Game Ramblings #125 – Kingdom Hearts: Melody of Memory

More Info from Square-Enix

  • Genre: Rhythm
  • Platform: PS4
  • Also Available On: Xbox One, Switch

I sat down to play the game and immediately got smacked in the face with a sense of having played this game before. The systems that I was going through; the interface at the end of songs; the way things were unlocking. I’d done it before. Then it hit me – this is a Theathrhythm game. I absolutely love the three Theatrhythm games on the 3DS and I don’t know why I never recognized what this was before its release. Ya the name isn’t there and they moved to a rear-camera 3D view, but it’s the same developer, the same systems, and the same pattern. Most importantly, it’s just as good.

Starting this as a comparison against Theatrhythm is really the place to start. The obvious change is the switch in view from side-scroll 2D to rear-scroll 3D, and that brings some oddities. Something about that change took me a long time to really grok, and I think it came down to a couple of main things.

The first is that there’s no mark to really establish the beat on the board. Looking at games with a similar viewpoint like Guitar Hero, having that scrolling beat indicator really just helps to establish some sense of depth to get some basic timing in your mind’s eye. It also didn’t help that the enemies popping onto the board didn’t have consistent timing. Some would be stationary as you scroll towards them. Some would walk towards the screen. Some kind jumped and weaved. Because of that I also couldn’t really depend on depth perception as a tool for timing the song out.

However, I hit a point probably about a third of the way into the game where I became less focused on hitting a beat, and more focused on hitting a melody, and that drastically changed how I played the game. There’s a tendency in these songs to use a bit of a Nintendo trick. The first time they introduce a melody, it’s a bit on the easier side. You’ve got enough of it to be able to hit the notes while listening to what is playing. The second and third time’s it comes around, it’s all-in and you’re responding to the full melody that you now recognize. They do this on even the highest difficulty, so you have an inherit ramp up in the song as you go through a couple loops of it. It works really well to allow you to learn on the fly, then really come back on a second go through fully knowing the song and ready to hit that full combo.

The rest of the core systems will feel familiar to players of Theatrhythm FF. Instead of directional swipes, you’ve got joystick flicks. Instead of screen holds, you have button holds. Instead of lanes per-character, you have attack buttons per-character. Instead of slide input segments, you’ve got in-air notes to catch while drifting Sora around on screen. There’s some nice additions there in terms of allowing you to do multiple attacks at once by pressing multiple buttons, but it still all feels familiar to me as a player of the Theatrhythm games.

If there was one last thing that really caught me off guard, it’s that this game did a fantastic job actually telling the Kingdom Hearts story. Ya, I’m not lying. This game covers the story of the entire franchise so far through cutscenes and voiceovers, and it does it in about 10-15 hours of gameplay. You’ve got coverage of all the main games, the important plot points from the spinoffs, and it’s all told in a concise way. In a series that effectively prides itself on being completely baffling, I retained more in one rhythm game than I did playing the entire rest of the series last year.

Now, because this is Kingdom Hearts, they couldn’t get away with not doing some stupid plot twist, and the end of the game has some important lore that ties the end of KH3’s DLC to whatever comes next. While I do recommend playing this one, if rhythm games aren’t your thing you’ll definitely want to catch up on the new lore via Youtube. It’s definitely a very Kingdom Hearts thing to have put new story into a recap game, just because they can.

I mean, I guess this is an easy recommendation. This is both really entertaining on its own as a Kingdom Hearts recap title, and a fantastic rhythm game. It takes systems that worked really well on the 3DS, and transforms them just enough to flow really well on a TV and gamepad, once I stopped trying to treat it like Guitar Hero. It’s also a great way to go back and hear how fantastically good the soundtrack of this series has been over the past 20 years.

Plus the game has One Winged Angel. That’s worth at least a +1 on the review scores.

Game Ramblings #88.3 – Revisiting Kingdom Hearts – Kingdom Hearts 3

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4

I finally got around to KH3. Ya I skipped some of the side games, and ya I should go back and play Birth by Sleep on a TV, but frankly I was ready to get this one off the list. KH3 was a bit of an oddball – it combines bits and pieces of all the past games while adding a ton of cinematic flare now possible on current generation hardware. What comes out of it falls somewhere between great and complete disaster, which I suppose could be said for a lot of this series as a whole.

This is really the game that finally feels like a modern experience. If there’s one thing that really speaks next-gen to me, it’s not necessarily new complex gameplay elements, or flashy new effects, but of worlds that feel alive and cinematic scenes that look like the game world. Kingdom Hearts 3 finally delivers on that. Visually, it’s definitely a looker, but importantly the worlds feel believable. Whether it’s San Fransokyo from Big Hero 6 or the world of Toy Story, these worlds no longer feel reminiscent of the movies, but actually feel exactly like the movies. It’s completely uncanny. The style also lends well to spectacular cinematic elements in traversal, such as wall running up Mount Olympus during a boss fight, dodging fire and rocks, instead of simply being somewhere vaguely in the area.

It’s also worth noting that this is probably the best mix of pure new content and pure Disney fandom experience that I think I’ve seen in the series. As a fan of KH, it was great to finally have visibility on both the Keyblade Graveyard, as well as some of the worlds behind Xehanort, and they gave a LOT of time at the end to him. At the same time, they quite literally remade Let it Go within the lore of KH3, which is a huge shot of Disney fandom adrenaline to be hit by. Every moment felt like I was seeing some new cool thing that brought me back to a movie or character I wanted to see more of, and given the lore of the series I was frankly surprised at how well it pulled together.

What gets lost in all of this though is the Final Fantasy connection. The folks from FF10 are nowhere to be seen on Destiny Islands. The FF cast members in Radiant Garden no longer appear. There’s no resolution to the plot between Cloud and Sephiroth in KH2. While the progression of the game lore kind of forces it in this direction, this game is now more accurately described as Disney + Square, not Disney + Final Fantasy. It’s not a deal breaker, but it’s definitely a disappointment.

Combat is a bit of a mixed bag, and it’s definitely a mash up of past games.

  • Core combat is still how it’s been since KH1, and it still has its issues with targeting and lock ons. It’s straight hack and slash, but the combo count trends more towards KH2 so it’s generally effective and easy to pull off.
  • Your partners are still kind of useless, but now your party occasionally grows up to 5 characters, which is kind of neat.
  • Magic and mana regen has been pulled in from KH2, which is a huge perk.
  • The Flowmotion system from Dream Drop Distance is there again, but it’s been neutered by the removal of most of its triggers, so it’s kind of useless.
  • Dream Eaters have been merged into the Summon system from past games, and the summons use both a full mana bar and are still kind of useless.
  • The dark form from KH2 still pops up from time to time, and is still kind of annoying when it shows up. Since it now gets in the way of triggering other group attacks, it’s particularly flow breaking.
  • Fortunately the dark form is hilariously effective against bosses, so when it pops up in a boss fight it’s pretty much an instant win.

Basically, mixed bag.

However, it’s the special attacks like the tea cups above that are the most egregious. These are basically triggered group attacks that do a ton of damage and effectively provide you with immunity. They are hilariously overpowered and completely unbalance combat in most situations. There are encounters where it’s pretty obvious that things were balanced around these, so it’s particularly bad that they become a bit of a necessity. In Kingdom Hearts fashion, it’s another case of something that is flashy and cool that gets used way too much, and quickly becomes annoying and necessary.

In good news, the non-standard stuff is way better in this game. The Gummi ship sequence is now a pseudo open space experience. Combat is triggered by the player by chasing after Heartless ships, and some of the sequences turn into large scale boss fights. It provides a lot more gameplay than simply the annoying experience flying between worlds, and becomes an entire great change of pace after a bunch of RPG combat. Some worlds also provide their own entire experiences. The obvious example is the Caribbean world, which now has an entire Assassin’s Creed 4-style pirate ship gameplay experience, including ship upgrades, boat to boat combat, and plenty of small islands to hop off at and explore for treasure.

The improvements to the meta experience are really what make this feel like that modern experience. The game goes back and forth between extremely linear sequences and semi-open exploration, so there’s enough of a change in pace going on to allow for some breathing room as I went through the game.

So, many games and more hours than I care to admit later, I’ve gotten through the Xehanort story. I still couldn’t tell you most of what happened, because quite frankly the lore is batshit. I couldn’t tell you I really enjoyed the gameplay a lot of the time, because quite frankly the combat really isn’t that good. But did I enjoy it all anyway? Hell ya I did. These games are the most spectacularly stupid mix of Disney and JRPG aesthetic possible, and now that technology has caught up to that, it was a sight to behold.

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.