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Tails

For Anyone Concerned About KH3's Battle Mechanics

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Bizkit has uploaded a video posting his thoughts on the pros and cons of KH3's battle mechanics. You should really take a look at this if you are concerned about the mechanics and want to get an idea of what they are like with someone else's thoughts and opinions on it.

 

 

 

I really agree with Bizkit said here. It seems that summons really make things risky on getting hit and dying. Especially if you're playing on Crit Mode or on Lvl 1. So I hope they fix this in the final product. Also, not a fan of ground-to-air combos that have been shown. It really leads to floaty air combat from what i see. Hopefully Osaka Team make air combos a lot more smoother in the final game. I also have to agree on how dumb KH 0.2's Crit Mode was. It made using magic way less fun and the fact that you were more restrictive on using magic and potions compared to KH2FM's Crit Mode.

Edited by Tails

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I think we're in a really fortunate position right now where Square is actually actively listening for feedback. Hopefully this will mean they actually address problems that have been worries for a lot of people for quite a while now. My hope is that they just don't go overboard and have to actually delay the game, although I doubt that.

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I totally agree with everything he said. Ground/air combos do look a little floaty, most videos I've watched shows Sora hitting nothing while doing a flashy attack.
Situation Commands needs to be cleaned up on my opinion. Too many opitions activated at the same time from what I've seen, party attacks should be moved to Link (just like Limit on KH2) and Attraction Flow should be activated like Reality Shift in DDD (two buttons at the same time or a different way). This would clean the SC opitions and make things a lot better.

Also, if I may ask, what's the problem with air slide everyone is talking about? Never had problems with it but everyone is annoyed by it in KH3.

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Also, if I may ask, what's the problem with air slide everyone is talking about? Never had problems with it but everyone is annoyed by it in KH3.

 

When Sora does an airslide, he does this weird flippy thing where he twirls around, but more importantly, he pretty much stops in midair. At this time you can't go into a combo or do pretty much anything before you're falling, which means it has pretty much 0 combat potential, but it also makes it extremely easy to get hit because you're just hanging there for a second or two in midair. That's bad, especially when you use airslide as an evasive move.

 

Other than that it completely halts your momentum, meaning that if you built up any speed it just stops, and you will need to built it up again. While that is a minor thing, it can be really annoying. Like in Ocarina of time, where when Link rolls he has this awkward pause between rolls, as if he needs to get his bearings. Nintendo obviously saw this flaw and fixed it in Windwaker, where you can roll without an awkward stop inbetween.

Edited by Kotomi

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Well, I have faith that the final product will end up being something truly spectacular, and the gameplay mechanics will be enriched to the point that us, the players, will enjoy the game to the max! From all the gameplay I've seen from the different KH Youtubers, the combat is reminiscent of 0.2, and the combat of that game was fast paced. Though really, I have never felt bothered by the "floatiness" that other fans talk about, but I can understand how this can be an issue for some people. But hey, with Square getting feedback and making adjustments, I'm sure it's nothing to worry about, ya know?

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When Sora does an airslide, he does this weird flippy thing where he twirls around, but more importantly, he pretty much stops in midair. At this time you can't go into a combo or do pretty much anything before you're falling, which means it has pretty much 0 combat potential, but it also makes it extremely easy to get hit because you're just hanging there for a second or two in midair. That's bad, especially when you use airslide as an evasive move.

 

Other than that it completely halts your momentum, meaning that if you built up any speed it just stops, and you will need to built it up again. While that is a minor thing, it can be really annoying. Like in Ocarina of time, where when Link rolls he has this awkward pause between rolls, as if he needs to get his bearings. Nintendo obviously saw this flaw and fixed it in Windwaker, where you can roll without an awkward stop inbetween.

Now that you mentioned it, the stop animation at the end actually bothered me a lot in past games, just didn't noticed it in the new videos.

The momentum thing I never really noticed it, so I think I won't be annoyed by it if it makes into the final game...

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Honest to god good thing Square decided to bring these guys there.

 

There's obviously just some stuff we don't know but I'll throw some optimism here and say being able to mess with your Combo's to make something tit nit and nice or to your liking will remain.

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