Search the Community
Showing results for tags 'kh2fm'.
Found 55 results
-
Its probably been two years since I completed the absent silhouette for Laexus, but I'm only realizing now that I am missing the ability to craft the Staff Centurion. I try to revisit the fight but it is no longer there. Am I just out of luck on being able to 100% the synthesis section for the journal. I couldn't find any similar issue online.
-
Square Enix has revealed two brand new Kingdom Hearts-themed plushes on their Tokyo Game Show 2021 Online website. These plushes are of Kingdom Hearts II Sora in his Halloween Town attire and Christmas Town attire, the latter being exclusively from the Final Mix version of the title. No pricing for either of these plushes is currently stated, but both plushes will be available to pre-order from the Square Enix E-store on September 30, 2021. You can view the images available for the 2 plushes below. We will update these galleries with more and better quality images once more official ones are provided. UPDATE (September 30th, 2021): Kingdom Hearts II Sora Halloween Town and Sora Christmas Town Plushies are now available for pre-order on the Square Enix E-Store. Kingdom Hearts II Sora Halloween Town plush Kingdom Hearts II Sora Christmas Town plush Both plushies will cost ¥4,180 each (about $37) and will be available on February 5th, 2022 in Japan. Do you find these plushes appealing, and would you add them to your potentially already existing collection? Let us know in the comments below! Credit to aibo on Twitter for the news.
-
- merchandise
- tgs 2021
-
(and 2 more)
Tagged with:
-
Square Enix has revealed two brand new Kingdom Hearts-themed plushes on their Tokyo Game Show 2021 Online website. These plushes are of Kingdom Hearts II Sora in his Halloween Town attire and Christmas Town attire, the latter being exclusively from the Final Mix version of the title. No pricing for either of these plushes is currently stated, but both plushes will be available to pre-order from the Square Enix E-store on September 30, 2021. You can view the images available for the 2 plushes below. We will update these galleries with more and better quality images once more official ones are provided. UPDATE (September 30th, 2021): Kingdom Hearts II Sora Halloween Town and Sora Christmas Town Plushies are now available for pre-order on the Square Enix E-Store. Kingdom Hearts II Sora Halloween Town plush Kingdom Hearts II Sora Christmas Town plush Both plushies will cost ¥4,180 each (about $37) and will be available on February 5th, 2022 in Japan. Do you find these plushes appealing, and would you add them to your potentially already existing collection? Let us know in the comments below! Credit to aibo on Twitter for the news. View full article
-
Time for the battle of the best bois, who's better: Roxas or Sora?
-
-
Kingdom Hearts 2 is a fantastic game and it does not receive much criticism from many. There is one very notable moment in the game where people do often criticize Kingdom Hearts 2 at, that moment is the Prologue ft. Roxas. (I'm not just talking about IGN also, many people bash on this games opening segment) In this video I try my best to analyze the Opening segment of this game, talking about its good points, its bad points, and how it could have been better. I spent hours in Sony Vegas working on this video and I would really appreciate any sort of support you can throw my way whether that be a Sub, a like, a comment, just whatever would mean a lot. Anyways I hope you all enjoy
-
Here are the circumstances for what happened, just so it makes a little more sense. So, before I start the Xemnas Battle, I decide to update the game in the background so I can install it once I'm done WITH the battle. This might be what caused this glitch, but be aware that it didn't apply/install the update AT ALL. Only downloaded it onto the system. I go through all the phases of the Xemnas Fight and I get to the amazing last cutscene. You all know it like the back of your hand. The note and the bottle and all that jazz. Well, Riku hands Sora the letter to read, the screen fades to black and...that's it. That's literally all I see. Black. I kind of find it ironic that the game crashes in pure Darkness, which is agreeing with Riku's phrase of "If we choose between light or darkness, we'll be the darkness," or whatever he said. Befitting, really. This, obviously, is making me quite upset that this happened. I JUST made an account so I can see if anyone else is having such a problem, or if it's just an issue with the disk. I would not be surprised if it just the disk, but I'm sharing this information to vent my frustrations and see if any other people had this problem. UPDATE: I'm not sure what version I was in. If the Xemnas Final Fight was still bugged, then I probably was v1.00. I'll update the game and then see if the crash with the final cutscene is still there. Thanks in advance for reading!
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
From the album: Kingdom Hearts HD 1.5+2.5 ReMIX Square Enix Members Calendar
-
Wanted to bring this up because so many people are in love with the idea of Sora and Kairi being a couple, but I honestly don't see it. At all. And it's not because "KH isn't a romantic game (which it really isn't, but that's besides the point)", but because I cannot, for the life of me, see the two together. I think this is partially due to Kairi's lack of screen time and character development; as such, we really don't see much interaction between Sora and Kairi. People kinda assume that the two would be a couple because "wow, main male character and main female character = madly in love couple", but that's not enough for me. The game never shows me explicitly why they should be good together. Sure, in KH1, Kairi saves Sora from submitting to the darkness. Unfortunately, much of that seen is bogged down by the fact that we don't know much about Kairi at all even up to that point in the game, so it's just kind of like...a random girl saves the main character. Now I'm not saying that's a bad scene or anything, but just think about how much more emotional it would've been IF the game had established a powerful relationship between the two at the beginning! If the game had shown me that they were excellent friends (and not just tell me; there's a difference) perhaps through increased interaction or character development as the story goes on, I would've cared more. So that's the inherent problem I have with this "couple." They don't actually SHOW that they're good friends, so I can't see the two ever getting together. Kairi has basically no personality, even after all these games. She's barely gotten any screen time in comparison to the other main characters, and the most we've seen her interact with Sora is at the very beginning of KH1...which is not enough. Although that being said, I can already see the arguments coming: "They show a lot of character! For example, ________" The problem with that is that all of these scenes that you list is the game TELLING me, "Hey. These two are good friends.", and not SHOWING me that they're friends. Drawing on cave rocks? Telling me, not showing me. Sora's desperation to find her? That's sweet and all, but he gets sidetracked so often and forgets about his ultimate "goal" that it doesn't even seem that realistic. Kairi sending that letter in a bottle? That's the game pretty much telling me, "HEY IDIOT. THIS GIRL CARES ABOUT SORA. YOU BETTER BELIEVE IT." How do you establish a strong friendship? You imply it through the way the characters interact, develop along with each other, and most of all, have a lot of screen time together. Especially with Kairi's little screen time and basically zero character development, I don't see them becoming a couple at all. If KH3 wants to make them a couple, they better do some serious renovations on Kairi's character, or else it will turn out fake and unrealistic. Discussion welcome PS. No, I do not ship Sora and Riku, but honestly the two are more realistic as a couple than Sora and Kairi at this point.
-
So I see a bunch of misconception everywhere on what exactly KH2 "Revenge Value" is. It's understandable, as it is a confusing concept. Most people seem to have a general grasp or idea of what it does, but are never clear on its specifics or details. So I'm here to help clear up some confusion, so everyone can understand the game a bit more. So yeah, KH2 is pretty much universally acclaimed to be the best game in the entire series with its incredible combat system and details. One of the reason is due to the implementation of Revenge Value in the game. Simply put, Revenge Value is an invisible counter inside the game within every enemy. It essentially determines when the enemy will retaliate, thus preventing you from infinite-comboing an enemy to death (although there are a few exceptions of these). To give you an idea, no other game had a system as complex as this. KH1 had a very simple Revenge Value system for certain bosses (i.e. Riku-Ansem in Hollow Bastion can take 4 hits before retaliating, Sephiroth takes 4 consecutive hits or 7 separate hits before teleporting). ReCoM obviously didn't have Revenge Value, due to its Card system. The other handhelds (BBS, Days, Coded, DDD) all didn't have a revenge value system, and the bosses/enemies seemingly retaliated whenever they felt like with zero consistency, which is also why many criticize the gameplay of those games; and with good reason too. Anyways, in regards to Revenge Value itself; most people understand what it is, but there are far more details and complexity behind it. Revenge Value is not the only counter that determines how a boss or enemy acts. There are also HP barriers to take into consideration, as well as other invisible counters such as Flinch Count or Action Count. I'm not gonna go TOO in-depth into those, or else this will turn a literal book about KH2 mechanics, but just know that Revenge Value, perhaps the most important, is not the only invisible counter that affects enemy patterns. I'll break this down slowly. There are two types of retaliation that enemies can do. 1. You hit their Revenge Value and they retaliate. 2. You stop attacking them and they retaliate. We'll call these "Forced Revenge" and "Normal Revenge" respectively for simplicity. Both come into consideration when fighting. When you're attacking an enemy too much and hit their Revenge Value, they strike back. If you stop attacking them but haven't reached their Revenge Value, they'll still strike back, but most likely with different attacks (this is where other counters such as Action Count comes into play, but I won't get into that once again). It's really simple to understand; attack too much, they counter. Stop attacking, they counter. So you might be asking at this point: is Revenge Value a constant thing? Or does it change and differ with bosses/enemies? The latter would be correct. Revenge Value for every boss is a number, but it differs from boss to boss. Here's a little list: -Axel II = 11.5 -Pete (Timeless River) = 12.5(first phase)>10(second phase)>8.75(third phase)>7.5(fourth phase)>6.25(final phase) -Hyenas = 7.5 -Scar = 6.25 -Luxord (Story) = 9.375(first phase)>6.875(second phase) -Armor Xemnas = 10(first phase)>6.25(second phase) -Final Xemnas (Zebraman) = 9.375 -Zexion(Absent Silhouette) = 15.625(first phase)>12.5(second phase)>9.375(final phase) -Vexen (Absent Silhouette) = 18.75 -Vexen (CoR Data) = 15.625 -Saix (CoR Data) = 12.5(first phase)>9.375(second phase) -Lingering Will/Terra = 25 -All Data Battles (excluding Vexen and Saix) = 9.375 -Every other boss = 12.5 That is the Revenge Value of every single boss in the game. Most have a RV of 12.5, but the ones I listed above are the exceptions. Basically, if you attack them to a point where their RV exceeds their limit, they will retaliate. Simple enough, right? So in regards to how RV is actually built up: each individual attack Sora has will add a certain amount of Revenge Value. Here's another list: -Ground horizontal swing = 1 -Ground vertical swing = 1 -Ground thrust = 1 -Ground Vertical Finisher = 3 -Ground Horizontal Finisher (when there are a bunch of enemies around Sora) = 3 -Aerial upper swing = 1.5 -Aerial drop swing = 1.5 -Aerial vertical finisher = 3.5 -Aerial horizontal finisher = 3.5 -Upper Slash (square) = 3 -Horizontal Slash (square) = 1.5 -Finishing Leap (square) = 3 -Retaliating Slash (square recovery) = 1.5 -Slapshot = 1 -Dodge Slash (lol) = 1 -Flash Step = 1 -Sliding Dash = 1 -Vicinity Break (or Round Break) = 1 -Guard Break finisher = 3 -Explosion finisher = 6 -Aerial Sweep = 2.5 -Aerial Dive = 1.5 -Aerial Spiral = 1.5 -Aerial Finish = 3.5 -Magnet Burst (or Magnet Splash) = 3.5 -Counterguard = 1 -Form Transformation = 0 -Firaga = 1 -Firaga Finish = 3 -Blizzaga = 2 -Blizzaga Finish = 4 -Thundaga = 4 -Thundaga Finish = 4 -Magnet = 4.5 -Reflect/Finish = 3 Those are all of normal Sora's abilities and their Revenge Value. It's a pretty long list, as you can see. There are even more for Drives, Summons, Limits, etc. but I obviously won't list them all out. If you're curious, check this thing out; it pretty much lists out all the Revenge Values. http://pastebin.com/mKMSsDfL (also where I got a bunch of this info ) Revenge Value and the type of Revenge also changes depending on where you hit the boss. For example, if you strike Roxas' Revenge Value in mid-air, he'll do his downward spiral attack. If you strike his Revenge Value on the ground, he'll do his long ground combo. It's different for every boss, and it really adds a lot to the learning factor of the game. If you've ever seen any speedruns of KH2, you'll notice a lot of RV manipulation. The biggest example is probably the Roxas fight in a 2FM speedrun; it's a very specific use of combos, Magic, and well timed Reflects to perfectly manipulate Roxas to do whatever we want him to do. It's a really nifty thing to know and really adds a lot of depth into the gameplay you've never realized before. There are exceptions to revenge value, of course. One example would be using Peter Pan against Saix, where by spamming aerial hits nonstop, you can basically stun lock him to death. Saix doesn't retaliate in this example because his retaliation has a really slow charge up, and Pan's dagger has a lot of stun lock properties to it. As such, every time Saix attempts to retaliate, Peter Pan will simply stun him and break him out of his retaliation animation with his dagger, basically leaving him stun locked in a loop until he dies. Another example of RV exception is Firaga, which has several unique properties to it. Firaga adds zero Revenge Value until the last hit of the attack. As such, a lot of speedrunners would abuse this to chain Firaga combos on bosses. In addition, Final Firaga adds very little Revenge Value if the Keyblades spinning around Sora also hits them. This is how people can chain Firaga combos on bosses. There are other exceptions out there, but once again, I'm not gonna cover them in too much detail. For the most part, just understand that Revenge Value is a thing inside the game, and it works. Most of the time. When a boss uses an attack, their Revenge Value will typically drop to zero. There are hacks/cheats demonstrating this, and you can probably look up "Revenge Value code" on YouTube or something and find several videos of it. Either way, it's a good illustration of how Revenge Value actually looks if we could see the counter. Some skeptics might ask, "What exactly does this do in KH2 gameplay that makes it so good? If we all understood Revenge Value, doesn't that mean we can manipulate all bosses in the same way?" And to a degree, that is true; if you fully understood Revenge Value and how each of your attacks affect a boss, you would know exactly when a boss retaliates and know exactly how to counter. However, that's difficult. That's extremely difficult to do. Not even the best KH players in the world know how one boss will react to each one of your attacks. You might've seen a bunch of people do no damage challenges, with crazy restrictions, etc. They can do that because they're so knowledgeable about that one fight. It differs from boss to boss, the way they retaliate, the RV they have, and fully understanding that for every single enemy in the game is pretty much impossible. For the most part, people who are playing the game on high difficulties get an idea of how RV works, even if they don't know it exists. For example, they may die several times fighting a Data battle on LV1 Critical Mode, but then they realize, "Hey, Marluxia retaliates exactly after ___ hits and attacks + a thunder, so if I Reflect immediately afterwards, I can avoid it!" That's what makes KH2 so incredible and complex; when you set your mind to "take as least damage as possible" instead of "mash X to win", you really start to learn about its mechanics. You start realizing when to avoid, when to dodge, and when to attack for an opening. You get rewarded for dying, because you learn something new. A lot of people never discover this side of KH2 because they're too busy mashing X, but those who do quickly fall in love with the game because its such a genius system. If you're one of those "mash X to win" people, I urge you to give Critical Mode a try. Don't go out of your way to grind in frustration because you can't beat a fight; instead, try learning the fight and avoiding the attacks, and at least get a vague idea for the Revenge Value of the boss and how they retaliate. I guarantee you, you'll beat it eventually, and you'll (probably) have a blast doing it. Anyways I'm ranting now and this has gone on for way too long so I'll end it here. I realize it's not much for discussion, but any questions/feedback and stuff would be really cool. Hopefully I taught you something new (assuming you actually bothered to read through all this crap), and have a wonderful day
-
I feel like you all have your priorities wrong. If you try and defend the HD ReMixes and their issues, you are wrong. It is not an opinion of whether the game is good or bad. It is a fact that these problems exist, and that they show what happens if you rush Square and/or they get lazy. Don't do that to KH3. When people say "I disagree because I have never encountered any of these (glitches) (freezes) (crashes) that you mentioned," do you realize how poor of an argument that is? "Wow, I've never seen this happen before so it must NEVER happen right?" It's really when you say that to yourself is when you see how absurd and ridiculous your own words mean. I don't care if you've never seen a crash in 2.5 before, but that doesn't mean it doesn't exist. It's not a disc problem; it exists on every disc. Go Limit Form in the Xemnas 1 fight at the beginning and then revert after he puts the orb draining move on you. 9 times out of 10, your game will crash, which is absolutely unacceptable because that is an IN-GAME MECHANIC that should never result in something like a game crash. Summon Bambi in Monstro chambers and walk around in 1.5; the game will crash. Idle too long in a start menu; the game will crash. Random and consistent pause lags at the beginning of fights in 2.5; unbearably long loadtimes, most apparent in 2.5 (1.5 also has long load times but is often looked over due to the newly added cutscene skips). These are all real issues that exist. It doesn't matter if you've run into them 10 times or none, it doesn't matter if it doesn't affect you the slightest; the fact that they exist and CAN affect a player's experience is proof that it's an issue from Square's horrible porting and laziness. Please don't defend Square for making these errors. The Final Xemnas fight in 2.5 is not one time thing or a disc thing. It basically tells me that Square did not bother testing that fight (or even the entire game) at all, because if they did, there is no way they would miss something as obvious as that. It literally makes the fight on higher difficulties impossible without the use of spamming Limits for invincibility. You won't get anything from defending Square on these issues. So for a moment, just put down your fanboy/girl-ism and stop pretending Square has been doing a great job so far, because if you do, they'll do the same "great job" for KH3 and make it terrible and filled with bugs and glitches. Constructive criticism is never a bad thing; just because the game is part of your favorite series does not mean it is perfect. KH2FM (PS2) is my favorite game of all time in my favorite series of all time. Does that mean it's perfect? Not at all; it's filled with issues actually. So don't be so stubborn with the other games. Be accepting of the mistakes and problems it has, and work to have Square fix them. I just wanted to get that little bit out there. Thanks for reading
- 40 replies
-
So this isn't something that I see very often; KH2 is probably the most liked KH game in the entire series, and for good reason too. But the thing is, people tend to treat it as if it's some sort of angelic game that was descended from the heavens with absolutely zero flaws to it, which unfortunately really isn't true. So yeah, I'm curious on some of your input on the flaws of KH2 and how it could've been better. I'd say between story and gameplay, story was the weaker part of KH2. Organization XIII was awesome and all, and I'm not calling the story bad either; however, I just don't think it can compare to the first game's story and the charm it had in it. That doesn't make it bad of course, since the first game's story was just so exceptionally good. That being said, it would've been cool to see a bit more involvement of Disney Worlds in the direct story like KH1 did so well. So in terms of gameplay, people say it's perfect. And really, I don't have much to argue with you there. The battle system is amazing, the combat is fluid and fun to use, and there's so much variety and choices for your moves. The enemy AI, for the most part, is good and is by far the most complex and skill-required combat system in the entire series. However, I'd have two main complaints for KH2 (which actually sort of ties into each other). Firstly is of difficulty. People say KH2 is easy, and to be fair, it really is. Even stuff like Proud Mode, most players can charge through mashing X and they'll die a few times to the harder fights (Xaldin, Demyx, Xigbar, etc.) but then they'll get past them, usually through grinding or just repeated attempts. This ties into the second complaint, which is of the game's ability to teach you. I'd say CoM actually did this the best out of all the KH games; you go into CoM utterly confused, but if you stick with it and get past the learning curve, you suddenly realize how easily you can use the cards and the battle system to customize your own powerful deck. It's not like the game tells you directly to do "this and this", but instead, you learn because the game PLACES you in situations where you're forced to learn. KH2 should've done this, but failed. Many casual players will get through the game just fine by mashing X. It's only until they see stuff like speedruns or inevitably reach the post-game 15(is it 15? I'm not even sure) super bosses where they realize that the game is a lot more complex than they thought. That's the thing; despite KH2's complexity, the game never really forces you understand this. It never forces you to understand the vague concept of Revenge Value and how you can't infinitely combo a boss, since you can mash your way through most fights and just tank the damage they deal anyway. You don't need summons, limits, drives, and magic. They don't put you in situations where you're forced to use these things to make your life easier. And that is the problem with KH2; with all these awesome things they give you and these awesome AI mechanics, you never really understand what the point to them is...unless you play Level 1 Critical Mode. I love LV1 Crit. It's the perfect challenge, and it forced me to learn the game to the fullest. I had to use every resource available to inch my way forward, only to meet another road block, and eventually find out, "hey, this attack works really well against this guy!" and then manage to win. KH2 should've been designed originally after the model of LV1 Crit, because it truly forces you to think about all the available options you have. This is also the reason why others call KH2 a button masher; because in some ways, it actually is one. So yeah that's my little interpretation of KH2 and its flaws. Curious if you guys have any opinions on this, it'd be cool to know
-
I actually don't see many discussions regarding gameplay mechanics of KH3 in comparison to the massive amount of story theories and speculations, so I figured, to spice things up a little, I'm gonna ask all of y'all a question that I've been wondering about for a while now. What type of Level 1 playthrough do you want for KH3? (Under the assumption that KH3 will have the option for you to play through at level 1) That sounds really vague, but I'll clarify now: In KH1FMHD and KHBBSHD, level 1 in those games came with strange properties. The ability "EXP Zero" basically gave you boosts so that you wouldn't be ridiculously weak and deal chip damage by end-game. Simply put; they buffed certain aspects of your attacks, and in KH1, puts a damage cap on enemies so that they can't kill you in one hit even if you're fighting against a battle level 99 enemy. For example, fighting Sephiroth in KH1 would most definitely kill you in one hit at level 1; however with EXP Zero equipped, you can survive up to 3 hits from him (or something like that). Meanwhile in KH2FM, there was damage scaling. This meant that the damage you deal is automatically scaled to the battle level of the world. If you were level 1, but in a battle level 99 area, you would be dealing the minimum damage you can deal in a battle level 99 area, which is probably around level 50 damage normally or so. Basically what this means is that you would be dealing the same damage at Level 1 as Level 49 in this area, because your damage is automatically scaled up. This applies to all other areas; basically, it prevents chip damage. However this scale only applies to Strength and Magic, so you are just as vulnerable in terms of Defense, meaning enemies late game will kill you in 1 hit. Personally I thought the 2FM system was genius, as it prevented the game from being super tedious and boring, but also provided an exciting and difficult challenge. It didn't only apply to level 1 either; for example, if you were, say, 20 levels underleved in an area, you wouldn't be dealing chip damage; your damage would instead be scaled up according to the battle level of the area. Chip damage was a thing in BBS (psp) at level 1; they didn't have damage scaling, so you would be doing absolutely nothing to enemies at Level 1, making the game almost impossible in some areas. They fixed this in BBSHD by adding hidden properties to EXP Zero, but I personally liked the KH2 system better; no hidden properties of the ability, but instead, hidden game mechanics to make the game better designed around a low level/level 1 playthrough. So I'd love to see the 2FM damage scaling system back in KH3. What about you guys?
-
Hi. I'm new to these forums. And I can't believe how long it took for me to find such an amazing thing exists on the interwebz. A place where you can talk all you want about Kingdom Hearts? Sounds like dream heaven. And so with that, I will start my long intro/rant thing. Probably gonna type this up over a few days, just because it's gonna be a looong post (and hopefully not too boring). So what exactly did I want to do for my first post ever? Make a review. Not just any short and crappy review; a review on every single KH game that I've played. So as you might expect, y'all who are reading this are in for a long one. Another incentive is because I've literally had people **** on my opinion before because they think *insert KH game* is the best, and apparently I'm the devil for not liking it or something. But hey, that's the internet for you, so I guess there's not much I can do about that. Therefore, I've chosen a forum full of people with the same nerdy addiction as I do to talk about these games Now keep in mind many of these things are heavily opinion based, so feel free to comment on your own opinions. For simplicity, let's go in chronological release date order (or something close to that, I don't remember the exact release dates for all the games). Also for simplicity, I'll be considering all Final Mixes and their original counterparts as one game, so if I say KH2, I'm also referring to KH2FM (PS2). However, I will be having a separate section for Remakes/HD Remasters (i.e. ReCoM, 1.5, 2.5). So yeah. Let's start. I guess. KH1 Hey look at that, I used bold and underlined font for organization. I am officially better at organization than 90% of the internet So yeah, going first with the game that started it all. The game that got me into this series, and perhaps even gaming in general. And it's pretty clear to see why; it's a good game. I think the most charming part about this game for me is the story and nostalgia. The story was so simplistic, yet you feel so involved in the Disney Worlds that it's as if you're actually in them, interacting with all your favorite Disney childhood characters. Combined with nostalgia, it makes this game unforgettable. And I'd say lots of people would agree with me. The gameplay is simplistic, but it shows that you don't need complicated game mechanics for a game to be good. Many people refer to this game as a button masher, and in some way, it was. However, it wasn't the "mash one button for senseless destruction" kind of button masher, but more so "mash one button carefully with strategy (or at least some degree of it)". The game was difficult. Exceptionally difficult as a child, and even now, it's not easy to go through the thing on Proud Mode. Yet, you learn stuff as you go on, and conquering fights always has this odd feeling of satisfaction to it. Remember Riku 2? Remember Dragon Maleficent? We've all failed those fights so many times as a kid that we've literally memorized the cutscenes. I remember jumping out of my chair and freaking out when I finally beat Riku 2 (despite having to grind several weeks to beat him). And something about that feeling of happiness and accomplishment will never leave me, which is perhaps why I love this game so much. So KH1 isn't flawless, and it does receive a fair amount of criticism from others, especially people who've just played it for their first times in the 1.5 HD Remaster. And it is completely understandable why too: the story pacing, looking at it now, is pretty bad. They throw you in the game, you know absolutely nothing, then you learn a little bit about who you are but everything is still really vague. Then you learn little to nothing for 20 hours of gameplay until you reach Hollow Bastion, where they just dump the story at you. So much story. And then you have some emotional scenes, get even more story, and then you reach the end of the game where it feels kind of rushed. Suddenly, Kingdom Hearts! Wait...what was Kingdom Hearts again? The game fails to explain to you clearly, and it leaves many questions unanswered. King Mickey makes his only debut in the final scene of the game, and it happens all so fast that when the credits roll around, many people are left confused and wondering what the **** just happened. Gameplay isn't perfect either, but this part is a bit more opinionated. Some may despise the button mashing feel the game has, but I for one love it and the feeling of senseless destruction you can have when you're overpowered. There's also strategy involved in it too; mashing X will not get you through the game on Proud Mode. World design is pretty wonky *cough cough Agrabah cough cough* and controls can be a LITTLE bit clumsy feeling (lol Atlantica). So I can see why these things can turn people away from the game. However, for me, this will always be a favorite of mine purely because of the fact that it was such a nostalgic factor in my childhood that even now, I'll never forget the fun I had playing through Kingdom Hearts 1. KHCoM/KHReCoM I'm gunna combine these two into one section, but I'll be talking about them separately (sort of): So firstly, GBA CoM. The fact that this is a handheld game turns people away from it. I've seen way to many people say "I never played original CoM because it was on the gameboy". However, if you haven't played it, I'd suggest giving it a try; especially if you've played and enjoyed ReCoM, because it is similar, but at the same time, different from ReCoM. Believe it or not, I like the original GBA CoM better than ReCoM, and I'll get to that in a bit. The general public's view of the Chain of Memories games are negative. People in general despise the new "card system", saying it was bad or poorly implemented, and that attacking things were too difficult in comparison to KH1. Yet, I've seen the same people complain about KH1 being a button masher. Wtf guys? Make up your damn mind. I liked the Chain of Memories games. Actually, I enjoyed them so much that I'd say it's on par with how much I like KH1. I loved the new card system; it gave the battle system a strategy and you needed legitimate skill to plan out your every move, unlike KH1 which had a more button mashing type of feeling. Some people don't like this type of gameplay, and that's completely fine. I for one, love the fact that you have your own choice of different attacks and cards. Mashing X will not get you through this game; instead, you must learn to strategize. That's another genius part about the CoM series: how they teach you to use your resources. I have to admit, this is easily the best game in the series in terms of how they introduce you to the card system. Every player starts off confused, but once you get past that stage, you start learning an unbelievable amount about how you can manipulate the cards to your advantage. And it's not like the game tells you everything; but the fights and enemies are designed in such ways that you're pretty much forced to figure out a way to go through the game as efficiently as possible for you. The story is very well done too, and the pacing was far better than KH1. After every floor, you learn a bit more about what the mystery of Castle Oblivion is, and as you near the end, the information comes a bit more rapidly. It was very well distributed, and made story enthusiasts keep wanting to play the game to find out what happens. So I've addressed the pros, now to move on to the cons: The gameplay does get somewhat repetitive, I'll give it that. For the most part, it's "go through rooms, get key cards, and progress on with story." Therefore, there's not much replay value in it. However, it's still fun to play once in a while. There are also balancing issues in ReCoM. In CoM on the GBA, sleights were powerful and used, but there was no one sleight that can overshadow everything. In ReCoM, there are quite a few overpowered chosen slights that will basically make other sleights obsolete, i.e. Lethal Frame, Sonic Blade, Ars Arcanum, Firaga/Blizzaga, etc. This argument however, can be countered with the fact that abilities like Sonic Blade and Lethal Frame can only be obtained mid-late game, so you can't exactly abuse their powers. Plus, bosses technically had the ability to break your cards too, so these weren't always the best choice (maybe except for Lethal Frame). There's also the possiblity to restrict yourself from using such overpowered abilities, as that won't make the game unplayable, just slightly harder (unfortunately, this is something you'll see in recent KH games that I'll get into.) So yeah, that's my view on the CoM series. I enjoy GBA CoM a bit more just because of the slightly more balanced gameplay, which means that I can actually attack bosses with different strategy instead of being forced to spam Lethal Frame over and over again. KH2 Oh boy, here we go. The Kingdom Hearts game that got the lowest score from IGN out of all the KH games they've reviewed. Buut it's IGN, and that means that we don't listen to them. KH2 Vanilla may be mediocre, but boy oh boy, KH2FM is by far, and I mean BY FAR, the best Kingdom Hearts game that we have, and probably will ever have. (No seriously, if KH3 tops this, I'll be very very impressed, but I'm not counting on it.) People liked KH2 for the most part, but some people also seemed to hate it. Looking at the game technically, it is the best designed game in the series. The balancing in KH2FM is almost perfect, and the combat is beautiful, fluid, and just fun to play (although that last part is an opinion lol). The post-game is by far the best in the entire series, and I don't think anyone can really argue against that. It's just such a masterpiece of a game, and makes you wish that all other KH games could be like this. That being said, it does have its flaws. No game is perfect, and KH2 is no different. But yeah, let's delve into the nitty gritty details of this game and see what exactly makes it so good and loved by many people. Storywise, the game does fine. It's not the most intriguing story in the series, nor is it the most well paced (although considerably better than KH1). It's story, in my opinion, is sort of in the middle. However, it does wrap up everything nicely in the end, and it also introduces my favorite enemies in the series so far, which are the Nobodies. Also, Organization XIII is sick, and no other villain will top these groups of villains for me. But hey, that's my opinion, so many people may differ. I don't have much else to say for story. It's good, but not amazing. What makes this game for me is the gameplay, which is also, the most important part of any game. Let's start off with the combat options. By the end of the game, you are given a TON of different options: Attack, 6 Magic spells, healing items, 4(5 in FM) Drive forms, 4 Summons, and a TON of Limits. There are so many options to choose from, and the types of combos you can pull of is endless. Not only that, but there are also physical combo modifiers as Abilities, allowing you to enhance your combos even more. Don't like the normal combo? Time a press of Square the finish with the ability "Finishing Leap" equipped, and you'll create a shockwave that will send enemies spiraling into the air. Jump up and press some more Square with "Horizontal Slash" and you can slash the enemies rapidly, dealing enormous damage, then ending your combo with several finishers completely obliterating the foe. ...sorry, I may have gotten a little bit carried away there. But you can see that you have a ton of options with just physical attacks alone. When combined with Magic, Summons, Drives, and Limits, you are basically given this endless array of options that you can choose from for the best situation. This is done even better in the FM version since they added new finishers and abilities, as well as Limit Form (which I'm gonna mention, is soooo good). The gameplay is balanced. You'll notice I said something about unbalanced gameplay for ReCoM; meaning, some sleights are so good that it overshadows other attacks because of their power, making these other attacks completely obsolete and useless. In KH2, Square has perfected this system of balancing. No attack, out of ANY of the options you have, are extremely overpowered and can work for every situation. Every single attack has a form of use, whether it's for taking care of a mob of enemies, or just a single boss, or a giant Heartless that appeared out of nowhere. The closest thing to OP in this game is Reflega, and even then, you obtain it at the dead end of the game, and it spamming it will not guarantee a win for any fight. Boss AI complexity is at its culmination in this game for the series. You might've heard of these things called "Revenge Value" or "Flinch Count" before. These things are essentially in-game counters to force the boss to behave in a certain way. It provides a form of strategy; the bosses cannot be infinitely stunned (for the most part), and spamming one attack will not net you a win. The boss retaliates according to these in-game counters, and reacting accordingly is part of the strategy. That's what makes this game's bosses so satisfying to beat. Say you come across an exceptionally difficult boss; you get completely destroyed the first time around. However, the more you attempt it, the more you learn about it, and as the more you learn about, the more you see how the boss works and retaliates to certain combos, and how many hits it takes for the boss to retaliate, etc. To an experienced player like me, this is unbelievably intricate and makes the game so much more fun to me. I know how bosses work, so a lot of the strategy comes from me doing certain combos, then reacting accordingly to avoid getting punished. The fluid style of gameplay helps this a lot, and all this stuff just mashes up into a big ball of amazingness and fun. I cannot emphasize enough how enjoyable it is to refight the Data Organization members in the Cavern of Remembrance; the reaction speed that I need, and the amount of strategy put into the fight is almost absurd, and I love every second of it. There are flaws for this game too, don't get me wrong. So far, I've been basically fan-gasming over the game and ranting about how amazing it is, but I'll also address the flaws. The exploration factor of KH1 is completely gone; worlds are flat and linear. They sort of make this up in the Cavern of Remembrance in the FM version (which is also my favorite area in the game), but the fact remains that the main story worlds lost a lot of their exploration to it, which may be disappointing to some. Some also say the game is too easy, although I'd beg to differ on that. You have the option to challenge yourself, and I've known absolutely no one who has every played KH2FM Critical Mode Level 1 say it was easy, even the most experienced of players. The thing is, once you dive into the small details and really get to understand this game, you start realizing how much though Square Enix had put into this game, that they will never do for any other KH game after this one. Let's just hope KH3 has just as much thought put into it. To be completely honest, if KH3 can even come close to getting to the level of intricacy in KH2, I'll be very satisfied with my product. For now though, KH2FM is by far my favorite game in the series....no...of all time. KH 358/2 Days Having not played this game for quite a while, I'll try to keep this short and sweet. Days is, for the most part, praised for its emotional story, but crapped on for its boring and repetitive gameplay. After playing the fluid gameplay of KH2, I have to say, I agree with most of the people. The story is nice, but also badly paced. The middle of the game is filled with repetition, which is also reflected in the gameplay. "Roxas does mission. He finishes. He eats ice cream with Axel and Xion." That's like 60% of the game right there, explained in a few sentences. It does give us a nice view of the bond Roxas created with Axel and Xion, but otherwise, it felt boring and repetitive. The gameplay is very repetitive. Select mission, do mission (which is always very similar to each other), finish. Repeat. The combat options are nowhere near as intricate as KH2, although it is a DS game so I can't expect as much as KH2. However, I did think the Panel system was a pretty cool idea, even if it was a bit annoying that you had to take up space inside the panels just to level up. Days kind of pisses me off. The game had such an amazing amount of potential behind it, but the way they made it just doesn't make it a fun game. Just think of the potential this game had; you're literally playing as the villains, and you get to see what exactly happened within the Organization. It would answer all your questions about the Organization in KH2, and you would see how Axel and Roxas became friends, and it would be a blast and an amazing game. And the game does that...to a degree. It does well in explaining the events of KH2, but the other Organization members felt like side characters opposed to actual characters that was involved in the story. In the end, you really don't learn much about the Organization aside from Roxas, Axel, and Xion, and it makes the whole game's potential feel wasted. KHBBS Birth by Sleep is loved by so many people. It is definitely ranked, by most, as one of their top KH games. The first time I played through BBS, I loved it. It felt so fun, all the different combat options, even if I had no idea what I was melding at the time. The Command Styles were like pseudo KH2 Drive Forms, and there were so many options that I couldn't hate them. And yet....something seemed off. The second playthrough of the game felt significantly less exciting for me. The game begins to feel repetitive, even boring... And then I played through Critical Mode, and the game just turned outright tedious. I barely finished that playthrough before I decided to never play the game again. What happened? What happened to this game that I thought may be competition for KH2 on my first playthrough, what exactly made me get tired of it so much more quickly than KH2? Well let's start off from the story. The story of BBS acts as a prequel to KH1, 10-11 years before the events of KH1 occurred. There are 3 main characters: Terra, Aqua, and Ven. The issue with these main characters are that...they aren't exciting. Perhaps its because I've stuck with Sora for so long, but I didn't have an issue with accepting Roxas as a good pseudo-main character; mainly because he had so much backstory and was a genuinely interesting character. Yet, I just can't seem to get myself to LIKE even one of the main characters in BBS. Aqua is a girl. A Keyblade master. Nothing more to it. Ventus is a boy, whose darkness comes in the being of Vanitas, and that he's somehow a chain between the legendary X-Blade. That's it, no deeper backstory or emotions. Terra, by far the most interesting, is nothing but a young lad that has darkness lingering in his heart. He's gullible, and eager. That's all we know about them. Compared to Sora, who we learn as the boy from Destiny Islands, chosen by the keyblade, with a personality of eagerness and courage, powerful, a true hero, happy, and all these other personalities, these 3 characters seem significantly more mundane. They don't feel like they're in the story at all, they're just sort of...there. For the story to work. The story also begins introducing ideas of previous Keyblade Wielders. Its really at this point that the idea of "wielding a keyblade" started to bother me in the direction it was going. I've seen people make this analogy before, and I'm gonna try to connect it here. Ever watched Dragon Ball Z? The Super Saiyan was a legend passed down milleniums. Goku manages to ascend to this level, this supposed legendary status that grants the Saiyan who obtains it an unbelievable amount of power, and the only supposed reason for his ascension was because of his unique peaceful personality and his compassion, added with his anger of losing a friend. This makes him special, and different from the other coldblooded and murderous Saiyans. It gives him this status, of being the only one who is able to achieve this, thus making Goku special. It makes the main character so much more intriguing, and really brings them to life. And then, as the show went on, more and more people began being able to transform into this "Super Saiyan". By the end of the Buu Saga, you see 7 year old kids transforming into one when having a sparring match with their mothers. And it sucks. It makes this supposed "legend" not very legendary, and makes the main character seem...normal. Granted, in DBZ, Goku does surpass everyone even more with even more absurd transformations "beyond" the level of a Super Saiyan, but I'm not gonna get too much in detail about that. After all, we're talking Kingdom Hearts here. So this BBS section has gone on for a long time and I haven't even began on story, so I should probably hurry this up a bit. Simply put; BBS did the same thing as DBZ with the Super Saiyan thing, except this time with Keyblades. In KH1, I loved playing as Sora because of the fact that he was special; he was a Keyblade wielder, the only one in the world with the power to vanquish the Darkness. And yet, in BBS, we discover Sora isn't special at all. There are literally thousands of other Keyblade wielders, that may or may not have done even greater deeds than Sora has. He's no one, just a normal one in thousands of others. This ruins my image of Sora's character, and makes me despise BBS for bringing something like this in. So those aren't all my issues with the story, but it's the general idea. The fact that characters are boring and uninspired, and the fact that it messes up my image of Sora, the main character I actually (used to) liked, just makes me hate the story of BBS. I will give it this though; even though I don't like the direction it took, it does act as a decent explanation of what happened before the main story of KH1 and KH2, and why everything happened the way it did. MOVING ON TO GAMEPLAY: So remember those balancing issues in ReCoM that I said KH2 has fixed and almost mastered? Well, they screwed it up again for BBS, and even worse this time. The reason why I felt the game got more and more boring the more I played it was because that I realized there were certain commands that were so good, that there was no use for using any other ones. The notable ones are: Thunder/Fire Surge, Magnet, Mine Square, Ignite, Sleep. That's all you need to beat the game. No fancy big commands that take up 2 slots; why would you bother making those when something cheaper, easier to make and find, is better in almost every way possible? Using the argument of "just don't use these commands" is a bad argument because the game offers you these options, therefore expects you to use it. What's more, is the fact that the game turns UNPLAYABLE on difficulties like LV1 Critical Mode without these commands. It's like the game is edging you on to spam these certain commands, just to make the gameplay more repetitive and boring. The reason why ReCoM doesn't suffer from the same problem is the fact that the game is playable with restrictions; opposedly, BBS turns impossibly tedious and difficulty without these overpowered commmands. The more I play this game, the more boring it gets, because of the fact that I'm just repeating the same actions over and over and over again, just to avoid dying on higher difficulties. Underneath all these types of commands that you can create and use, only few are useful for actual gameplay. The game gives you a false impression of how much combat option you have, and that, to say the least, kind of annoys me. Just a bit. Complex AI from KH2 is completely gone. Bosses randomly retaliate for no reason. Vanitas, one of the most infamous for this issue, is a stupid fight. Why? The fight goes like this: hit once-twice, dodge. Wait for opening, hit once or twice, dodge. Wow, what a fun boss that's so innovative. There is no strategy involved; you can't even learn from experience because the entire fight is completely random. That's just one example of the AI complexity being gone, but you can see how majorly it affects the gameplay. The fights went from strategic and adrenaline rushing to a clusterf*** of attack a few times, dodge, attack a few times, dodge....and all this makes you want to use these overpowered commands even more, just to end the fight quickly so you don't need to sit through this reptitious bull****. BBS makes me angry as you can see (lol), because, like Days, its combat system and story had so much potential, which was wasted in a badly designed and messy Command Deck. Unfortunately, the Command Deck doesn't stop here...a few other KH games after BBS seems to have also fallen in love with this system. KHRe:Coded I've actually never played Re:Coded before. Yeah I know, I know, there's gonna be thousands of people at my house's front door the next day burning my house down, "YOUR NOT A TRUE KINGDOM HEARTS FAN, HOW DARE YOU CALL YOURSELF ONE OF US?!?!??!?!" In all seriousness though, because I haven't played the game, I can't exactly judge it. However, from what I've heard, Re:Coded actually does the best job with the Command Deck in any KH game we've seen so far; it's far more balanced than the other KH games with the Command System, and actually has some interesting Commands. The story is the story, and yes, I know its insignificant and has little to nothing to contribute to the actual lore of Kingdom Hearts itself. Sooo that's that. Nothing more to say, as I can't exactly judge for myself. Maybe one day I'll get my hands on this game and play it, and then I can make a final judgement about how much I like/hate the game. For now though, I'm gonna keep silent. KHDDD Ohhhh boy. Dream Drop Distance. This game is a woozy, I'll tell you that. It also happens to be my least favorite Kingdom Hearts game! WOO! Basically, imagine all the issues I have with BBS. Then add "Confusing and stupidly complex story", "screwing up my image of Sora even more", "even WORSE balancing issues than BBS", and "even WORSE Boss AI than BBS", and you have Dream Drop Distance on a silver platter. I'll try to make this brief, as I explained most of my issues with the Command Deck I had in the BBS section. STORY! Time travel. Why why why why why. WHY OSAKA. WHY WOULD YOU INCLUDE TIME TRAVEL. Time travel was NEVER hinted at before in any games, so therefore, its a great element to add to the story right? No Osaka, it makes it seem like you're desperately grasping on to an idea just to extend the story even more. The complexity of the story in DDD is absurd, and even I, as a seasoned KH player who has played MOST of the games in the series multiple times, barely understand what's going on. There are plotholes, inconsistencies, and nothing makes sense. The story worsens my image of Sora further. So it turns out he isn't a Keyblade master after all. HAH. I've been playing as a joke the entire series? Thanks Osaka, really appreciate it. So according to DDD logic, you need to take the "Mark of Mastery" exam to become a "true Keyblade Master". Otherwise you're just a wielder. And anyone can be a wielder, as shown by the thousands in BBS. Oh yeah, also Lea is a Keyblade Wielder now. WTF?! Sora conquered thousands of obstacles, saved the world multiple times, defeated thousands of Heartless, took down an ENTIRE ORGANIZATION of powerful Nobodies, and now you're telling me that he has to take a Mark of Mastery exam to be truely qualified? Must I remind you that Aqua became a Keyblade Master by attacking balls? This is absolutely ridiculous, and it reduces Sora to nothing but a normal person. And why would I want to play as a normal character with no unique characteristics anymore? It's like they turned the "special-heroic Sora" from KH1 to a "BBS character", and that angers me to no end. Oh yeah, you know what else was never before mentioned in any games? Organization XIII had hearts. It was all a LIE. I'm not gonna even go into detail on that one, I think it's pretty self explanatory. GAMEPLAY! Balloon Balloon Balloon. No enemy can withstand it. No command is better. No combat option is better. Level 1 Critical is impossible without Balloon. Good game design Osaka, take BBS and make it even worse. Didn't think that was possible. Bosses all have brick wall now, meaning they cannot be staggered. They're like a chunk of rock, just sitting there taking damage and attacking. This prompts you to use Balloon even more, because Balloon is like one of two commands in the entire game that has a high stagger rate. It's as if Osaka team was like "hey, lets create the game in such way that everything revolves around this one move, and that if you don't have it, then lol have fun dying." IT. DOESN'T. MAKE. THE. GAME. GOOD. *By Osaka, I'm referring to Osaka Team, aka the team in Square Enix that created ReCoM, BBS, DDD, and the HDRemixes. I also affectionately call them as "Downfall of KH-Team". I get a bit emotional when talking about DDD, because it pisses me off so much. So apologies for the anger, let's move on now shall we? KH1.5 HD ReMix KH1 is relatively unchanged, aside from the addition of EXP Zero in Proud Mode, which, as the name suggests, you don't gain any EXP with the thing equipped. This makes it possible to do a Level 1 playthrough of the game, and it is quite challenging, but also somewhat tedious as bosses can take a very long time to beat. It's pretty obvious to see that KH1 was clearly not designed around having to play at Level 1 (unlike KH2). Also KH1 has cutscene skips now, so that's awesome. ReCoM is unchanged too I believe, so nothing much to say there. Days cinematics was cool, although I wish they included some fight scenes in there. Luckily, they fix this in the 2.5 version of Re:Coded. One thing that does bother some people however, is the stability of the game. In the JP version of KH1.5, 1FMHD is very prone to crashing. This isn't a disc problem like some people claim it to be; it happens in all copies of the game. It's pretty obnoxious to most people, especially if they made a lot of progress without saving. All this is a result of poor porting and just carelessness/laziness from Osaka Team. KH2.5 HD ReMix 2FM has finally been released in America, and now every gets to experience the full glory of this wonderful game. Unfortunately, the game is plagued with crashes, glitches, bad loading, bugs, and instability. Sure, they're minor issues, and most likely won't interfere with most people's view of the game, but it still does take away from the full experience that KH2FM gave to players. Flaws, however minor, are flaws nonetheless, and can be fixed through testing and not-being-careless. Once again, lazy porting from Osaka Team. I really wish they weren't in charge of KH3.... BBSHD retains its issues that the original PSP had, but it is an upgrade in graphics and controls are significantly better and more responsive. They also buffed EXP Zero in the game; due to complaints about Level 1 chip damage in BBS PSP, the HD version now has some hidden properties of EXP Zero, like in KH1. For example, certain combo attacks deal more damage with EXP Zero equipped. However, they did go a little bit overboard; to the point where certain attacks are so powerful that not even Beginner Mode can top it. If you've never seen Peter Pan D-Link's Swordbill finisher, look it up right now. It's pretty ridiculous. Overall, I like it way better than the PSP, but that doesn't eliminate its issues. Re:Coded movie was nice, and had some nice cinematics. Cool addition. KH2.8 HD ReMix One can only hope they at least attempt to fix the issues with DDD. And don't make it worse. If they nerf Balloon but don't do anything else, that'll make the game impossible to play on Level 1 and make it even worse. KH3! In my wildest dreams, this game tops KH2FM. But alas, only time will tell. And FINALLY, I am done. This is literally the longest post ever (I better get a world record for this); I was not expecting this to go on for so long, but here we are. I spent approximately 4 hours on it. Hope you guys have a fun read (or not because it's so long). Let me know of your opinions. With that, I need some sleep and rest for my fingers, peace ~
-
So by 2.5 I'm mainly talking about 2FM HD on English, since BBSHD was obviously better than the original PSP version (I think we can all agree on that despite differing opinions about that game). So for simplicity, 2.5=2FMHD and 2FM=original 2FM on the PS2. But yeah, 2.5 issues bother me so unbelievably much. Maybe its because I was a 2FM nerd back then, and I played 2FM on a JP PS2, so moving from that masterpiece of a game to 2.5 just makes me never want to pick up my PS3 controller ever again Also in case you didn't know what issues I'm talking about (although I'm sure most are painfully aware of them), I'll give a quick list: -Stupidly long load times (especially in comparison to 2FM on the PS2. Also English 2.5 loads slower than JP 2.5. WHY) -Drive Form loads take forever (although this can be solved by pausing, still stupid and no point) -Random freezes at beginning of fights (only in 2.5 English) -Missing sound effects (minor complaint once again, but still bothersome. Why do Xigbar's lasers sound so...lame? What happened to certain bosses famous lines?) -Random crashes/softlocks that were not present in original 2FM (for example, first Xemnas fight's building reaction command freeze) -Final Xemnas fight reaction command glitch (this. sucks. big. donkey. ****) Keep in mind that there are a lot more, I just listed out some of the more prominent ones. I mean honestly, it seems like minor complaints, but when you put them all together, it just makes the game seem to have a bunch of tiny issues with it to diminish the playing experience. Well, minor for the most part *cough cough Xemnas RC glitch* Sooo yeah, I guess part of it is because I was a 2FM kid back in the days, and playing this HD remaster of supposedly my "favorite game ever", I had pretty high expectations. Shame that 2.5 was disappointing, especially in comparison to original 2FM And yes, I do realize it sounds like I'm just crapping all over 2.5, but I just don't want them to be lazy and make the same mistakes for KH3. All these mistakes could have been discovered and fixed with testing, and apparently Square just didn't want to do that. For some reason. (Keep in mind that I'm not saying 2.5 is a bad game. I'm just saying that 2FM is so much better made, in terms of stability and flow of the game) Oh yeah, to prevent myself from sounding like a giant douchebag because I "insulted your favorite game" (because I know someone will start nerd raging at me for saying these things), I will admit I love the newly remastered soundtrack from 2.5
-
Guys! I just found this video the other day and I gotta say, it's awesome!!! It hit me right in the feels and the use of mods for the gameplay was well done. Xaddgx Absol Brasse deserves so much attention for this video so give it a watch guys, trust me, it's amazing!
- 12 replies
-
- Amazing!!!
- KH2FM
-
(and 3 more)
Tagged with: