Game Ramblings #88.1 – Revisiting Kingdom Hearts – Kingdom Hearts II Final Mix

Read part 1 here.

More Info from Square Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PS2, PS3

This is admittedly the first time I’d played Kingdom Hearts II. I’d played most of the spinoff games in the past, but given how little I kind of enjoyed playing through Kingdom Hearts in its original form, it didn’t make a whole lot of sense to me to pay for KH2 at its release when I should really have been focused on paying for college. Since then going back to play it just never really happened. In continuing my path to eventually get to KH3, this was then the one real big game I had to get to, and it’s surprising in ways I wasn’t expecting.

The first surprise is in the drastic difficulty change between releases. Where the original Kingdom Hearts was artifically difficult because of bad mechanics, the second game is artificially easy because of good mechanics used too much. There were definitely a couple of times where I died to the usual KH blind damage nuke, but by and large I was able to brute force my way around those points once I knew what to look out for. However, this all came down to the fact that combat was significantly better than the first game in a couple crucial ways.

Combat is definitely better in KH2. This ends up being really nice when literally dozens of enemies are thrown at you.

The first big change to combat is the complete rewrite of how mana works in the game. The original game recharged mana per-attack completed. While this works alright in games like Tales of where there’s a bunch of safety space in absorbing damage, for KH getting up close had to be fairly specifically timed and often resulted in death by accidents. The entire process of using mana in that combat system just ended up feeling like a slow process, so I really leaned into items for healing and straight attack brute force. It’s a style that I enjoy anyway in a typical action RPG, so poor combat mechanics aside it worked out fairly well for me.

For KH2, mana is a fixed bar resource, magic attacks have a fixed cost, and once a mana bar is depleted it is set into a timer-based automatic recharge. This vastly improved the utility of magic as a whole. I knew that I could fairly reliably have a Cure spell if needed. If I was in a section where the enemy was stunned, I could unload a bunch of magic spells and know that I wouldn’t then have to play it safe while waiting for attacks to refill my mana. As a result, my entire combat tendencies went into a much more aggressive offense-first setup which ended up greatly benefiting the overall flow of the game throughout.

At this point in the game I’d already stacked up a 5+ chain combo, which made getting after tiny flying enemies really nice.

The combat flow was also helped by the second biggest surprise for me – just how many damn attacks they let you build into your combo by the end of the game. Additional combo skills were unlocked periodically, usually focused on some specific type of combat (on the ground, in the air, etc). Turning on these skills basically meant that your combo chain would get one longer and let you lean into heavy damage that much longer. By the end of the game I probably had about a 10 combo chain in the air, and at least 6 or 7 on the ground. The end result of this is that I could pretty typically go into a boss and do at least half a bar of damage per-combo, if not more. In any stun situation, I was easily doing 2 full bars of damage against a boss. This solved a lot of the problem of the first game’s bosses, where they mechanically sucked AND took forever, by simply having them die quicker whether or not their mechanics were really that good.

Besides all that, the overall game was definitely a cleaner experience. Boss arenas tended to be pretty simple box or circle affairs, which got rid of the collision problems of the first game. Your sidekick characters tended to be more on the ball with support healing, giving you more opportunity to be in the fight. The general balance curve was a lot less prone to difficulty spikes and flatline segments, giving a much more balanced progression path. Even the worlds themselves were setup in a way that more paths opened up on second or third playthroughs of a world, so going back never felt like it was done as a need to grind or search, but instead to learn more about what was going on. Attacking vaguely in midair did a much better job of homing in on targets around you, so there was a lot less waste in simply trying to get AT something.

It’s also worth noting that the Lion King costumes are the best costumes the series has had to this point.

Is this game without problems? Hardly. The things above all lead up to an experience that is simply way too easy overall, but it ends up being easy in a way that doesn’t detract from the experience. It’s also got some systems like the form-shifting Drive system that I quite frankly didn’t find at all useful beyond gaining some traversal passives. Summons were also technically still there, but again I didn’t end up finding much practical use for them. The story is also completely bonkers, and when combined with the KH 1.5 disc’s lore makes absolutely no sense. However, this game is a much cleaned up experience compared to the first title, and in doing so it goes from something that I play because Disney + Final Fantasy is an interesting quirky idea to something that I play because it’s actually a lot of fun.

Next in line for the KH replay cycle is going to be Dream Drop Distance HD, which actually is one of the games I’ve played through before.

Game Ramblings #85 – The World Ends With You: Final Remix

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Originally released on: DS
  • Also available on: iOS, Android

TL;DR

  • Input and visual remake ported over from mobile both work fantastically well for a handheld Switch title
  • Still one of the most memorable soundtracks for an RPG from the DS’ run

This is a pretty interesting game to play on a second system if you originally played it on the DS. While the story is the same and the gameplay clearly takes its base style from the DS release, in practice it’s a much different experience due to the lack of a second screen. What this ends up being is a mix of nostalgia and new that somehow succeeds just as well as the original did, despite the years in between.

The obvious starting point here is combat. The original game had two screens of combat, the bottom which juggled manipulation of touch screen elements, and the top which used d-pad button combos to simultaneously attack two different areas at once. Since the top screen is gone, this version goes all-in on the touch elements. That tweet is just a small example where one of the player’s attacks (via equippable pins) involves dragging around environment obstacles to damage enemies. There’s a whole slew of tap, drag, slash, and hold attacks to equip and it’s all up to the player to find a mix that works best for them.

The combo attack is the reward for playing the game well, and it ends up being core to the changes to the battle system.

What’s most interesting for me was how they replaced the top screen manipulation. Under normal circumstances, the second party member is now just a normal pin. However, alternating each player’s attacks also builds up a meter that allows for a large combo attack to occur. Importantly, this combo attack also heals the party, so it doubles as a defensive maneuver as well. This completely changes the flow of battles compared to the original.

On the DS, my pattern was generally to switch my focus back and forth between each screen, doing a combo on one screen, moving the character to a safe area, then switching to the other screen. Here the focus is on one spot, and the peak way to fight is to find ways to build out your pin set to allow you to smoothly alternate between each character. In practice, this made my playing style a lot more aggressive than the original release. I was no longer too worried about avoiding damage, and in many cases encouraged taking damage so I could stay in close range. I’d maximize my attack alternation, get my combo built up, heal and do big damage to eliminate everything. It made the entire battle system feel completely new, and meant the loss of the unique second screen gameplay was not a negative.

Some of the old top screen gameplay does show up in bosses, and it’s a nice way to make boss fights feel unique.

Boss fights do bring in some of the dual-screen mechanics in a good way however. Boss fights in the original game generally revolved around one or the other character having to do specific actions in order to make the boss damageable or expose weak points. In this remake, that happens through transition points where you gain control of one character at a time to activate these actions. In the example above, the fight takes place in a music venue where one character is on the floor fighting the boss, and the second is in the rafters fighting adds to turn on lights to expose the boss. It basically ended up that the boss fights still felt really familiar and brought in some of the solid dual screen gameplay in a way that didn’t feel forced.

The mobile remake’s visuals really work well on the Switch. Everything is super crisp in handheld mode, and is a significant upgrade over the DS.

I suppose the short version here is that this is a game worth playing. I put way more hours into the DS version than I care to admit, and even for me playing this in the new format was a treat. The mix of old and new gameplay styles from the DS and mobile versions still left me playing an RPG that feels like nothing else on any system. The story was still super engaging, and the soundtrack is one of the best RPG soundtracks I’ve ever heard. If there’s anything I’d hold against this, it’s that playing it in anything other than handheld mode is a terrible idea, but I think it’s worth pulling that Switch over to your lap to give this one a whirl.

Game Ramblings #76 – Dragon Quest 11: Echoes of an Elusive Age

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Windows, 3DS (Japan Only)

TL;DR

  • Pretty traditional turn-based JRPG typical of the series, with a few nice modern features brought in
  • Fantastically gorgeous game thanks to using UE4
  • Solid story that kept me pushing forward, even if the “true ending” path got unnecessarily grindy

I’m pretty sure  I’ve made note of the fact that I’m a sucker for JRPGs in the past, and Dragon Quest 11 is about as JRPG as it gets.  The story is nonsense, the battles are strictly turn based, the grind is real, and the characters are still default Akira Toriyama.  Despite it all, this is clearly a modernized entry in the series from the visuals to some of the little gameplay elements that improve the overall experience, and it ends up going a long way to finally bringing the series into the current generation.

Combat is definitely familiar to traditional JRPG fans, but there’s a few nice things to minimize the tedious nature of this style.

Since this is a JRPG, I’d be remiss if I didn’t start with combat.  This is definitely a very traditional experience, even within the Dragon Quest series.  Turn order is based loosely on an effective speed stat.  Player characters have their basic attacks, skills, and magic attacks.  The general class archetypes of warrior, thief, mage, healer, etc are all present and each character definitely has their strong suit.  Behind it all is a skill tree for each character that the player can customize via skill points earned at each level.  Basically, it’s what you’d expect from a JRPG.

However, it’s the little things that this game brings that make this game an obviously more modern approach.  Auto battle makes its return from DQ9 to keep the pace of individual fights moving along.  It allows for setting priorities on how AI react, or can be turned off entirely on a per-character basis if more decision making detail is needed.  The party line up AND equipment can be changed at any time from within battle, allowing for very detailed strategies on harder content if a party or equipment setup isn’t working well.  Even more importantly, characters not in the active party gain 100% of XP from a fight, allowing the player to focus on the style that makes sense at the time without severely penalizing them for not using all characters at once.  In general, this is following a pattern of traditional but modern that is seen in a lot of other areas of the game.

I think most importantly though, this game has auto saves at pretty much every door and cutscene.  I couldn’t tell you if this was a technical or gameplay consideration, but simply knowing that I wasn’t going to lose a ton of progress to a boss death was a huge improvement to my overall play.  Rather than worrying about finding a save spot before a boss or worrying about my level, I simply always did boss fights.  Generally speaking this was fine and I would get through fights.  For a good portion of them, it also meant that I was going into fights at a challenging level, rather than grinding a bit more just to  be safe.  Overall it resulted in two really important changes to my usual JRPG game style; I did a lot less grinding so the game didn’t drag, and because of my level I was able to enjoy the challenge of level-appropriate or even underleveled fights without caring about whether I was going to die.  It may sound weird, but it just made the game more enjoyable knowing I was going to play this way.

Visuals are definitely distinctly modern. It’s obviously Dragon Quest, but it’s gorgeous.

The non-gameplay elements also fit well into the traditional but modern approach.  Visually, this is probably the best looking JRPG I’ve played, hands down.  Games like Final Fantasy 15 brought the flash in an open world setting, but definitely stretched the definition of what a JRPG really is.  Dragon Quest 11 doesn’t sacrifice visuals at all while still maintaining the JRPG gameplay.  Even better, the modern style allows for all enemies to be seen in the field in ways that make sense, so there are no random battles to be seen.  On the other hand, the music side of things is very traditional Dragon Quest.  Simply put, the game uses entirely MIDI audio instead of a fully orchestrated soundtrack.  Admittedly I enjoyed the hell out of it, but I can see why it’s been rubbing some people the wrong way compared to a lot of expectations of modern games.

It wouldn’t be a JRPG if all bosses were serious. Sometimes you just have to fight a mural.

Overall this was a pretty enjoyable romp.  On the story front there wasn’t much new; this is still the story of a convenient hero creating a gang to take out the big world destroying baddy.  On the gameplay front it was mostly tweaks to the existing formula.  On the artistic side, it was a blend of the old and new.  However, the total package is one that really hasn’t been seen at this quality for what has been a genre moving into much different territory at the AAA level.  This may be the best example we’re going to see for a long time of a strictly turn-based JRPG, so I can’t do anything but strongly recommend it if that’s what you’re looking for.