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Summons have been replaced by a Pokemon-style collection system.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 #85 – The World Ends With You: Final Remix

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Originally released on: DS
  • Also available on: iOS, Android

TL;DR

  • Input and visual remake ported over from mobile both work fantastically well for a handheld Switch title
  • Still one of the most memorable soundtracks for an RPG from the DS’ run

This is a pretty interesting game to play on a second system if you originally played it on the DS. While the story is the same and the gameplay clearly takes its base style from the DS release, in practice it’s a much different experience due to the lack of a second screen. What this ends up being is a mix of nostalgia and new that somehow succeeds just as well as the original did, despite the years in between.

The obvious starting point here is combat. The original game had two screens of combat, the bottom which juggled manipulation of touch screen elements, and the top which used d-pad button combos to simultaneously attack two different areas at once. Since the top screen is gone, this version goes all-in on the touch elements. That tweet is just a small example where one of the player’s attacks (via equippable pins) involves dragging around environment obstacles to damage enemies. There’s a whole slew of tap, drag, slash, and hold attacks to equip and it’s all up to the player to find a mix that works best for them.

The combo attack is the reward for playing the game well, and it ends up being core to the changes to the battle system.

What’s most interesting for me was how they replaced the top screen manipulation. Under normal circumstances, the second party member is now just a normal pin. However, alternating each player’s attacks also builds up a meter that allows for a large combo attack to occur. Importantly, this combo attack also heals the party, so it doubles as a defensive maneuver as well. This completely changes the flow of battles compared to the original.

On the DS, my pattern was generally to switch my focus back and forth between each screen, doing a combo on one screen, moving the character to a safe area, then switching to the other screen. Here the focus is on one spot, and the peak way to fight is to find ways to build out your pin set to allow you to smoothly alternate between each character. In practice, this made my playing style a lot more aggressive than the original release. I was no longer too worried about avoiding damage, and in many cases encouraged taking damage so I could stay in close range. I’d maximize my attack alternation, get my combo built up, heal and do big damage to eliminate everything. It made the entire battle system feel completely new, and meant the loss of the unique second screen gameplay was not a negative.

Some of the old top screen gameplay does show up in bosses, and it’s a nice way to make boss fights feel unique.

Boss fights do bring in some of the dual-screen mechanics in a good way however. Boss fights in the original game generally revolved around one or the other character having to do specific actions in order to make the boss damageable or expose weak points. In this remake, that happens through transition points where you gain control of one character at a time to activate these actions. In the example above, the fight takes place in a music venue where one character is on the floor fighting the boss, and the second is in the rafters fighting adds to turn on lights to expose the boss. It basically ended up that the boss fights still felt really familiar and brought in some of the solid dual screen gameplay in a way that didn’t feel forced.

The mobile remake’s visuals really work well on the Switch. Everything is super crisp in handheld mode, and is a significant upgrade over the DS.

I suppose the short version here is that this is a game worth playing. I put way more hours into the DS version than I care to admit, and even for me playing this in the new format was a treat. The mix of old and new gameplay styles from the DS and mobile versions still left me playing an RPG that feels like nothing else on any system. The story was still super engaging, and the soundtrack is one of the best RPG soundtracks I’ve ever heard. If there’s anything I’d hold against this, it’s that playing it in anything other than handheld mode is a terrible idea, but I think it’s worth pulling that Switch over to your lap to give this one a whirl.