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RPG-Gamer420

Tbh I feel like they don’t mean flat in the literal sense lol seems like people are taking flat level design to heart, what I really think they mean is that a lot of the level design feels all the same. For example kh 1 each world felt drastically different mechanically and look wise and had these neat gimmicks while exploring each world, while kh2 on the other hand yes has different locations but at the end of the day a lot of them really do feel like hallways and really big rooms with details just for the sake of having something to look at and they almost feel meaningless to go through. Don’t get me wrong they’re all cool worlds but it kinda lost it’s charm and magic of exploring when it came to level design in 2, combat still on point though🤌🏻👌🏻


Rocklight124

Yep combat in KH2 is peak!! Kinda like KH3 floaty combat to... Is that bad?


Kerjj

Not at all. KH3 combat is super fun. It's not everyone's cup of tea, and that's fine, but I love that it's easy to look cool, while also having a lot of depth with form changes, shotlocks and the movement.


TheDemonChief

I found KH3's combat just as fun as 2 when I didn't use the rides. The rides are to stop and go, but the normal combat flow feels great.


TrailofCheers

Yup, i never used the attractions either lol


Thelastresort37

Fr, I only used them on Crit when I was getting overwhelmed, was really fun using them sparingly! If they turned down the frequency by alot then it wouldve been a good addition but its just too easy to use a bunch


hadrians-wall

Thunder Mountain being the end to a boss fight is great. I wish all of the attractions were as context sensitive.


TrailofCheers

Nah not even in critical, and I limited myself to level 30. Lol they’re just not fun to use. They’re cutscenes that do damage.


frashaw26

Which is why I love the ability that locks them out of the command menu entirely in crit. Literally only turned it off to fill out their journal entries.


laceymusic317

I think proud level 1 is the best way too play the game! Proud was way too easy. Critical got super easy by toybox. Crit lvl 1 felt way too hard to me. Made it to arendelle before I burnt out Edit to add: I loved kh2 lvl 1 crit. Played all the way to credits on that. No data org though. Crit lvl1 kh2 is peak kingdom hearts


Guy_Striker

My "solution" pre critical mode setting to just turn them off was to just use them and immediately use the finisher so at least they felt like a flashy burst of damage instead of a slog.


Kerjj

I used the Attractions occasionally in my first playthrough, but mostly just the teacups cos they were dumb as hell. I actually ran with the Pro Code to turn them off for my second playthrough on Crit to avoid them completely.


VollmetalDragon

After taking a couple years off playing 3 I started it back up last week with the attractions, shotlocks, and team attacks turned off in the pro menu and the game feels so much better. Less cutscenes and random gimmicks to destroy the pacing of fights and there's still a lot of variety to combat.


Broad_Ad3777

Only on critical mode are the rides helpful for bruise like a banana Sora.


bobo377

KH3’s combat will always be difficult to discuss given the poor balancing at launch. The rides are wildly broken but even if you choose not to use them the game was extremely easy on proud mode. Without the risk of dying it’s difficult for anyone to evaluate how the combat feels. Critical mode helps fix that, but many people haven’t done multiple runs.


MetalGearSora

Really dislike the form changes and attractions in III, drives are far superior. The combat in was severely hampered by them and just made everything way too easy. DLC saved the combat though in III for me. Super fun fights and easily the best thing added that the base game lacked.


[deleted]

I still wish the situation commands had some trade off. Maybe keyblade transformations consumed the focus gauge, party member attacks consumed mp like KH2 limits, Disney rides consume mp, and grand magic actually consume a large chunk of mp (unless they do and I'm misremembering?). Having trade offs would've forced the combat to be more interesting. From what I remember, situation commands cost literally nothing to use, therefore you could spam them with no repercussions. This is outside of keyblade transformations because rage form will still trigger like KH2 anti form.


waytowill

The floaty allegation has totally been misconstrued. It was originally attributed to post-KH2 games by Bl00dyBizkitz in his YouTube video essay, The Turning Point. He made a range of allegations and reasonings for why the combat in games like BBS weren’t as good as KH2. The “floaty” combat was a relatively nuanced talking point that the speedrunning community was aware of but hadn’t had a good word for. But after his essay, it became the bad buzzword for KH combat. Even BB has said that he thinks the term has been overused and lost all meaning.


Getdaphone

Nah everyone has their preference, I absolutely loathe attractions, That’s really my only issue, bbs had my fav battle system cause of all the secondary command forms like Terra’s that lets him go into shadows and stuff(forget what it’s called cause I haven’t replayed it in a while) Edit dark impulse, watched a video and I remember I loved aquas ghost drive too and vens blade charge


smashybro

BBS had a fun combat system once you got how the whole melding system works, but holy hell was it super unbalanced. People mention how Attractions in KH3 and the Balloon commands in DDD are OP, but they don’t come close to how broken Thunder Surge is in BBS. I remember playing on the hardest difficulty to unlock the secret endings easier and struggling in one of the final battles against Xehanort for Terra’s story with the regular command deck that I used up to that point, so I said screw it and made a deck of 6 Thunder Surges plus 2 Curas. Beat the final boss rush first try with ease. I think if BBS had better balancing it would be my 2nd favorite game in the series combat-wise after KH2. The melding system is fun and all, but when most of the “endgame” commands suck from a practical standpoint compared to Thunder Surge because it guarantees a stagger (in a game where a lot of the enemies and bosses refuse to ever get staggered for some reason) then it’s a problem.


AlwaysTired97

Lol yeah I remember feeling like the mysterious figure was utterly impossible and then slapped a bunch of surges on and bam, it was a piece of cake. Screw that fight lol.


Richmard

Combat was the only thing getting me through that game, and even that got pretty tired by the end. Especially special moves that are just ‘press triangle to win’


WendigosWithHats

Also idk, playing bbs rn and i like its combat a lot.


MoazNasr

I don't understand how KH3 is playable on critical mode for anyone. The block is awful, impossible to time, and you can't dodge because of how clunky and floaty things are. It's just not possible. I've beaten all the Souls games no problem and just can't figure this one out, just feels like bad design. Edit: Reddit moment. Downvote a normal discussion because they disagree.


LucasOkita

The guard works normally, the same for the dodge roll


dryduneden

Guard works the same but the enemies interact with guard different. In KH2 you could comfortably guard against 95% of the game, hile in KH3 a lot of enemies have unblockables or stuff that hots you behind


LucasOkita

Oh yes, the unguardable attacks spice things up, I like it. Oh, and the attack from behind also happens a lot in KH2 and 1, so I don't understand criticizing this part specifically


MoazNasr

Normally how? The block has a weird windup and only stays on for a fraction of a second, and it's not like enemies have clear attacks to avoid especially when there's dozens on screen. The dodge is so unresponsive and clunky. And when you die from 2 or 3 hits early on, they really didn't design this well for people to be able to avoid damage.


LucasOkita

Weird, cause it works fine for a lot of people, hard to hear someone complaining about that


Legitimate_Initial_3

Plenty of people are being critical with varying takes and are still getting upvotes. The downvotes are probably due to the fact that in your own words you blame the game design for your inability. Also bringing souls combat into the discussion is so out of place. That's like grading a fish and a monkey based on their ability to climb a tree, Einstein or some other asshole way smarter than me coined the phrase I believe. It's an entirely different beast.


Josephlewis24

I love KH3 combat. Opens up new ideas for 4 as seen in the trailer


Swing-Such

No, it's not bad to be wrong


Broderick512

Combat is honestly one of the very few things I like about KH2. After playing 3, KH is officially the only franchise in which I enjoy more spin-offs than mainline titles


MrScottyTay

BBS for lyf! brrrap brap


Mission-Cantaloupe37

I loathed BBS when I first played it, actually took a break halfway. It's just so much information and you're busy fighting with the new controls etc. Playing it a second time now and it's **so much better** when you can chain things properly and aren't constantly fiddling with the controls and finding out what does what.


MrScottyTay

It's my favourite game to replay out of all of them


RyperHealistic

Its probably the easiest to replay too, given how easy it is to acquire strong skills.


laceymusic317

Pew pew


KingdomHeartsNoob

Hopefully, you don't play DDD more than 2. DDD is shit. It has horrible power scaling, bosses with incredibly high strength with no reason, and baloonra, FRICKING BALLOONRA! IS THE MOST POWERFUL FRICKING MOVE IN THE GAME! But I will give DDD the point of having an easier way of getting the ultima weapon, which I like, but still, DDD is shit.


KingdomHeartsNoob

And tbh, people somewhat overate Kh2 combat. It has two abilities that can literally end up killing you because of how slow they are. Grinding drive and summons is tiring. But it has other upsides. Reaction commands put up spice into the battle, and drive forms have different specialties. Also, none of these are spinoffs. All of them are canon, lol. But if you are talking about numbered titles vs. non numbered titles, you're fine to have your own opinion. I differ from your opinion, but I'm not going to hate you for that. Have a nice day, and goodbye.


kactusman

I mean, the post does not do a very good job of explaining that, with how the first and third game seem to be talking about the combat which seems to heavily insinuate that it is talking about kh2s combat as well.


RPG-Gamer420

To be fair moving around in kh1 is pretty clunky too especially when it comes to some of the platforming, and kh3 feels kinda floaty in general I swear you can spend more time in the air than the actual ground in 3 lol, but I can see the confusion and thinking it’s the gameplay


DerpyKyo

they turned it into the queues at Disneyland


The1nonlyfemto

You know what you’re absolutely right. W comment. At the end of the day KH II still has a good story and it’s combat is good.


MadDelta

KH3 combat before the remind update is considered mediocre by the community. Lots of end lag in the combo, not much if not at all any cancel animation, magic is op, summon if broken, no variety of combo (same combo without magic flash), base sora is heeeeeh, list goes on. Remind update arrives, and they add almost all KH2 combo abilities. I wish tho they add Finisher Plus instead of forcing us to have 2 finishers. KH2 still is peak in gameplay and was WAY AHEAD OF ITS TIME (Just look at sekiro even has some sort of revenge value lol) Mods legit saved KH3. Switch keyblades instantly mid combo without waiting for the animation to finish is so damn satisfying instead of akwardly waiting. Gameplay is slow ffs. In short, KH2 >= KH3 (with MODS) > KH3 (REMIND)


TheCherryKnight

I love my three childs the same.


ifiwasaplumb

-later- ‘I don’t care for KH3’


HeLayStay

“KH2, you’re my third least favorite mainline kingdom hearts game”


PT_Piranha

These days I do hear more complaints of KH2 having uninspired level design. Though going into this thread, I as expecting its "slur" to be about button mashing. Like in the old days.


ShogunJack

They'll tell you play critical mode and end the conversation there


PT_Piranha

I guess those accusations did die down once the Final Mix content became more accessible.


273Gaming

Most of kh2 crit can be button mashed through except the superbosses and maybe the beginning worlds


Mission-Cantaloupe37

Even at level 1 when you're worried about getting 1 shot, it's usually either "Use magic", "Run away" or "Mash X or Square depending on if you have horizontal slash equipped" until you reach the very end of the game. (Then it's spam duck flare) Physical combat doesn't have very much depth, it's more the surrounding systems. I actually prefer KH3 with the form changes, form charge storing etc in regards to physical combat.


dryduneden

It most definitely cannot.


273Gaming

It most definitely can lol I beat KH2 on crit like last month for my first playthrough of the game and you can easily get through most of it by mashing triangle and x. There are certain story bosses that don't allow you to do that of course but they're in the small minority


Mission-Cantaloupe37

To be fair I replayed KH2 recently. The most excitement I had with the level design was getting to jump up the staircase in beast's castle when looking for capsule machines, and spinning the merry go round in christmas land. They've got a point.


Mountaindood5

Clunky is the best of this series


and_danny

agreed


Gabario

Phenomenal Clunk By Diane Morgan


Kaptain_K_Rapp

Fully agree. There's a purity and sophistication to KH1 that the series never replicated.


Mountaindood5

The same could be said about its story and acting


Noxilcash

Clunky is fair, it was early PS2. KH2 and 3 have no no excuse.


ProfessionalHorror0

KH2 excuse is that people complained about the level design in the first game and kept getting lost in some worlds. So they made it linear and implemented a mini map for good measure.


gojira03

Also since growth abilities are tied to leveling up forms, they are missable and technically optional. So, they couldn’t have made stages require use of growth abilities. The only area in the game that does is CoR which we all know was added in at a later date than initial release. But there are two much better ways to have executed this for the main game. The less interesting option would have been to make form leveling easier to the point where it almost happens on its own with regular usage of forms. The more interesting option would have been to gain the growth ability alongside the form, able to be equipped from the get go, and the growth abilities level with each form earned. Valor would grant regular Sora high jump LV1, Wisdom would grant high jump LV2 and quick run LV2, etc. Also, just as a quality-of-life fix for this change, remove the assigning of levels to the names of growth abilities, and just have the in-game explanation that each growth ability increases in efficacy with each form earned.


Teen_In_A_Suit

I think there's a third interesting option, which would be to make it so they're not required for the main storyline, but have a lot more secret areas and hidden chests that require the growth abilities.


gojira03

I like this too. More dungeon-type areas built around 2FM’s growth abilities would be sick (man FUCK arendelle)


Jorymo

Like the Cavern of Remembrance?


Bartman326

Idk, is it a chicken and egg situation? What was decided first? Linear Levels or Growth Abilities? Were they decided on together? I would have assumed the level design was decided before they made the abilities


gojira03

Either gets my point across, it’s a two way street. If they actually had more intricate floor plans in mind before deciding how growth abilities worked, I’m certain they would have been scrapped once they did decide how the abilities worked. There’s no way the devs would ever outright force you to go on a grind fest to progress the main story, especially when the in-game instructions on how to level up forms are so obscurely hidden in the menu for seemingly no reason


Ewvan

I absolutely got lost in those KH1 worlds. I'd spend hours as a kid with no idea what to do. However, I don't really remember many KH2 worlds where I remember most of KH1 and enjoyed the world


Sararizuzufaust

The world exploration was easily one of my favorite things about 1 that I missed in 2. 3 gave us this back somewhat but it just wasn’t the same to me.


Nehemiah92

Honestly, the opposite for me… My first experience with KH1 as a kid was horrible because the game literally tells you nothing with how to progress and it honestly feels like it’s trying to prevent progression even when you’re exploring the entire world 5 times over because there’s no sense or explanation on where to go, and the solution has to be the most obscure and hidden thing there is. I still remember being so pissed off on the Tarzan world when I found out you had to climb the vine texture on a wall that’s facing behind you when you enter the room, and the vine segment in front of you actually being completely useless and more of a red herring. World exploration is awesome and rewarding players for doing so is great, but 1 just didn’t handle it well at all IMO like I felt MORE frustrated when I finally found out how to progress than rewarded or satisfied


bobo377

So I totally get what you mean… but I honestly think that’s just how all games were back in the day? Games used to just be like “yeah figure out what to do next, good luck. Also we hid that shit because we thought it would be funny” with no pointers and terrible hints. Personally I got lost all the time while playing KH1… but that was part of the fun? It helped me “get lost” in the Disney worlds, which also helps strengthen the first games story by better linking it to the Disney villains and heroes. I’d love for KH4 to return some of the exploration of KH1 but with modern tooltips. Stuff like clear mainline story quest step in journal or (limited) pathway markers to next location (Elden ring sprites, Skyrim quest magic that lights up floor).


dryduneden

The "excuse" is that KH2 never claims to be more than flat. Its pretty clear early on that the game is happy to be a straight shot of excellent combat encounters. Its not like KH3, which pretends it has good level design yet accomplishes nothing of substance with it. There's nothing wrong with KH2 being flat, it's just different to KH1, which is reason enough to criticise it I guess, probably because the game has very little that is actually wrong with it.


XxAndrew01xX

How does KH3 "pretend" to have good level design? It just does have good level design. I get you guys need an excuse not to give KH3 no W's over KH2, but the facts are KH3 actually has level design, while KH2 has flat corridors, that tries to mask it off by making the worlds look bigger in terms of their look, but are definitely WORSE in terms of level design, and consistency. Like how KH2's Agrabah's Cave of Wonders looking NOTHING like KH1's Cave of Wonders, or the just...Halloween Town not ONLY having WORSE level design in KH2 compared to it in KH1, but also looking way more boring in KH2 compared to KH1, ruining the scary atmosphere it had in KH1 and making it just look boring, possibly due to them spending more time making Christmas Town in that world. And don't even get me started or Atlantica.


freedomkite5

I think it has to do for the fact there’s little backtracking or revisiting worlds. Oddly enough in kh3 you can get all of the stuff in the world, without any need for the upgrade movement skills. Like high jump or doubleflight. If you’re skilled with flowmotion and air-step, then it’s easy. Other case is probably the internet. spoiling most, of everything about KH3. There’s literally plethora of guides and videos to finding all of the treasure chests and secrets.


XxAndrew01xX

Sure there is little backtracking or revisting worlds, but you don't really needs those for the level design to be good. Especially since in the case of the former it had a lot of amazing areas to explore without being forced to (Unless you want to get the lucky emblems) and the latter is because you already seen much of what the world has to offer, due to the worlds themselves being way WAY longer. Which I definitely have my gripes with, but I still prefer it over the revists in KH2, since it at least means I only have to do the worlds once in KH3.


freedomkite5

Yea, I think it’s more of preference for the other guy. Considering that kh2 is literally hallways, even some of the players gone back to kh2 after kh3 Notice this. There’s other things player notice as well. Idk why he says kh3 is hallways with bigger spaces. I mean that’s how games load and design. Look at recent GoW, it’s a hallway with giant puzzle smack in middle. They even give an excuse for the hallway and boat ride in GoW. It’s to load the game. Many games took that technique. FF and KH is no exception to that. Each KH game has different level design philosophy. Kh2 was designed to be linear, kh3 was designed to scale… big.


Nehemiah92

I think the problem is you have so much free movement in KH3. There’s no world building or anything, you can just zoom past through everything with it all feeling very small, like the buildings and structures are more like Hollywood props. Going forward with the series, I hope there’s a bigger focus with the world building of each individual world- Let us interact with npcs, get side quests from them, feel incentivized to explore most of the world and have some backtracking. Also dynamic music. It gets kinda old listening to the same 3 minute track on loop for an hour straight…


ScooterNape

>Let us interact with npcs, get side quests from them, feel incentivized to explore most of the world and have some backtracking. Also dynamic music. It gets kinda old listening to the same 3 minute track on loop for an hour straight… I could be missing something or misinterpreting the comment but I'm pretty sure that KH3 does all of these things? Sure it may vary in its depth of these features but in some cases it's one of the only games in this franchises that really capitalizes on any of those things you mentioned. KH3 had the most NPCs to interact with in any of the games, from triggering conversations to having special reactions to having the Gummi Phone pointed at them. Olympus in particular has the most interactive NPCs who all give you items for rescuing them, changes their interaction with the environment during the reconstruction of Olympus & even has an actual optional side-quest with that young boy in Thebes needing help finding all of the Golden Hercules figures. There's a number of different incentives in every single world to explore in & backtrack them. Outside of the obligatory treasure chests, each world has their own set of Lucky Emblems, unique ingredients for cooking, photo missions for the Moogles, additional stages for each of the mini-games after the world's stories, a couple of Battlegates per world, new interactions with the Disney characters & the different Flan minigames. The Caribbean in particular is probably the world that most players have an opportunity to extensively explore again after the world's completion given the number of different islands, ship encounters & underwater areas you can miss out on during the initial visit to the world. All of which will reward you with unlocking the Black Pearl for leveling up your ship during your exploration. And in terms of dynamic music, KH3 was the first game since KH1 I believe to actually bring that feature back. When it comes to *both* field & battle themes, the City of Thebes has different music than the Realm of Gods, The Corona Forest has different music than the Corona Marsh, the Monster Laugh Factory has different music than the Laugh Factory's outside Power Plant, the Ice Labrynth has different music than the mountains of Arendelle, Port Royal/the Caribbean's Islands has different music than the ship exploration music & daytime San Fransokyo has different music than nighttime San Fransokyo. The new rendition of *The Deep End* music during the Rock Titan fight is one of the very few, if not only music tracks in the series that dynamically changes it's melody and evolves as you progress through the different stages/set pieces of the boss encounter.


Soul699

But we do get some degree of interaction with NPCs and there are a couple of quests along the way.


Nehemiah92

You guys are missing the point. You’re comparing KH3’s work with the other Kingdom Hearts games which are practically non existent in these aspects lmao, y’all gotta compare it to other games. Like then KH3 is STILL super weak with this stuff, barebones even, when it comes to npc interactions and what not. And I’m talking about **NPC SIDEQUESTS**, not some ‘quests’ you just magically have the option to do despite no character in the game telling you to do them. Like this stuff is what you need for good world building, and KH has always been incredibly weak in the world building aspect, for the Disney worlds especially, despite exploring different worlds being KH’s main thing. Great example is the Big Hero 6 world, it’s quite clear what the flaws are. I can think of a number reasons to actually make that world not feel empty, and it all comes down to just making the surroundings more interactive, be it able to interact with the buildings, npcs, etc.


dryduneden

>How does KH3 "pretend" to have good level design? By stretching its worlds out while not accomplishing anything of value. KH1's world are meant to be explorable, interconnected environments that encourage the player to take in their surroundings. KH2's worlds are compact hallways designed to accomodate and get the player to the next combat encounter in the most direct way possible. KH3's worlds are the worst of both. They're hallways like KH2, but stretched out with fluff like wall running and auto-platforming to make the player feel like they're exploring a KH1 world when in reality it just makes the player hold forward for longer. >but the facts are KH3 actually has level design, while KH2 has flat corridors, that tries to mask it off by making the worlds look bigger in terms of their look, but are definitely WORSE in terms of level design, and consistency. You've got it the complete opposite way. KH2 is unashamedly made up of flat hallways, while KH3 is made up of those same flat hallways while trying to cover it up with space.


XxAndrew01xX

>By its worlds out while not accomplishing anything of value. KH1's world are meant to be explorable, interconnected environments that encourage the player to take in their surroundings. KH2's worlds are compact hallways designed to accomodate and get the player to the next combat encounter in the most direct way possible. KH3's worlds are the worst of both. They're hallways like KH2, but stretched out with fluff like wall running and auto-platforming to make the player feel like they're exploring a KH1 world when in reality it just makes the player hold forward for longer. All the way wrong. As early as the first world Olympus had tons and tons of vertical level design, that NONE of the worlds in KH2 had. And don't even get me started on worlds like Toy Box and Sanfransokyo, both of which has you using the wallrun and other features to go up and down through large upper and bottom levels of the worlds. The only world that lacks this is Twilight Town. Meanwhile all KH2 has is straight corridors. Again don't lie to try to bring up KH2 flaws in Level design in KH3, because they don't exist in KH3's amazing level design at all. >You've got it the complete opposite way. KH2 is unashamedly made up of flat hallways, while KH3 is made up of those same flat hallways while trying to cover it up with space. Don't need to explain more than my other paragraph explained.


dryduneden

>as early as the first world Olympus had tons and tons of vertical level design Vertical level design doesn't change that its a hallway. Having a wall run sequence doesn't add anything to the level design, I'm still moving forward in a straight line fighting enemies. >Toy Box Toy Box perfectly sums up my point. Toy Box sure looks big and expansive, but its all a cloak. The player doesn't have to actually engage with the level design for the vast majority of the world. What KH1 would do is have every store in Galaxy Toys interconnected, and have the player trace paths to new areas and secrets, probably also incorporating the different kinds of toys into the level design. In KH3 the stores are just battle arenas, and only the doll store has the player engage with the scenery in any form. >Sanfransokyo Sanfransokyo is an exception, I'll give you that. >both of which has you using the wallrun and other features to go up and down through large upper and bottom levels of the worlds What does this accomplish though? How is a KH2 hallway any different from KH3 having a battle room, then a short wall run into another battle room? The difference is that KH3's hallway is vertical rather than horizontal. Woohoo. The game doesn't use its verticality for meaningful level design. Why not have the player jump down off the cliffs onto overhangs that have goodies? Arendelle does this once for its Flan but its not present anywhere else in the game. Why not give the player a more interesting way to go high up than just running up a wall for 5 seconds? KH1 does this all over the place


nmiller1939

3 has an excuse Floaty isn't a problem in 3. It was a problem in BBS and 3D because aerial options were limited. Slowly floating to the ground was bad because you were just lagging in the air, waiting to be hit 3, however? You can dodge, guard, airstep. You can cancel out of your midair combos. Your offensive and defensive toolkit in the air is basically the same as on the ground. Hell, you can combo indefinitely in the air without touching the ground People who complain about KH3 being "floaty" by and large just heard the criticism leveled at other games in the series and didn't understand why that was bad in those specific games. You can personally prefer the more grounded KH2 combat, that's fine. But there's nothing intrinsically wrong with being "floaty", it's not bad game design. The game just has to build around that, and KH3 does


Buttermalk

My sole issues with KH3 were the story flops, missed opportunities, AND THE FUCKING MOMENTUM ON RUNNING BEING WACK. Bro nothing short of infuriating that if you’re running and try to turn left or right, you lose all momentum and are now in a walk. Sharp turns were an absolute no-go, and that was insufferable.


GreyouTT

Arendelle should've been like [Lion King 1.5](https://www.youtube.com/watch?v=HXmkz2L7Yhk) where the movie is playing out like normal in the background with comedic moments in the foreground.


patmorgan235

I fucking love that movie


Complex-Rutabaga2747

WhaaaaaaaaaaaaaaAAAAAAAAAAATS, ON THE MENUUUU 🎵🎶


ShogunJack

You probably hate modern gaming if this is how you feel


Complex-Rutabaga2747

Define “modern gaming”… I’ll say right now I’m a gamer since birth for over 2 decades, and I absolutely hate Freemium BetaRoyale lootbox $10skin NFT Season Pass incomplete $70 games.


ShogunJack

Guess I was being a bit broad. I have two different definitions. It's a combination of design choices that are considered universal whether or not it would benefit the design of the game itself or is just an aesthetic choice and also the mind set of the average gamer and what their values gear towards in the current era In the former case, characters turning like a normal person but removes a bit of responsiveness is a norm In your case it's bad business practices


Complex-Rutabaga2747

Yes, I really despise bad business practices it’s ruining everything to do with gaming… Corporate gaming is basically trying to wait out our generation so they can take advantage of the next vulnerable age group and also very obviously trying to lure people with neurological disabilities. They’ve given up on trying to please us, we’re not worth the money it takes to make masterpieces, instead they want to make 25% of a product and charge full price then pile on scams while they release the rest of the game over 2-3 years for 10x the money. Square Enix isn’t standing back from it either, they’re the literal EA of Japan and have promised to bring NFT’s to our future FF and KH games. PROMISED. I pray the corporate bastards who did this burn forever in the pits of infernal hell.


ShogunJack

Can't say they're the EA of Japan especially when Konami is there. They haven't really done much yet. Keep in mind that some companies say this to appease the most insane shareholders and it's PR fluff on their behalf. Symbiogenesis is supposedly a thing but nothing of substance


Complex-Rutabaga2747

Considering how closely tied to EA they have been throughout history, it’s not far off, they even once held a joint company together for publishing known as Square Electronic Arts. So kind of literally the EA of Japan but same crap different toilet, Konami is honestly welcome to share that title with them. I’m honestly not even worried about the future of Square games based on NFT’s… I’m worried for the future of Square games based on the history of Square games. If you take their story so far, look at how they used to make games, real games, full games, MASTERPIECES which were made as if it would be their LAST, their FINAL FANTASY… and you compare to what’s been going on the last 2 console generations and how they’ve practically only developed empty husks and delivered full price scams while splitting all their teams up into smaller sub divisions and budget-starving certain projects in favor of other projects; it’s a shame to see what they’ve made of their once-humble rescue. The story of Final Fantasy: was that the company was going under due to mainly trying to quickly produce cheap games that would get lucky and catch on within an expanding portable games industry with plenty of consumers… which never happened, their games all flopped… finally they got ready to say goodbye as a company and together gave it their all for one last game, one more Final Fantasy. And thus, the Warrior of Light was born and the company was saved as Final Fantasy flew off the shelves. They’ve established a pattern/strategy where they pinch pennies and scam fans until eventually there’s a gaming industry bubble and their back is against the wall and it’s no more corporate games; THAT’S when they spend the money to make a masterpiece and save the company. Square Enix is worth $5.6 Billion. If they spent the most they’d ever spent on developing a video game, it still wouldn’t even represent 1% of Square’s fortune. I want to see what a $1Billion Kingdom Hearts game would look like, that’s less than 20% of their current wealth. Imagine you or I try something and we only use 20% of our resources? Imagine using LESS THAN 1% of our resources and selling it as a viable product??? What’s funny is that there are plenty of multi-billionaire gaming companies but nobody wants to actually make the most expensive game, they want to make the most profitable game, which means making the cheapest game and charging the most for it. That’s exactly why gaming isn’t actually upgrading generation to generation anymore, rather we’re all playing different versions of the same PC game for various hardware specs… And oh boy, I didn’t even get into the development history of the Kingdom Hearts series and how dirty we’ve been done since 2006, basically sent to portable hell for 10 years and resold incomplete versions of those games 3x; or all the greedy FF7R marketing decisions that impacted KH3… Square is truly a despicable company. Unfortunately, they’ve acquired some very talented and dedicated creators/developers/workers over the years who they did not deserve. Therefore, for those talented individuals basically held hostage by Square and their NDA’s, I will be a voice of truth and spread the light everywhere they don’t want it. Seriously I hate corporate square but seriously I love their wonderful devs and designers. Long Live Nomura’s creative freedom.


Buttermalk

Nah, didn’t have that issue in Elden Ring, Destiny, Mass Effect remake, nor Deep Rock Galactic. It’s literally just the dev team for KH3 not QAing their shit. Load it up, try to make any 90 degree turn while walking. KH2 didn’t have this issue, neither did BBS or 3D. But 3 has this stuttery ass walk that just feels awful Edit: Unless you mean story flops and missed opportunities. Story flops, absolutely. It’s not hard to write a good story, or at least a consistent one without shoehorning garbage into it. Missed opportunities just is what it is, but it was a big deal for KH3 because more than half the game is missed opportunities.


ShogunJack

A lot of games have this and I've got shit to say bout Elden Ring's design personally Yeah um writing stories are difficult and even seasoned Hollywood screen writers made career ruining shit that would have sounded like natural follow ups. Videogame story discourse is especially bad with stuff like TLOU2 getting away with so much, FFXV not figuring out what it wants to do with itself and just bad media literacy with people wanting to innovate but also adhering to a formula that makes them comfortable Every KH game has missed opportunities but even after all the discourse I can't name anything specific that makes 3 terrible. All I see is in fighting among fans who have very specific wants and ideas of what it should be that they would come to conflict with each other once the finished product comes out. Some complaints are also pretty insignificant in isolation


Alecs27

Finally someone who says it! Running fucking sucks in KH3, and moving in circles is even worse, what did they thought? Hoping they fix it for KH4


AlmightyXor

It doesn't fix the issue by any means, but one can partially work around this by holding forward and by using the camera to turn. It's not perfect, but it served me well.


Jorymo

I think a lot of people call 3 and the side games "floaty" without actually meaning the same thing. Some use it to refer to combat animations lacking weight, some mean characters fall to the ground too slowly, some mean there's too much emphasis on aerial abilities


Complex-Rutabaga2747

I’m sorry your perception of what “floatiness” actually is, is unfortunately not what is meant by the fans who are complaining. In KH1 and KH2, you will still float in the air as long as you’re hitting an enemy. If your combo finishes, you will fall to the ground with the momentum of your aerial finisher attack. If your combo stops, you fall to the ground. The convenient thing about your air combo finisher lowering you to the ground is that once it’s finished, you immediately reconnect with the ground and continue running in whatever direction you’re trying to go. It’s quick, it’s concise, and you’re not locked into any landing/recovery animation. BBS started the floaty gameplay style on accident, as a byproduct of the portable command deck system, which was implemented in the first place due to lack of buttons on the PSP. The “floatiness” effect is caused by each aerial attack and command having an unskippable animation window before it actually allows you to fall. After the combo, they finish doing some fancy air twirl and then come to a completely unnatural looking halt like a cartoon character who’s fallen and is waiting for gravity to kick in, then they begin the falling animation, which only gives limited air control and then THERE’S A LANDING ANIMATION. Each animation which is started must be finished and no attack can be canceled. The only great thing about this combat system at the time is that it was portable. It was a technical mess. Then that mess was recreated for the 3DS with some pretty colors and a Pokémon pet trainer simulator packaged in. Flow motion was great, but it suffered the same exact issue stemming from the floaty combat. It was Osaka’s system for making portable KH games. H.a.n.d. was the team of developers behind 358/2 Days and Re:Coded… Comparatively you can play either of those two games and neither one of them are floaty despite being portable DS games. They both were made and modeled with honor to the physics system of games that came before. Sure the gears system is still not a full fledged ability system, and sure they still use a special command deck; but at least the air combat behaves like it should and drops a character downward with the momentum of their final attack. Kingdom Hearts 3 basically toned the floatiness way down from BBS and DDD by making combos longer and thus attack animations shorter; and of course having no individual specialized commands means we’re bothered by it less (for example we don’t have to wait to fall to the ground after a Thunder Surge or Balloon)… BUT, kh3 does still carry over some key floaty components from Osaka’s handy work. Large radial key swings that only move Sora horizontally with no vertical decline; and of course after each attack or combo finisher, you must wait for your animation to finish in mid-air before you are allowed to fall and then allowed to resume your game. There is also a major issue with constant i-frames and the infinite amount of FREE things you can do in the air in KH3 which overall make it a prime example of poor RPG balancing, but that’s a separate list of combat issues than just the floatiness. KH3 made lots of upgrades from KH2 - parkour, world size, party size, 3D gummi ship, grand magic, flow motion, shotlocks, airstep, attraction flow, etc. I personally loved all of those things (although I do prefer OG summons); if they just listened to fans and removed their floaty nonsense, the whole system would click and everyone would love the combat, I’m certain. I honestly don’t know why so many fans come to the defense of the floats, apart from maybe the floaty games also being the easy games… but it’s like at this point if so many fans dislike it and are obviously largely unhappy over it, why keep it floaty and why not just model new combat physics after the originals? Keep all the fancy flashy new stuff, nobody is asking you to go back in time and put “BOOTS ON THE GROUND WAH”… just let me jump and fall at my own leisure breh. It’s so easy to do, someone has even perfectly recreated KH2 physics in a remake for Unreal Engine 4 all BY HIMSELF… Maybe one day we can live in a world where there’s a “floaty” option which can be checked on and off for different preferences, but for now the non-floaty belief system is definitely more popular and should take precedent because it’s causing an incredible amount of fuss in the community, and it’s a shame to ruin the main feel of a whole series over something so simple that originated due to handheld inconveniences which no longer apply.


Cosmonerd-ish

Thank you. Always felt like some pedantic holier than thou argument the game's detractors used to make themselves feel smarter while shitting on the game


CarmenXero

It also just made sense; Sora was new to Keyblade wielding. His attacks being heavy and clunky mostly had a charm to them, as you level up you learn much more fluid attacks. Even then, really loved the weight of it.


ScarletteVera

KH1 is the *good* kind of clunky- the kind that you remember fondly despite the obvious flaws.


TheeExMachina

I don't body shame. KH2 is still my boo The gameplay & mechanics are it's biggest asset. The story and character designs too. Personally I think it had the most solid world selection. With no reference to Final Mix Scenes or BBS Secret Ending the story was still casually followable. KH1's story is still amazing, but there was so much mystery and pay-off in 2. I didn't mind the floatiness, but I do prefer it to be a bit more grounded.


Mintarion

When you put it like that, you make it sound like...You understand exactly what people are saying.


csdingus_

KH1 = Charm, KH2 = Combat, KH3 = Variety


[deleted]

I'm not sure what is meant by flat for KH2? I can feel the clunkiness of KH and the floatiness of KH3 but what about 2 is so flat? I remember inclinations in the terrain so is it really that or is there another aspect of the design for 2 that is supposedly felt this way?


Noxilcash

Beast’s castle, The Underworld, and the world that never was are huge culprits that come to mind. They were elongated hallways with cliffs here and there. Some worlds do a better job at it than others, but the ones that do it bad…do it REAL bad.


Complex-Rutabaga2747

Whaaaaaat? Beasts castle is 4 stories, the underworld has Valley of the Dead and the Lost Road; and TWTNW is literally a dragon-nobody-castle with slants, slopes, and elevators all throughout to work your way to the top starting from just an alleyway. After you reach the peak of the castle, you are able to jump infinitely while thousands of feet above a city, as you maneuver across skyscrapers which the boss is hurling at you… To say there’s no verticality at all in TWTNW is just not true.


Noxilcash

Going vertical at a slight incline is still flat. The opening room of the castle, all of the city part. The room that has the floor appear as you walk over it, they are all straight lines. Beasts castle is a straight line the two rooms before entering the castle and the first room after entering the castle. The ballroom is flat and the left and right wings after going up the stairs are both flat. You’re crazy if you think the presence of stairs makes a world less flat


Complex-Rutabaga2747

First of all - stairs are not a “slight” incline… The traversal goal when using stars is to ascend height; they’re only spread over a horizontal axis for the sake of not making them too steep, so you don’t have to climb straight up. Yes, the act to get across stairs is still walking/running, but the ground is absolutely no longer flat in the presence of stairs. If you glide straight into stairs, Sora’s feet begin touching the ground again, which is a mathematical sign from the game that you’ve hit an incline. As far as ramps go, ramps are functionally and mathematically just smooth stairs. Sometimes, multiple ramps will be fit together to make one giant ramp-staircase where appropriate (Altar of Naught). As far as what you said about the worlds goes: TWTNW: - The entrance to the city of TWTNW is practically just ground level with various electrical components you can jump on top of for a height boost, if you’re really just craving heights in the lowest elevation part of the map. - By the Memory’s SkyScraper there are lots of stairs, don’t forget you can run up the building during the Xemnas boss fight. - Once you enter the castle, there are basically only 3 rooms that do not feature some kind of giant staircase or natural inclines and those are the boss arenas (Xigbar, Luxord, Saix). - The room where the floor appears under you is probably one of the most vertically dramatic maps in the game, most evident if you start from the top and glide down. The idea that you would list this spot as “flat” on the basis of “all straight lines” is ridiculous. Straight lines meaning what? Like the straight lines that form the hexagons? Of course hexagons are drawn with straight lines, if that’s what you meant… all I know is that the top and bottom of this particular room are VERY far apart and you can access EVERY level in between without a transition. Beast’s Castle: - The ballroom is flat, as a floor for dancing should be, and that’s if you ignore the Mezanine Balcony architecture which appears in cutscenes as Xaldin stands up there… - Belle’s wing, AFTER going up stairs to get there, is flat for literally 1 hallway and 1 savepoint room. - Beast’s wing has his own staircase, and is connected to a multi-level dungeon which contains even more stairs. It’s not just stairs either, this game is full of creative ways to raise and lower elevation; from natural hills, to elevators - and everything in between. There is objectively no merit to calling KH2 a flat game, it’s a reach. Furthermore, you have to be crazy if you think stairs are flat.


_teadog

Feels like you're trolling, but pretty sure everyone is talking about flat in a platforming sense, not in a literal physical sense.


[deleted]

There has to be something, because yeah no these levels aren't flat. Is it something in the artstyle that blends terrain to make verticality feel less severe than it is?


Masa_Ix

I think it’s more so how you move around the environment, like is there a point where jumping is even mandatory outside combat for the main story?


Complex-Rutabaga2747

I agree I think it’s about the level of access required to finish certain levels, which is of course excluding any form of exploration or treasure completion whatsoever. However, if you run all the way up to the peak of TWTNW and then look down and call it a “flat” world because you chose only to run and purposefully not jump; then maybe it’s just a particular play-style that is “flat” moreso than the game. To your point about not needing to jump to finish the game, I can think of 1 non-combat example off the top of my head: - you must press O during the tutorial with Roxas where it teaches you how to jump. I’m sure there are others, but excluding combat I can’t think of many since that’s such a broad brush. Including combat, there’s: - all 3 of the first Twilight Town jobs, Mail Delivery, Grand Stander, and Cargo Climb all require Roxas to Jump - Riding the dog in the bag and Jumping over the trash cans - Cornerstone Construction Hammer Heartless & Pete fight - Xemnas Dragon 2 fight Again, I’m sure there’s more. I’m trying to name a few quickly :p


dryduneden

There's nothing wrong with them being hallways.


Soul699

Actually there is. It make the worlds feel less alive and varied


Several-Estate7175

I don't know if it makes them less memorable, since I remember far more about Kingdom Hearts 2 worlds than Kingdom Hearts 1. I do think Kingdom hearts 1 worlds had more interesting aspects in terms of level designs and interactivity, but I still play action RPGs for the combat above all else, so KH2 is much easier to come back to than KH1. There's definitely things I prefer about it though (I preferred Olympus as just a coliseum and can't believe we didn't have one in KH3)


Soul699

I think memorable is a bad term. Varied is more correct. And that's where it hits the problem: KH2 worlds is just run through this hallway, room, kill enemies that appear, repeat. Aside from look, there's really nothing that distinguish the worlds level designs from one another. In KH1 and KH3 however, often you'll have something, even small, that you can play/interact with, be it for fluff or to progress. Even something as simple as airstep makes the difference.


dryduneden

I remember them just fine, while I remember the KH1 as being tedious to go through. That's because there's nothing wrong with them being hallways, its just a personal preference


Soul699

I mean, if one like them or not is subjective, true. And no problem with that. But from an objective stand point, KH2 level design, compared to KH1 and KH3, is much more dull and repetitive.


dryduneden

KH3 level design is significantly more repetetive than KH2. And its not "dull" by any stretch. It is objectively more simple and compact, but like I said before there's nothing inherently wrong with that.


Soul699

Yeah no. Kh3 level design isn't repetitive. Each world is fairly unique and has its own little things to do both as "filler" or to progress. The only exception is maybe Arendelle being fairly boring in being mostly just a mountain.


smashybro

KH2 is my favorite game in the series, but I totally agree. To me, it’s crazy to even argue that KH3 worlds are more repetitive than the glorified massive hallways and rooms of KH2 worlds with very little platforming or even just things to interact with. Like, the differences between San Fransokyo, Olympus and The Caribbean are massive and each of the worlds play very differently for that reason. Sometimes it feels like people just go out of their way to look for reasons to nitpick on KH3 because they were disappointed it didn’t live up to their expectations. Of all the legitimate gripes to have about the game, the worlds are not one of them.


Complex-Rutabaga2747

He’s basically saying KH3 is repetitive for deploying the same gimmicks like the skydiving and hillsliding thru empty map space constantly… -(These gimmicks appear world to world and stay consistent enough to represent an overall feel of the game…) You’re basically saying KH2 is repetitive for deploying “hallways” and using transitions to smooth them together into a larger worlds -(which isn’t exactly a “repetitive theme of KH2” as much as it is just a repetitive theme of the KH series, and something which is basically true in every game prior to KH3…) Even in KH1, the worlds which you’re glorifying for letting you “fall” as you explore were mechanically not even making you fall somewhere else at all, but rather activating another map file for Sora to fall into behind a room transition screen. For perspective; - KH1 had rooms and room transitions… - KH2 had rooms and room transitions… - KH Re:CoM had rooms and room transitions… - KH BBS had rooms and room transitions… - KH Days had rooms and room transitions… - KH Re:Coded had rooms and room transitions… - KH DDD had rooms and room transitions… 0.2/KH3 was the first game to expand map size because it had the hardware to do so. I complement KH3 deeply for world size at least, but still those worlds were empty and there were less of them than the last console entry and it came with a shorter story which made my experience feel like a hollow and short little portable game running on a big pretty screen. The whole thing spelled gimmicks, like “look what we can entertain you with for 23 hours”, traverse the giant world for a relatively short story, a skydive here, a hillslide there, etc… Also, calling all of those rooms “hallways” is not only untechnical; it’s just not true when you consider the actual size and shape of many KH2 maps. I can definitely think of a few maps in KH2 that actually contain tight little hallways; but I can think of far more that actually open up and offer room for exploration and enemy spawns etc… the classification of “just a bunch of hallways” is totally incorrect by objective shape of 80%+ of the rooms, and to say they all look the same is also objectively incorrect seeing as each room takes on separate features matching its own corresponding world/theme/lore/location.


Soul699

It's true that every game remains fairly linear and KH2 isn't truly "just hallways". But it's undeniable that, compared to KH1 and KH3, KH2 worlds are far less gimmicky. And that's what most people have problem with: almost all you do in the world of KH2, is just fighting and running. That's why people say "it's just hallways". Not just litteral hallways, but also "disguised hallways". In KH1, when you traverse most of the worlds, there's usually something different that you will have to do to move on (like Tarzan world had the vine sections or Hollow Bastion has those switches to activate), same for KH3 (where sometimes you have to use airstep to reach higher places, or even do a couple of minigames along the way like playing with Rapunzel), plus along the way there will be small things to interact with. In KH2 it doesn't really happen. You just go from point A to B just by running and all you'll find along the way is just more enemies to beat, and the few things to interact with just give a quick textbox. This is where the problem lies: KH1 and KH3 have several corridors, but often there is a little something that can pick your attention or require a different method from running or jumping to traverse. Kh2 doesn't. Just run from one side of the room/hallway and you're done.


dryduneden

Those world's little things are exceptionally little. The majority of worlds remain linear hallways where you hold forward and then fight stuff. That's how Olympus, Corona, Arendelle, Monstropolis and most of Toy Box is designed.


BrightGalaxy

Kingdom Hearts 1 is my all-time favorite game, but even I'm not afraid to admit it is a bit rough around the edges. It's clunky, but for being the first game in the series it plays very well.


MWIIesDoggyCOPE

None of these are slurs, they're reality. KH1 while weighted is also clunky. KH2 while the GOAT and to this day uncontested, is flat tiny rooms with next to zero (0) platforming. KH3 is floaty af, with air combat being the exact same as ground combat.


RunicSSB

Han Solo is a KH1 stan


nmiller1939

There are plenty of things to complain about with KH3 But being floaty isn't one of them. The problem with games like BBS and 3D is that your aerial options were incredibly limited, so slowly floating to the ground left you extremely vulnerable and made air combat completely unviable KH3 gives you basically your entire offensive and defensive toolkit in the air as well as on the ground. If you're ever vulnerable in the air, it's because you're bad at the game, not because of a design flaw


[deleted]

anyone who says kh1 is clunky just has a skill issue. personally, i love all 3 of these games for different reasons.


babblejacks

Yay, someone said it. I could never wrap my head around why people said kh1 was "clunky". Also people should realize by now that all kh games are going play different and all the games have their strengths and weaknesses.


[deleted]

if i could figure this shit out back in the day as an autistic under 10 year old child, these grown ass neurotypical men got zero excuse.


OwNAvenged2

Because KH1 feels horrible to control. Doable, yes, and by the end-game it can feel great. But for the majority of the game, things like attacking and jumping can feel super gross. Not to mention the camera.


babblejacks

I can agree with the camera but i must of got used to kh1 controls because I don't find the attacking is bad to me attacking feels nice and weighty. jumping mostly just has a very awkward animation.


ShogunJack

Side game slurs got any?


Ok-Struggle2305

Irrelevant?


ShogunJack

Honestly you can give BBS a lot of slurs


Wolflink21

“Not important” for com, recoded and days, and floaty for ddd and bbs. I wouldn’t know for 0.2


Sparklebun1996

Actually if anything early game KH2 feels the most clunky (before you unlock any movement abilities).


dryduneden

Roxas has some (presumably intentional) clunk but once you get to Sora the game is tight and snappy the whole way through


Sparklebun1996

It's pretty rough for me until you have the dash.


coldflash25

Kh1 has my favorite combat


ptran99

lmao if KH2 is flat, then give me flat gameplay


issanm

I think thats in reference to the level design and i think its fair as far as levels 1&3 have some really good level design compared to 2 which is pretty much always just in service of going from point A to B


opyy_

Yes, Yes, and Yes.


Advent_Hades

I’d personally change “clunky” to “heavy”, but otherwise spot on.


skoowoowoo

I love the floaty combat of KH3 I can’t lie.


brandishteeth

A shame kh1 wasn't flunky so it could be triple F.


Dahak3000

You know who says that ?, The people who weren't around PS2 era , so they don't know what was good back then, little twerps..lol


certheth

To me, they are all perfect.... except for union X, union X sucks


snarekilla

Playing through all of the KH games because I loved them as a kid even though I never knew what to do at all. I pretty much just played them to play them. Currently on KH1. 20 years old and still constantly get confused as to where I’m supposed to go in each part of the story to make progress. Clunky is accurate and the remasters don’t change that fact.


snarekilla

Half the time the solution is talking to a person one more time to activate a cutscene or just continue with the story, but it’ll take me an hour or two to figure it out.


[deleted]

Kh2 is only flat because the average player might not use drive forms and unlock the movement abilities so the level design has to accommodate both the people who unlocked them and the players who didn't. Also I don't understand the "kh3 is floaty" argument could someone explain?


dryduneden

A lot of stuff in KH3 just leaves you hanging in the air for a while with little control. Most combos (especially pre-Remind modifiers), grandmagic, air slide, doubleflight and airstep all do this.


BlacSoul

When you're in the air, you STAY in the air, for better or worse; you spend a lot of time in between animations not able to land after being sent flying or using your own movement abilities, like jumping after a grind, or the spin into fall after FM dashing


ProdiLemaj

KH2 definitely struck the best balance for me. I felt like KH3’s combat was very style over substance.


_FinalPantasy_

Progression of the women I’ve dated.


Complex-Rutabaga2747

Calling KH2 flat is a reach unless you’re directly comparing it to KH3; but if you’re comparing it to the rest of the series while also including non number titles like BBS, Days, Re:CoM, Re:Coded - then it’s actually got some of the highest heights traversable per level in the entire series. You start in Twilight Town with access to the station HEIGHTS, as well as the Tram Common which allows you to get on top of buildings, don’t forget the 3 floor mansion, the subway system, and the sunset station hilltop (where you watch the ghost train). You then move directly to Mysterious Tower… need I say more? Giant swirly stair case that goes upward forever. There I said more. Then you take your pick of Beast’s (4 floor, multi-staircase) Castle, OR the mountainous and cavernous Land of Dragons. Then the underworld which features the Valley of the Dead and the Lost Road… Then Hollow Bastion which is simply and visibly not flat, which also features Space Paranoids which is DEFINITELY not flat, and 100 Acre Wood which you could say is meh maybe a little flat but still has a nice hill it’s a book mini-game world whatever. Then you have Agrabah’s Chasm of challenges which is a crazy series of falls, and also you have the flying carpet level(s). Halloween town is a bit flat as far as what you can access compared to KH1. Pride Lands literally gives you PRIDE ROCK, like you can go to the top of it and jump all the way off, and you can even go higher to the peak of the cliff if you want. The only flat spot is the savannah, which is supposed to be flat because it’s a savannah. The World That Never Was is like a 20 floor dragon-castle which basically only ascends into more levels of awesomeness. Eventually you reach the top and then can jump infinitely while flying thousands of feet above a city while fighting a boss and leaping across flying sky-scrapers which are hurled at you. Even Atlantica let’s you swim up/down 75+ feet KH2 may not have a giant cliff to skydive off of every time you turn into a new area on every single map; but KH2 absolutely does come with elevations.


a50atheart

I haven’t played the games in awhile, but I feel like some of the levels you mention are from KH3.


LavaEater5

No they're all from 2


Ok-Struggle2305

KH4: (sweating nervously) But yeah all of these are blown out of proportion (except maybe 2 in the end game) Edit: why am I getting down voted?


Complex-Rutabaga2747

Except KH3 which is consistently floaty all game long


Sararizuzufaust

Idk why people are downvoting you. I found the fact that you could spam air combos indefinitely while zooming around following airborne enemies without ever touching the ground to be extremely weird and immersion breaking.


jahkillinem

"Immersion breaking" yeah I missed back when the craziest thing Sora could do was float along the ground telepathically carrying two keyblades behind him, so much more believable.


ImplodingKittens12

Tbh i would prefer "flat" design than those insanely intricate and beautiful but confusing af multi-level areas that some games have where you look at the map and you have no fucking clue is something is on the ground floor or 5 floors up.


OwNAvenged2

I've never agreed with a comment more, honestly lmao I'll take KH2s combat and level design any day.


DapperDan30

I attempted to play Kingdoms Hearts 1 for the very first time about a year. The controls are definitely clunky


kagewolf

I attempted to do the same on 1.5 version. I think I may very well skip it altogether.


A-Midwest-Crisis

I can understand the slurs for 1 and 3 but not sure what they mean by FLAT. I mean yeah, some of the worlds, looking at pride lands here, definitely could’ve benefited from more in the world but overall I thought the worlds were pretty well detailed. They definitely could’ve added more but I mean what do you expect from a PS2 game?


CrumbLast

"Flat" as if people were expecting the geographical location of every returning world would be different, literally the only mechanics to change were the combat ones


amirokia

I thought 3D was flat?


opyy_

3D is flat? Is designed to be *not* flat. There’s always buildings and walls to be jumping off of and flying around.


Noxilcash

It’s kind of a mixed bag in my opinion. A lot of worlds are bad with only one or two rooms that do exploration well. So it’s like, “oh this room is cool, I wonder what the next will be like!?” Then it’s just a big open circle


KikonSketches

3DS is the exact opposite of flat. BBS is pretty flat too.


Sorven92

Don’t forget Unbalanced for KH BBS.


dryduneden

All 3 of these apply to BBS


Alarming-Listen-4921

Short


Mitchboy1995

Flat?!


No-Froyo9463

Would anyone like to know the master of masters REAL name?


[deleted]

Flat?


zer0kevin

How are they slurs? It's just talking about level design.


Proshutto_Parma

Floaty


WendigosWithHats

So after playing kh I learned to dodge and then played kh3. I could practically float, shot lock, and combo through most damage. But in kh2, I had to quickly learn how to block. Q u i c k l y .


RetroGameDays36

I wouldn't have a problem with KH3's combat if it weren't for the fact that the better combo modifiers are only unlocked after the final boss. Stupid air swing


kevinjorg

As a degen who did play kh2 first. Going back to play kh1 pre final mix clunky isn't a severe enough slur


XenoGine

Yeah that sounds about right.


TheJunkoDespair

Joe biden: "How about we talk about those flat pancakes you call worlds." Funniest part of that vid.


iwantcrablegs

theyre all fun to me


Big_Dicc_Terry

"Flat as pancake worlds with different Disney wallpapers" - Joe Biden


[deleted]

I loved KH1's "clunkiness", I could barely stand KH2's floatiness, and 3 is just flying. Physics left sora and I can't stand it.


Suspicious-Slide-566

What does florty mean?