than the first game in a couple crucial ways.

Combat is definitely better in KH2. This ends up being really nice when literally dozens of enemies are thrown at you.

The first big change to combat is the complete rewrite of how mana works in the game. The original game recharged mana per-attack completed. While this works alright in games like Tales of where there’s a bunch of safety space in absorbing damage, for KH getting up close had to be fairly specifically timed and often resulted in death by accidents. The entire process of using mana in that combat system just ended up feeling like a slow process, so I really leaned into items for healing and straight attack brute force. It’s a style that I enjoy anyway in a typical action RPG, so poor combat mechanics aside it worked out fairly well for me.

For KH2, mana is a fixed bar resource, magic attacks have a fixed cost, and once a mana bar is depleted it is set into a timer-based automatic recharge. This vastly improved the utility of magic as a whole. I knew that I could fairly reliably have a Cure spell if needed. If I was in a section where the enemy was stunned, I could unload a bunch of magic spells and know that I wouldn’t then have to play it safe while waiting for attacks to refill my mana. As a result, my entire combat tendencies went into a much more aggressive offense-first setup which ended up greatly benefiting the overall flow of the game throughout.

At this point in the game I’d already stacked up a 5+ chain combo, which made getting after tiny flying enemies really nice.

The combat flow was also helped by the second biggest surprise for me – just how many damn attacks they let you build into your combo by the end of the game. Additional combo skills were unlocked periodically, usually focused on some specific type of combat (on the ground, in the air, etc). Turning on these skills basically meant that your combo chain would get one longer and let you lean into heavy damage that much longer. By the end of the game I probably had about a 10 combo chain in the air, and at least 6 or 7 on the ground. The end result of this is that I could pretty typically go into a boss and do at least half a bar of damage per-combo, if not more. In any stun situation, I was easily doing 2 full bars of damage against a boss. This solved a lot of the problem of the first game’s bosses, where they mechanically sucked AND took forever, by simply having them die quicker whether or not their mechanics were really that good.

Besides all that, the overall game was definitely a cleaner experience. Boss arenas tended to be pretty simple box or circle affairs, which got rid of the collision problems of the first game. Your sidekick characters tended to be more on the ball with support healing, giving you more opportunity to be in the fight. The general balance curve was a lot less prone to difficulty spikes and flatline segments, giving a much more balanced progression path. Even the worlds themselves were setup in a way that more paths opened up on second or third playthroughs of a world, so going back never felt like it was done as a need to grind or search, but instead to learn more about what was going on. Attacking vaguely in midair did a much better job of homing in on targets around you, so there was a lot less waste in simply trying to get AT something.

It’s also worth noting that the Lion King costumes are the best costumes the series has had to this point.

Is this game without problems? Hardly. The things above all lead up to an experience that is simply way too easy overall, but it ends up being easy in a way that doesn’t detract from the experience. It’s also got some systems like the form-shifting Drive system that I quite frankly didn’t find at all useful beyond gaining some traversal passives. Summons were also technically still there, but again I didn’t end up finding much practical use for them. The story is also completely bonkers, and when combined with the KH 1.5 disc’s lore makes absolutely no sense. However, this game is a much cleaned up experience compared to the first title, and in doing so it goes from something that I play because Disney + Final Fantasy is an interesting quirky idea to something that I play because it’s actually a lot of fun.

Next in line for the KH replay cycle is going to be Dream Drop Distance HD, which actually is one of the games I’ve played through before.

Game Ramblings #89 – Cadence of Hyrule: CRYPT OF THE NECRODANCER FEAT. THE LEGEND OF ZELDA

More Info from Brace Yourself Games

  • Genre: Rhythm RPG
  • Platform: Switch

This is definitely one of those games that I assumed would work when it was announced, but you can never really be sure. Outside of the obvious rhythm gameplay of Crypt of the Necrodancer, it’s not that far off of Zelda. It’s still basically an action RPG with a bunch of inventory. It still encourages you to romp through effectively dungeons to progress. It’s god a damn good soundtrack. But still, this is Zelda. Somehow this has come out and feels great, feeling like each of their series at the same time without losing anything in the process.

Under normal circumstances, this would be a screenshot of a standard Zelda 2D title, but that little bar at the bottom is where it starts to separate itself.

The screenshot above does a good job of visually laying out how much things are the same, but totally different. On the surface, this looks like a 2D Zelda-series RPG. There’s some familiar looking enemies, a normal item wheel, hearts, rupees, keys, a slightly angled camera viewpoint. However, that little bar at the bottom and the specifics of the grid are where you start getting the Necrodancer gameplay.

Like Necrodancer, any movement or attack is most effective when done on the beat of the music. At the same time, enemies also move and attack on the beat, so you’ve got a play around keeping on eye on what you’re doing and an eye on the enemies to make sure you aren’t getting trapped. While it’s technically a turn-based game as a result, the practical pace is really close to an action RPG and it ends up straddling the line between familiar and new really well.

Combat is also a bit different than expected for a Zelda game, mostly due to a large unexpected variety in ways to attack. Each character that you control has its own specialty, and you can swap between Link, Zelda, or Necrodancer’s Cadence at any time once you reach them. You’ve still got your Link-style broadsword attacks that hit a wide line in front of the player. However, you can also use spears for extended range straight attacks, flails for L-shaped AoE style attacks, or daggers for real close-range combat. Even on defense you have more variety than just Hylian shields, with characters like Zelda able to activate a projectile-reflecting magic shield if timed correctly. You can even add modifiers to your weapons like health drain or poison to add some additional flexibility to your loadout.

The positive outcome of all of this is that I really spent time modifying my gear loadout and character selection based on what I knew would be most beneficial to me at the time. Early on I went more spear-focused in order to keep enemies at a larger range from me. As I gained some hearts and defensive items, I started moving into broadswords in order to take out more than one enemy at a time, even if it allowed them to get closer at range and occasionally hit me. As a whole it ends up in a battle system that has tremendously good flow due to the rhythm focus, but still has a ton of ways to play to your strengths at any time in a way very reminiscent of high end ARPGs.

It definitely helps that there’s a lot of familiar things in the gameplay though despite all the changes. You’ve still got to save up your rupees to buy things in shops. You’ve still got to visit Kakariko Village to move forward. Hell, you’ve still got to get lost in Lost Woods as part of your quest. However, through it all the focus on rhythm gameplay really feels like a fun fresh take on the Zelda formula.

And oh boy that soundtrack. The Zelda soundtracks on their own are really special, and really familiar to a lot of gamers. Living up to that alone is something that shouldn’t be taken lightly. However, the need to really hit a music pace that allows for a good gameplay pace added a level of technical need that the team really nailed. The familiar Zelda themes are morphed into new genres – whether it’s jazzier takes on the main theme or Song of Storms, or more dance-based overworld themes, or even rock-focused takes on the Gerudo Valley theme – that really push a fast gameplay pace while still being fantastic takes on familiar themes. This is the rare game where the soundtrack alone is worth the price of purchase, but you still get a great game on top of it.

It also helps that the bosses are punny as hell.

This is definitely a game out of left field. While Necrodancer on its own is a fantastic game, the fact that Nintendo allowed for the Zelda license to run wild in the Necrodancer universe. What ends up coming out of it is something that just works fantastically well – as long as you’re comfortable in the rhythm style. Is this going to be a replacement for the upcoming Link’s Awakening remake? No not really. Is this better than I could have hoped for as a way to get more Necrodancer content? You better believe it.

Game Ramblings #88 – Revisiting Kingdom Hearts – HD 1.5 Remix

More Info from Square-Enix

Long story short; I want to play Kingdom Hearts 3, but for the life of me I can’t remember the lore. I could just look the story up on the internet, but frankly I’d rather play the games again and in the process remember why each one had it’s own set of problems. For the time being, we’re starting off with the HD 1.5 ReMIX games of KH1 and Re:Chain of Memories

  • Genre: Action RPG
  • Platform: PS4
  • KH1 Also Available On: PS2, PS3
  • Chain of Memories Also Available On: GBA, PS2, PS3
This combo of series totally makes sense right?

Kingdom Hearts was always a weird combination love letter to both Final Fantasy and Disney. It mixed the two series in a way that never should have worked, but somehow doesn’t feel weird when in action. Each individual world has its own chance to shine and give focus to a specific set of Disney or FF characters. Despite its gameplay problems, the game did well enough to now be a series of more games and video tie-ins than I can keep track of. However, going back and replaying the original is definitely a weird gameplay experience.

This is an ARPG, so combat is important. Unfortunately it’s also kind of bad.

Even at release, the combat in Kingdom Hearts wasn’t fantastic, but it definitely shows some lumps now. Moment to moment, it has some fundamental problems relative to modern games. The camera isn’t great, so the game really leans into both soft and hard locks for attacks. Attacks can be pretty inconsistent in their ability to hit, but you end up gaining so many variations in ranges that by the end of the game you can really spam attack from anywhere to hit something. Donald as a character more or less just sucks, but you gain a ton of world-specific characters to replace him, and by end game he’s gained so much magic capability that he’s pretty useful.

This is also backed by a wildly inconsistent level of difficulty. What I’d consider the two hardest bosses in the game are the Tarzan world boss (roughly world 3) and the Little Mermaid boss (roughly the mid point of the game). The Tarzan boss is difficult entirely because of poor design. You can take immediate damage coming out of two cutscenes unless you’re spamming dodge. The arena that the fight takes place in has multiple points where dodge rolls can be blocked on bad collision, despite the fact that the fight is incredibly heavy on dodging to avoid fast damage, including instant-trace ranged attacks. Basically it’s a fight where the core mechanics of the game fight against the setup in place in a hugely negative situation. On the other hand the Little Mermaid boss fight is a pure damage nuke situation, and fought straight up is unnecessarily heavy in healing. However, the mechanics of the fight allow you to easily get behind the boss into a place where you take significantly reduced damage while easily hitting the main target point.

This pattern in particular is a common exploit in boss fights. I’d say probably about 50% of boss fights have a “safe” location behind them where the boss can neither hit you or turn to eventually hit you, while allowing you to lay in full damage. The friendly AI is also pretty good at following you into these locations, so you can often have a full party rotation simply unable to take damage. There’s signs that this was attempted to be fixed (fight adds, homing attacks, etc), but the attempts were pretty meaningless, and the fights just weren’t fun when not taking advantage.

Even if combat doesn’t stack up, seeing moments like this makes the experience worth it.

If this all sounds pretty bad, it’s because it is. This game simply hasn’t aged well from a gameplay perspective. Luckily it has aged well from a universe perspective, even if the lore is a bit nonsense. Without spoiling too much, KH1 basically exists to establish how all these Disney and Final Fantasy worlds are connected, but then future games go through and completely ruin any ability to make sense of the overall story. However, seeing moments like your party all dressed in-character for Nightmare Before Christmas or The Little Mermaid, or seeing Cloud fighting in the Olympus Coliseum makes it all worth it. It’s completely batshit crazy, and somehow it just works.

I didn’t get much further than this. If KH1 didn’t age well, then Chain of Memories REALLY lost it.

On the other hand, Chain of Memories really didn’t pass the worth it test. This was a GBA->PS2 remake where ARPG and cards mixed. Movement was in real time, where action selection was out of a card deck. Cards have a score value, playing a card against an enemy card of higher value would cancel their attack, and you go from there. In 2D on the GBA, this worked….alright. The view of the action was limited, so movement wasn’t super important, and you could still see to dodge while focusing on getting your card selection in order. In 3D this just doesn’t really work well at all.

Between manipulating the bad camera, trying to dodge attacks that you can’t really see, and trying to select the right cards, there just is too much going on to really effectively play the game. My best plan of attack ended up being a simple rotation:

  • Setup my deck specifically in high->low card value, with healing cards at the end.
  • Spam all my high-value cards to get off some easy attacks.
  • Spam stack the low value cards and activate some quick combos. This would remove low value cards over time, but I didn’t care.
  • Spam the healing spell cards at the end of my deck.
  • Refresh my active deck and repeat.

It was basically an invincible pattern as long as I kept my deck up to date, and in being invincible it wasn’t really fun. I wasn’t playing to effectively run the battle system. I was simply stacking my deck and going through the motions. In practice, this game would be better off being much slower paced, getting rid of movement, and having it be more around deck strategy, but we aren’t likely to see that anytime soon.

So the question then becomes, is it worth replaying these if you’ve really never played a Kingdom Hearts title? Honestly? Probably not. I could make a case for Kingdom Hearts 1, but you definitely want to go in expecting something a bit rough around the edges. I’d definitely skip Chain of Memories, although catching a cutscene movie on Youtube is probably not a bad idea. This is capped by a cutscene retelling of 358/2 Days which can also be found on Youtube to finish the story tie-ins between KH1 and KH2, and that’s where we’ll pick things up at some point in the future.