Game Ramblings #88.2 – Revisiting Kingdom Hearts – Kingdom Hearts: Dream Drop Distance HD

Read Part 2 here.

More Info from Square Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: 3DS

Dream Drop Distance is one of those classic games where I started it, played a whole bunch of it, then just…..stopped. I didn’t stop for any reason other than getting distracted. What I’d played I’d enjoyed, but it just never really gave me a reason to get back to it. In playing it again on the big screen, I’ve come around to this one more than I think I would have trying to replay this on the 3DS, and in doing so at the very least checked another game off on the way to playing KH3.

Summons have been replaced by a Pokemon-style collection system. I didn’t really use this a whole hell of a lot, but they’re pretty dang adorable.

Playing Dream Drop Distance after II definitely makes this game feel worse to some extent, but in the grand scheme of things this still played well. Like other KH games, it’s got a few tweaks to combat – some that worked well, some that didn’t – and a completely bat shit character split that does more harm than good in gameplay, but provides a pretty good grounding to the story. Realistically, the Kingdom Hearts series as a whole has always been a some things work, some things don’t and DDD isn’t any different.

Combat changes are really the key here, and the changes really fall into three main categories – reduction in chains, much greater use of the environment in combat, and changes to mana (again). The first feels purely like a change made for the limitations for the portable experience, and after KH2 it feels really unfortunate. Combos may last three or four hits on their own. On face value it feels sloppy but in practice it really encourages and forces the use of other new combat mechanics. Mana also sees some changes in this game, in so much as it no longer exists. In place of the recharging mana bar from KH2 are individually recharigng abilities that can be stacked into a scrolling list. This list grows as the player levels, giving a nice mix of flexibility in building out the active spec and some of the nice gains from the recharging bar of KH2.

Flowmotion and Reality Shift make the world a lot more of an interactive experience in combat, and it’s pretty key to being effective at avoiding damage in larger fights.

The real meat of the combat changes are around the Flowmotion system. The tl;dr here is that dodge rolling into pretty much any environment section (walls, poles, etc) or large enemies will put the player into a quick combo action. For walls, this is a linear flight move into a large attack. For poles, the player will circle around the poll and jump off into a tornado-like move. Different flowmotion attacks do different things and most of these moves provide some amount of immunity frames so this becomes the sort of default way to fight.

Unfortunately this is kind of a mixed bag. The moves are definitely super flashy and they’re entirely effective. However, it trivializes a lot of combat situations in really negative ways. On the other side though, the lack of combo attacks and boss fight patterns really makes it feel like there’s no other effective way to fight that doesn’t involve grinding and overpowering. It’s definitely a bit of good and bad, and it can get really repetitive during boss fights, but it’s at least still fun to watch.

The other mixed bag is the way the meta progression occurs in the game. The minimal spoiler version is that this game takes place around Sora and Riku trying to become key blade masters. In doing so, the two get split up in alternate dimension versions of the same world, with each needing to complete their version of the world to meet up at the end of the game. In practice, the switch between characters happens in a time-based forced switch. Realistically, this just feels shitty. There’s things you can do to slow down the countdown and give the other person boosts during their story segment, but even with that it kind of just feels like it always forces a switch at the worst time. I really like the story aspect for having this system too, but I’d so much rather it just switch characters at the end of the world, or let players switch as they want and simply introduce blocking points at a couple sections along the way. The worst part of all of this is that they HAVE those blocking points at a few spots along the way, so you have both the countdown AND progress blocking at the same time and the user never really has good control of their wanted flow.

If nothing else, this game still has sick costumes. I’ll take musketeer Mickey on my team any day.

Dream Drop Distance continued the pattern that we’ve been seeing. Kingdom Hearts will attempt some new things. Some of it worked, some of it didn’t. At its release, this game proved that portable KH in Birth by Sleep was perhaps not a fluke in being a really deep experience, but on the TV it felt both more easily playable but also less forgiving in how its gameplay loop really worked out. Overall this is still a pretty entertaining game, and if nothing else this was at least a better sidetrack on the path to KH3 than when I went off track to Chain of Memories.

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.