What did Remind change in terms of combat? Loved KHIII, yet have to buy Remind.No at least not for mainline KH games, and this is coming from someone who loves FF7R's combat.
KH's combat is going in good places after the ReMind DLC, so i just want them to use that as basis and improve on certain elements.
In terms of the base combat, it added a bunch of new abilities to make base Sora more fun in combat. These abilities were actually added in a free patch that everyone has access to.What did Remind change in terms of combat? Loved KHIII, yet have to buy Remind.
I mean... not that they need to have the same combat system, but man does FF7R make all the shortcomings of KH all the more inexcusable.
Thanks, thats good to know! Still playing P5R but will buy Remind when finished.In terms of the base combat, it added a bunch of new abilities to make base Sora more fun in combat. These abilities were actually added in a free patch that everyone has access to.
In terms of enemy design, it has some of the best bosses in the medium.
The fact that it doesn't feel awkward and shitty like a mid-gen PS2 game? The fact that the cutscenes don't have stilted three second pauses between every line? That the locations have a sense of place?How so? I really like VII remake combat, but I'm sure they aren't trying to do the same thing.
No at least not for mainline KH games, and this is coming from someone who loves FF7R's combat.
KH's combat is going in good places after the ReMind DLC, so i just want them to use that as basis and improve on certain elements.
I'm currently playing KH3 for the first time, still early but I'm loving the combat. Can you tell me what mostly changed with Remind? I googled and it looks like it added cancels for some combo finishers and faster air combos, is that mostly it?Nah, Kingdom Hearts' combat is in a really good place since the DLC and it works fantastically as a more pure action system.
VIIR's combat is totally cool though.
No, terrible idea. KH is free action and should stay that way.
That and it gave battles where the faster combos and mods are essential.I'm currently playing KH3 for the first time, still early but I'm loving the combat. Can you tell me what mostly changed with Remind? I googled and it looks like it added cancels for some combo finishers and faster air combos, is that mostly it?
We're talking about the combat systems exclusively here. Not the cut scene direction or levels.The fact that it doesn't feel awkward and shitty like a mid-gen PS2 game? The fact that the cutscenes don't have stilted three second pauses between every line? That the locations have a sense of place?
The free patch added cancels. You can guard or dodge roll cancel pretty much any attack including finishers. And after you finish the game or have a clear file you get 6 new combo modifiers(with a finisher) that are much faster and absolutely essential for super bossesI'm currently playing KH3 for the first time, still early but I'm loving the combat. Can you tell me what mostly changed with Remind? I googled and it looks like it added cancels for some combo finishers and faster air combos, is that mostly it?
They did add more combo modifiers, which ultimately makes the combat faster and more fluid.I'm currently playing KH3 for the first time, still early but I'm loving the combat. Can you tell me what mostly changed with Remind? I googled and it looks like it added cancels for some combo finishers and faster air combos, is that mostly it?
Okay. I hate everything about the way KH feels. Everything. Even the menus.We're talking about the combat systems exclusively here. Not the cut scene direction or levels.
I'm currently playing KH3 for the first time, still early but I'm loving the combat. Can you tell me what mostly changed with Remind? I googled and it looks like it added cancels for some combo finishers and faster air combos, is that mostly it?
That and it gave battles where the faster combos and mods are essential.
A lot of people thought the combat was too flashy at the expense of more complexity
We're talking about the combat systems exclusively here. Not the cut scene direction or levels.
The free patch added cancels. You can guard or dodge roll cancel pretty much any attack including finishers. And after you finish the game or have a clear file you get 6 new combo modifiers(with a finisher) that are much faster and absolutely essential for super bosses
Thanks. So the new modifiers get unlocked after finishing it, got it. Glad to hear that the post game combat and bosses are fun and exciting, super hyped to get to that.They did add more combo modifiers, which ultimately makes the combat faster and more fluid.
I am however quite sure they won't unlock until after beating the game, sadly. But it makes new game+ playthroughs so much better. I can't imagine paying without them now.
Long animations that can't be cancelled sound annoying, so it's good to hear that it isn't an issue anymore. Cancels are definitely a huge deal.The changes were introduced in a free patch. ReMind was just the means to let the combat shine at its best.
The cancels they introduced are actually a huge deal because a certain two abilities have long animations, and to not be able to cancel out of them meant they were generally unsafe for stuff like Crit runs. Other than that, offscreen enemies can be locked on to and they tuned up guard (it was absolute trash before) so that now feels satisfying and lets you experiment with your approach. They also added two Keyblades that are pretty fun to use.
One thing I especially would want in a KH game is a bigger focus on platforming and using your actual skills to navigate.What? No. What? Why?
I think FFVII Remake's battle system is great but Kingdom Hearts should definitely remain more action-focused and continue leaning into what it already does so well.
I especially wouldn't want FFVIIR's frankly poor aerial combat in KH.