The funny part for me is that I never saw Mickey on any of my runs, I learned about that while browsing years later, reactions commands are too easy to exploit. Do attractions make Sora invulnerable? I feel those are too common and way powerful not using the full MP bar as they should, so many times on the series I never knew if I should summon or whatever for the fear of not being able to use Cure.
I don't get the argument game needs to be easy for certain gamers when there is a difficulty toggle.
They can opt to play Easy/Beginner.
That's an idoitic argument and the reason why there are multiple difficulties to cater to each group of people. Issue with this game is that the hard mode doesn't feel hard at all.I don't get the argument game needs to be easy for certain gamers when there is a difficulty toggle.
They can opt to play Easy/Beginner.
They do.
They're the only thing that needs tweaking. They should work like FF XV summons
Right now you get a Nuke for looking at an enemy
"The game is for kids" isn't a great argument because we're taking about Proud more here. The point of different difficulty levels should be to target different audiences. Let normal mode be for beginners. The harder modes should be for experienced players.
Yeah, I played on the hardest difficulty and after the first couple of hours once I'd unlocked some new abilities the game was a stroll in the park.
Nope.and KH 2 were wayyyy harder, no reason the difficulty should be so low now.
JRPGs were never particularly hard historically. EXP means they can be gamed without skill just brute force.What's with JRPG these days treating players like babies? Decades of experience with video games and they still don't fucking get it?
People like winning, ACTUALLY winning, they don't need you to pat on their head and goes ''you win! you are the best!''.
Let people enjoy the thrill of winning and potentially losing. Don't fucking water out your gameplay.
I guess my issue was after getting to grips with dodging and countering I only used Spidey's other gadgets as a way of breaking the monotony - I never felt forced to use his entire arsenal.As someone who thought Spidey was easy on its hardest difficulty, I never felt like I was capable of playing it without paying attention. Easy (once you master controls) is one thing, not requiring any effort is another.
I guess my issue was after getting to grips with dodging and countering I only used Spidey's other gadgets as a way of breaking the monotony - I never felt forced to use his entire arsenal.
The lack of context this game has is pretty significant, in a series with rarely context they managed to bring it down even further. It's my only complaint at the moment, but just all these random abilities you get have absolutely no bearing or context in the overall world or pacing of the game. Why can I summon Disneyland rides? Did I miss one of the games that allowed this? I'm just given Keyblades randomly and they have magical powers that change them? It seems so superfluous and random at times.
I still am loving the game, but that is truly a big part of whats bumming me out about it. Also the fact that turning into a big ship was real neat the first time, but then it just gets incredibly old fast.
It sort of reminds me of Dream Drop Distance, in the sense that there are a bunch of *parallel* systems in the game that don't really interlock with each other properly.Yeah, I definitely think going Main Street Electrical Parade every fight is a bit too much.
The lack of context this game has is pretty significant, in a series with rarely context they managed to bring it down even further. It's my only complaint at the moment, but just all these random abilities you get have absolutely no bearing or context in the overall world or pacing of the game. Why can I summon Disneyland rides? Did I miss one of the games that allowed this? I'm just given Keyblades randomly and they have magical powers that change them? It seems so superfluous and random at times.
I still am loving the game, but that is truly a big part of whats bumming me out about it. Also the fact that turning into a big ship was real neat the first time, but then it just gets incredibly old fast.
The lack of context this game has is pretty significant, in a series with rarely context they managed to bring it down even further. It's my only complaint at the moment, but just all these random abilities you get have absolutely no bearing or context in the overall world or pacing of the game. Why can I summon Disneyland rides? Did I miss one of the games that allowed this? I'm just given Keyblades randomly and they have magical powers that change them? It seems so superfluous and random at times.
I still am loving the game, but that is truly a big part of whats bumming me out about it. Also the fact that turning into a big ship was real neat the first time, but then it just gets incredibly old fast.
One example of *thoughtless* easiness in this game: summon spells use up all of your MP (just like cure spells), they fully heal your entire party no matter where they are, AND they do a bunch of damage to enemies. The only "cost" is greater time spent.
If you don't mind dealing with the annoying animations, as far as I can tell there is no reason not to always use summons instead of cure spells literally every single time.
It sort of reminds me of Dream Drop Distance, in the sense that there are a bunch of *parallel* systems in the game that don't really interlock with each other properly.
I want a version of this battle system that does away with Keyblade transformations and Attraction Flow and instead gives you a much wider variety of finishers and Command Styles that are closer to the BBS ones (so like a full complement of elemental ones, for example). Let me dial fira-fira-air finisher to unlock Fire Raid, for example.
those choices just give negligible bonus to some stat, nothing that radically changes the difficulty of the game.Just throwing this out there, but does anyone think that the two choices you make in the beginning of the game could effect the way we're all perceiving the difficulty? I know very little about the choices and the changes they make, but I feel like I picked a glass cannon build because enemies can do a crap ton of damage to me even on Standard. Some people in this topic make it sound like there's no chance of death at all. I chose Magic (mystic?), then warrior for example.
Now that you mention it, you're absolutely right actually. I just finished the game and maybe the AI controlled characters got KO'd a handful of times total, and that includes the last few boss battles which are equally BS in design as the usual stuff. There's no way Donald and Goofy would have survived that in the previous games and here the AI saved me countless times.
They don't affect how you level or gain abilities like the previous games?those choices just give negligible bonus to some stat, nothing that radically changes the difficulty of the game.
Where do you see the info for this? Did you test it yourself?those choices just give negligible bonus to some stat, nothing that radically changes the difficulty of the game.
Keyblade transformation is something we know advanced keyblade wielders can pull off
It was never hard. BBS and DDD are the only hard KH games.I've not found the game hard, but, I'm trying to remember what universe Kingdom Hearts 2 was hard like people here seem to be convinced? I remember Birth By Sleep being the first time the series got challenging at all. 2, on any difficulty including Critical (with exception to maybe two fights), was still just a button mash to win. 1 you were fighting the camera more than the enemies.
In a game where you can double jump and glide in the air, I think keyblade transformations make more sense TBH.That was only ever depicted as one thing (a means of transportation).
They never did this in combat lol. Never before KH3 could Keyblades transform into yo-yos and whatever the hell the user feels like. It's a neat mechanic, but it definitely pops up from out of nowhere.