You need to hit the gym and improve your sleep because you look dangerously unhealthy.
@jerm54664 күн бұрын
Alright I love this topic because I just started getting into score attack games through my love of character action games. FF16 is the first game to get me interested in going for high scores over and above letter ranks - leaderboards for every stage is a big part of that, but the scoring system is actually fun to engage with (at least on a beginner score attack level). Take the ability ice age for example. It can either knock back, knock back and launch, or knockback freeze and launch higher all depending on timing. Furthermore, the more enemies you catch in it at once the higher you score. 1-3 enemies is okay, but 4 or more gets great points. But the more enemies you try to catch with it, the more likely you are to get hit out of it, all while trying to line it up and time it perfectly to get the best version of the move. It’s a great example of an ability having multiple uses as well as many layers of risk and reward. There are quite a few abilities in the game that work like this, and best of all, many can be worked freely into a combo, grounded or midair (see upheaval for a similar example). One nice attention to detail is if you go into the ability menu, every ability explains exactly how it is scored. Now. - let me clarify- the game is only a year old, I’m not an expert on scoring, and there are plenty of issues with the game. I haven’t mapped out the scoring system enough to know how well it really works. At first pass the fact that abilities have cooldowns is annoying for a character action game- but I’m wondering if it’s been implemented that way at least in part for the scoring system. Again, to be clear, not saying it’s a good scoring system especially compared to the best arcade games…but I’m interested to see real score attack fans take a look at the ins and outs of the scoring system and if it has any real merit. Anyways thanks for this topic - the timing couldn’t be better for me personally as I’ve gotten into arcade games, shmups etc. recently through character action games
@ziadbruh4 күн бұрын
this is very interesting, haven't seen many people take XVI super seriously. i'm skeptical i'll like it but i def wanna give it a shot.
@jerm54664 күн бұрын
@@ziadbruhthe problem with it is that it’s hidden behind a JRPG, I love 16 but it’s definitely a bit compromised. Still once you get to arcade mode things get really fun, and I’m curious as to how people compare scoring in 16 to other CAGs
@willuigi643 күн бұрын
@@jerm5466 I've spent well over 100 hours in XVI on PS5, and I'll continue to spend time in it on PC if you can just take a completed save file in with you, so you can at least start out with FF mode or a complete FF mode save.
@jerm54663 күн бұрын
@@willuigi64 that would be awesome. Honestly though wish the game had a Konami code equivalent for those who just want to hop into arcade right away
@boghogSTG4 күн бұрын
Oh hey thanks for the shoutout! I don't wanna do a proper review of Bayo's scoring cause afaik I'm basically the only person who cares about it & I'm not into Bayo enough to go hard on the grinding. So whenever I talk about it I start sweating bullets cuz it feels like there might be something simple I'm missing that another better player would find. I did talk to BareKnuckleRoo about this and he confirmed a bunch of stuff but he's not really into Bayo's scoring either lmao. HOWEVER, so far from what I know/tested, Bayo's scoring is basically : 1. Attack enemies to build points, if you ever need to reset your combo use Panter Within's running attack to reset the combo penalty. Don't bother doing Wicked Weaves 2. Use gaze of despair for a point bonus 3. Be in witch time when attacking for another point bonus 4. Use angel weapons because they have the best (or close to the best? I haven't found anything better) damage/points ratio 5. If you catch an enemy on low HP, use a torture attack for some extra score That's basically it, and if it was just this it'd be nice. But because Bayo's a mechanical clusterfuck sandbox which was CLEARLY not designed for serious scoring past Pure Platinum, all this shit starts crumbling very quickly. - Accessories are dogshit. Because witch time + enemy rage give you extra points, you always want to have Bracelet of Time & Gaze of Despair equipped on NSIC. Except OOPS, Bracelet of Time draws on MP and MP can be restored via Eternal Testimony & taunting (hitting enemies just for MP costs you points!). So what you probably want is to swap Gaze of Despair with Eternal Testimony for a bit, retreat & taunt until you recover some MP, then go back into combat. This is disjointed, tedious, annoying, just awful on all fronts and makes me wish accessories just flat out didn't exist. God help you if you need Pulley's Butterfly for safety. - Basically nothing matters. I haven't busted out the excel spreadsheets to name the exact best moves, but they HAVE to be in the game. What you want is a low damage string that gives you the most combo points, and recharges the most MP so you can use Panter Within to reset combo freely. Once that's found, no string, no wicked weaves, no other weapons, nothing will really matter. - I might be stupid but I swear to god the game doesn't count enemy multihits towards your combo points *unless* you're hitting them with angel weapons. If I'm not an idiot, this is insane because it means you always want to spread every enemy out and never let them clump together. - Torture attacks are crucial for scoring, angel weapons are crucial for scoring, yet their pickup inputs overlap DESPITE BEING A DIFFERENT INPUT! This doesn't sound like too huge of a deal normally, but if you're scoring there will be constant situations where enemies will block your access to angel weapons just when you need it. The whole scoring system is just a nightmare. At first it almost seems like it works cause you're just beating dudes up, planning your torture attack use, figuring out how to best use angel weapons, etc. But it truly is like gazing into the abyss if you try to take it seriously. Just endless layers of crap where nothing flows or clicks, you're never allowed to enjoy anything because it's all so finnicky, aside from the rare Angel Weapon use. I think DMC3's scoring is a bit better, orb requirements aside. At least the worst thing about that is that you have to fish for parries & do enemy step to build rank at the start of every fight, and switch to low damage attacks when you're at SSS. The accessory & MP management bs in Bayo's scoring puts Vagrant Story's menuing to shame Also boost your volume king
@boghogSTG4 күн бұрын
Also as for CAG scoring, I think the biggest issue is just that neither devs nor players know what they want it to be. It can either be a natural extension of normal gameplay where you can mess around and style on enemies, and a variety of approaches is valid. Or it can be an interesting optimization puzzle with clearly outlined & balanced "correct" ways to play + an "infinite" skill ceiling. It can't be both of those things.
@atmatey4 күн бұрын
You can do a full Pure Platinum run on NSIC difficulty without ever using Angel Weapons, Torture Attacks, Bracelet of Time or Gaze of Despair. The point of the scoring system is mostly to ensure that you never get hit, never let your combo drop by holding the punch/kick buttons and using Dodge Offset, vary up your attacks and don't cheese everything with Fire Durga etc. I don't think there's much of a reason for the scoring system beyond that. Optimizing for maximum points would probably result in quite agonizing play, but it's not a requirement of the game at all.
@boghogSTG4 күн бұрын
@@atmatey Yeah if the goal is to get PP's then none of this matters since the combo point requirements are very low. It's just that when judged as an actual scoring system it's trash
@atmatey4 күн бұрын
@@boghogSTG Yeah, it reminds me of what Matthewmatosis said in one of his commentaries (don't remember if it was Devil May Cry or Viewtiful Joe), that the scoring systems are good to incentivize more skilled play, but they aren't good score attack games.
@ziadbruh4 күн бұрын
not only did i get my wish of a boghog bayonetta scoring review, it's also forever cemented in my comments section and people are now forced to check out my amazing channel if they wanna read it the multi-hit thing sounded suspect to me so i just tested it with the big horizontal shuraba swipe weave -- and as far as i can tell, you get 30 points for the first enemy you hit, 45 for the second, and 60 for every subsequent enemy. i didn't test attacks with smaller hitboxes but i would imagine it works similarly? (+15 points for every subsequent hit, capped at 60 total?) i also didn't test what exactly the game does if you hit two guys on the exact same frame. (EDIT: maybe i'm misunderstanding and you're referring to how multiplier is built? which i haven't tested) overall these are very fair complaints and there's about a million ways they could've addressed the accessory shit (also the TA/pick-up overlap thing makes me laugh to this day LOL) but it's not *super* consequential if you're just going for pure platinum, which i still find enjoyable, even if i wish the requirements were much tighter across the board. as much as i push back against the "you control the buttons you press" rhetoric on principle, i DO control the buttons i press in my personal experience with games within reason, so i have an easy time not getting too neurotic/min-maxy about it also these rants are all unedited one-take-jakes recorded on my phone LOL, once i move apartments i'll have a better seating arrangement and can use my XLR mic for audio again.
@bravesirrobin29104 күн бұрын
So here is my take: a "soulslike" is a game intended to appeal to the fans of FromSoft late gamedesign, their "souls" period if you wish. That's all there is to it) Now the afromentioned gamedesign itself is indeed really stable, if not to say primitive (especially if we talk combat and the overall interaction with the enemies). Because of that it is actually quite easy for fans to consume these "souls-like" products, as well as for developers to replicate them. Actually, if you think about it there is nothing "traditional" about the so-called "traditional action titles". Bayonetta, DMC, Ng -- those are very particular games with very particular gamedesign that you always have to adapt to, the unique rules and systems that require mastering. The so-called "soulslikes", on the other hand, are made so that the typical consumer of Miyazaki's games would not have to leave his comfort zone while playing it. It's as you have said -- the lock-on and the camera systems are always the same, the ways to avoid and deal damage are always the same, the enemy encounter design are always the same, etc...
@ziadbruh7 күн бұрын
i should clarify i think genres are stupid
@Kaylee-vr6nj7 күн бұрын
People have beaten this game without any upgrades lol. People have beaten the game on famine mode. You 100% control “how you play the game”. Just lower the difficulty and if you’re upset you have to use ice bomb on nightmare then that’s your fault because the entire purpose of the difficulty is to push you to master all of your arsenal.
@ziadbruh7 күн бұрын
@@Kaylee-vr6nj did you watch the video
@Kaylee-vr6nj7 күн бұрын
@@ziadbruh yep. More completely false points that can be refuted with a simple understanding of the game lol.
@ziadbruh7 күн бұрын
@@Kaylee-vr6nj i literally said “i was stubborn and played most of the game just using the super shotgun on ultra violence” you troglodyte
@Kaylee-vr6nj6 күн бұрын
@@ziadbruh you’ll notice that doesn’t erase the existence of “you’re meant to play it in a very specific way” right? Using only pb,rocket launcher,ssg, ballista and arguably the chaingun are simple challenges so it’s usually not what people refer to when they complain you have to play a specific way. I swear you have a minimal understanding of the game and then call anyone who disagrees with you a troglodyte lol.
@noobasaurus1178 күн бұрын
You shouldn’t be allowed to say “It’s combat is more like devil may cry/bayonetta” in your review over gameplay footage that doesn’t include an air juggle
@fapuloes8 күн бұрын
Souls' influence on modern 3D action games is undeniable but calling everything a souls-like based off of the combat system alone, which a lot of people do, is too narrow minded, especially when the lock on/combat system arguably isn't the sole defining aspect of that "genre" given Souls' roots in King's Field, and also those combat elements having existed long before the conception of Demon Souls to begin with. When I played Stellar Blade I thought people were absolutely overreacting, comparing it to Souls. The game clearly borrows elements from Souls, but it also equally copied from a ton of other games and lacks like 80% of all the other game design choices that contribute in making a Souls game a Souls games, therefore providing a very different action game experience. If FromSoft Souls were the only 3D action/rpgs one has played, then I can totally see the comparison, but there are a ton of 3D action/rpg hybrid games out there to draw comparisons from, and none of them necessarily fill the "Souls-like" bill, if you can look past the Ocarina of Time combat mechanic.
@user-yv8kw8mq1v8 күн бұрын
3rd person action RPGs. That's what the "Souls Like" genre is. They've been around since before Demon's Souls and they'll be around long after games inspired by DS specifically are gone. I hate when people make it out Demon's Souls invented a new genre. It's about as stupid as when people used to call FPSs Doom Clones back in the day. Or Sandbox games GTA clones.
@denn_is_jut8 күн бұрын
Yeah that tweet in hindsight makes me low-key angry due to how much of a mess Eternal became in it's later stages imo. In the earlier stages those grenades, tools and weapon mods with their properties and very specific applications for certain enemies with their certain fast kill strategies were practical, nifty tools, but not necessarily required maybe even negligible, because they could still restrain themselves. Until they couldn't anymore and threw like, a million spongier and spongier enemies at you like, every 5 minutes in samy boxy arenas and suddenly the entire thing became like a school test where you basically had to remember ALL of the buttons you could press and every fucking tool and fast kill strategy at your disposal, and use them in the right order according to their cooldowns/ammo account, to even stand a chance. Really more like a schedule than expressive savage freedom imo.
@Kaylee-vr6nj7 күн бұрын
You preferred when the weapon mods and grenades only had niche uses? What enemies a bullet sponge? At most the high health enemies last 10 seconds if you don’t take forever to kill them. It really just sounds like you’re not good at the game lol.
@k.constantine9 күн бұрын
I also control the games I play, which is why I choose to play good games like Turbo Overkill and Ultrakill.
@ehrtdaz71868 күн бұрын
Doom Eternal clears these two, I am sorry. Can't fully comment on Ultrakill as it's not finished, but Turbo Overkill has so many different mechanics like different weapons, alt fire modes, abilities, etc. it all just feels sloppy and kind of like a mess. The game just keeps throwing at you so many new mechanics and some of them just don't feel necessary at all. Still a solid game, though.
@k.constantine8 күн бұрын
@@ehrtdaz7186 Everything you said is how I feel about Zoom: Eternal.
@ehrtdaz71868 күн бұрын
@@k.constantine Zoom Eternal? You sound like a guy from /v/ lol
@k.constantine8 күн бұрын
@@ehrtdaz7186 /fit/,/lit/, and /ck/ primarily, but sometimes /v/
@SpeckObst9 күн бұрын
This feels so nostalgic lol When will you shittalk other gaming youtubers for half an hour?
@azimulhoque14979 күн бұрын
When will the mattmatosis call out posts begin
@paso62349 күн бұрын
Don’t worry. I used to love doom eternal on my first playthrough but over the years I realized that it ain’t that great. But it’s still solid.
@k.constantine9 күн бұрын
Based realizer.
@Kaylee-vr6nj7 күн бұрын
Over the years I realized everyone who dislikes this game is just not very good.
@paso62347 күн бұрын
@@Kaylee-vr6nj very intellectual and interesting take 🧐
@k.constantine7 күн бұрын
@@Kaylee-vr6nj Least hypnotized League of Zoometernal fan.
@XanderGurkin7 күн бұрын
Doom 2016 plays better than eternal. But grenades are completely unnecessary in the first game.
@boghogSTG9 күн бұрын
"You control the buttons you press" and "make your own fun" crowds are gonna be shocked when they learn about game engines
@potongtan778410 күн бұрын
kamen rider kabuto
@WanupDeShroom11 күн бұрын
LETS AGRUE I MISS IT
@jiikae11 күн бұрын
Every game doesn’t need to be preserved. Let’s argue!!
@ziadbruh11 күн бұрын
have had a dedicated video on this exact question planned for a while, i'll use this as my setup
@hollowfiedmellildy11 күн бұрын
This question is interesting to me from a more I guess 🏴☠️perspective since I was born in Ecuador so I remember one time my mom bought me a bootleg sonic collections of like sega games on ps2 So it's interesting to see what this means for other forms of games sorted through emulation cause not everyone can afford a computer that runs ps1 to ps3 level games and emulate at home can be a lot more accessible to those with less money and live in a less secure place. But also like preserving everything is hard in its own right and at some point you just gotta deal with not being able to do everything you want, and if what you want is playing 1000 games by yourself Or playing a bunch of cool e dollar games with your family that's cool But there will be challenges regardless in legal issues or just the sheer amount of games or you just losing interest and passing on your games to whoever wants to play them next.
@ChillyUK7711 күн бұрын
Non lethal options in games that are mechanically very similar to lethal is just a cope for people who want to play nice. Magic tranq guns don't exist! Sometimes playing a game only once can give you a clearer idea of a games flaws compared to those in too deep who try to defend every issue, missing the forest for the trees. "Empty" open worlds isn't a red flag since they tend to have more robust core systems to engage with compared to those that fill their maps with npcs that talk too much, mini games and restrictive missions. Not being able to fly cars in Cyberpunk 2077 is a war crime.
@firmament132511 күн бұрын
sorry, here's one more hot take. if you can only choose 1 to discuss, pick this one. if you defend an unfavourable comparison between one thing and another, i expect you to either explain why it doing something differently is for the better: i.e. this difference gives it something that the object of comparison lacks, or explain to me why these differences are fundamentally irreconcilable with each other. otherwise, my follow up question is would you dislike if it actually did it more similarly to what i compared it to? more importantly, would you at least feel that some meaningful idea is lost by leaving it behind in favour of the other? maybe you won't convince me that it's an outright good thing, but you can at least convince me of the appeal.
@HotPocketHPE11 күн бұрын
Is Doom 2016 better than Vanquish
@ziadbruh11 күн бұрын
@@HotPocketHPE painful deep cut
@EpsiIonEagle11 күн бұрын
Capcom is remaking too many games, ruining their legacy in the process. Let’s argue
@RealLukeGirard11 күн бұрын
Bro really brought back let’s argue about a week before I busted out my green screen smh (happy to see you back on the tube man! I’ll drop a hot take here for let’s argue soon lol)
@yabo_san11 күн бұрын
valve is overrated - aside from their more grassroots multiplayer publishing output (counter-strike dota tf2 etc) valves main claim to fame is successfullly making the itunes of pc games. Half life feels like a quake mod with unskippable cutscenes, half life 2 is a good launcher for ravenholm, and portal is like 80% a tutorial
@azimulhoque149711 күн бұрын
Ziad KZbin era is renewed 🙏🙏
@firmament132511 күн бұрын
1. while i'm long past drinking the souls combat koolaid, i think a lot of critics of it are equally reductive in describing it as roll + r1 when playing as a melee build. elden ring took clear steps to try and make it so this wasn't the case, with stuff like charged heavies and weapon arts being more viable. that, plus a lot of attacks being able to be strafed and/or outspaced, so if you're playing the standard dodge and melee setup, you'll feel a difference using those. i'm still not hugely impressed by it, but critics of the games' combat should still come from an informed angle. 2. the emphasis on enemy variety in a vacuum (e.g. how many enemies are there and how well do they work isolated from a lot of contexts) hurts expectations for action games, and instead, we should be encouraging a roster of enemies that synergize with each other to create encounters that can more easily be varied or tuned by mixing enemies in different ratios 3. elden ring should've halved its size and enemy roster and dedicated its resources to making it so that the existing enemies can also accidentally bonk walls instead
@TrueBlur11 күн бұрын
We are so Back, also I’d prefer KZbin streaming!
@user-ys5wc6ef8g15 күн бұрын
このシーン個人一度本当面白い好き❤
@drifty152317 күн бұрын
Dear god please make 4 based on 2's system
@user-ys5wc6ef8g19 күн бұрын
このシーン個人一度兄と妹好き面白い❤
@user-wq9kx8ib6h24 күн бұрын
ヒロ大好き王子様
@FutureWarrior8k24 күн бұрын
One thing I love about the reaction commands to, especially in mob fights, is that there’s a way to dodge or counter an enemy’s attacks without the use of the reaction commands. You can even beat most bosses without having to use reaction commands ever! I’ve recently started playing KH2, and I’ve gotta say that the combat is so much fun that I often find myself trying to grind or breeze past the story just so I can have more of it.
@user-jn2cu6gz5y26 күн бұрын
このシーン個人一番本当面白い大好き❤
@Nobody_Shroom28 күн бұрын
RV is a great mechanic however it needs some improvement. It's a really easy fix: A: Throw the enemy further away after the RV is hit. Maybe it would only activate when a finisher lands B: Just have more of a wind up before the attack
@suto_0825Ай бұрын
あの天道がここまでダメージ受けるなんて…
@a.lateralus5840Ай бұрын
You have a new sub dude ! Incredible work
@MattznickАй бұрын
i find it crazy that action games didn't go more into combat from KH i consider DMC a style action game so it wouldn't make sense to have rpg mechanics or combat from KH in it but it's kinda sad the action genere went the way it did with basic boring combat, gear system etc a la GOW2018 instead of expanding on KH2 combat
@アルカパАй бұрын
1:04 そ、それを早く言え…(ガチビビり)
@Pissant950Ай бұрын
I always preferred the combat in 1. 2 gets like too obnoxious.
@RamxenocАй бұрын
playing the games on critical make them more enjoyable because then you're forced to get good at something. Even if its just blocking it'll feel way better
@funstorm1789Ай бұрын
gee, i sure miss doing an air combo on a grounded opponent, delaying the finisher so i can land and then starting new grounded combo on the same guy without dropping.
@user-hc7oj6bm8xАй бұрын
シスコン…!
@lulu_TheWitchBoyАй бұрын
Sorry I know this is 2 years but SMT v is my first SMT game that got me into the series, so a lot of things you said not able bring new comers is wrong, and find it unfair compare it to action games,but even then action games also share the same with repetitiveness, you complain about auto battle, but action games you can just press one button. They’re just completely different types of games people enjoy, I know alot of turn based fans not liking action, some people like more slow, and simple combat-the main appeal of JRPGS is the characters, story, and how philosophical it can get. There’s a reason why visual novels are popular.Silent protagonists are meant to be you, so they like to bring choices base on your personality ig. The gameplay loop in JRPGS are just addicting, you always wanna improve how fast you can kill the enemies, that’s where the strategy come in place, what’s a good use of your MP in that turn-for that type of enemy? In SMT your mistakes can lead to a lot of your demons dead, this is the case with a lot of bosses. My main appeal to this game is the atmosphere, the lore, the music, side quest, and the monster collecting is what made me love the game. You’re complaint abt enemies not able follow you is a technical limitation, it would cause a lot of frame issues, this game cost mostly comes from the animations of the demons- demon design, and animation will always be their main priority. Your complaint with the tutorials are just a modern game tutorial issue ig to make players to feel less frustrated to get them into the game. Is fine to not like the genre, JRPGs is not for everyone, but I still recommend to others bc of story. Me personally find any genre of game fun, ig I’m more open minded, able find in enjoyments in other things.
@SC-cx9tiАй бұрын
The magic in kh 1 was rewarding. Thunder wasnt great, but hit everything a bit. Blizzard was a shotgun with punch through Fire was a powerful projectile that can be rapid fired and has hoping and I BELIEVE an explosion attached to it. Othet than that yeah time and aero is moreso "is the mp worth the use?" Gravity was kinda just weird to me, but was nice for grounding enemies.
@user034Ай бұрын
I think the first games were good. It could have been enough with the first game (and its counterpart Master System) and the sequel Sonic 2. And of course, these games would have been better if instead of the rings (which made the game much easier) it had been another system (like the stars in the game Ristar). Ristar could have been a better Sega mascot, as his gameplay mechanics were more interesting than the speed automation in the Sonic games.
@mcdonalds420Ай бұрын
Randomly got antisora form on a beauty and beat boss fight, remember this forever 🙏👏👍
@OMNI10001Ай бұрын
KH2 had a near perfect combat system developed like 2 decades ago; I still can't believe they threw this away in favour of the floaty nonsense of the handheld games. Madness.
@gamelordabdАй бұрын
It's mainly because the KH2 team (Tokyo) keeps getting pulled into other game projects, like the mainline FF games, so KH ends up being stuck with the B team (Osaka). They basically had to gradually teach themselves how to make KH combat, which led to them having to fix the combat in KH3 with updates/patches after it launched. Hopefully they'll catch up to 2 when KH4 drops 10 years from now.
@MulliganSnickerАй бұрын
Going into this video I didn’t know what to expect. Crash has a special place in my heart, and personally Crash 2 is my favorite, but I couldn’t disagree with your points. I think part of growing up is realizing how focused Crash 1 is, despite its roughness around the edges. It’s funny, I actually learned to appreciate Crash 1 through the N Sane Trilogy because it added time trials to the first 2 games, a feature previously unavailable. Effectively speed running Crash 1 gave me a huge appreciation for its simple yet effective atmosphere. The originals are definitely better and you were spot-on for many observations. Also points for appreciating the lightning in a bottle that was CTR. Would love to hear your thoughts on that game. Many people lamented the CTR Nitro Fueled Remake, and while it may not be the same as before, I find the addition of blue flame to more than make up for it. I truly believe it to be the best kart racing game, in terms of skill ceiling.
@lukemorgan25942 ай бұрын
Revenge Value is what keeps me coming back to KH2 so many times over the years. Many action games require you to study the enemies attack patterns and learn when best to go on the offensive or back off. KH2 is no exception. As you pointed out with games like Bayonetta, a lot of action games either have the enemy slink away from your combo with i frames or transition into a second phase with i frames or super armor like a lot of Dark Souls bosses. What is cool about the Revenge Value system for me is a matter of perspective. In both Bayo and KH2 you know that the boss is going to break out after a certain damage threshold or mechanic. In KH2 it is able to be manipulated like you said with the speedrunning section. However, the speedrunning aspect of KH2 is where the game system becomes boring as you can program the fight to win basically. For me after playing the game for many years KH2s revenge values almost feel instinctual as if I know when the boss will retaliate and I can alter my combos accordingly which feels amazing. The system itself also encourages replayability instead of just headbutting the boss over and over like a Souls game using the same strategy hoping it will work, in KH2 if you recognise when a boss is escaping your combos you can alter them for future attempts.
@LyricMMX2 ай бұрын
9:18 actually MP costs were varied in KH1, for instance Blizzard and Fire didn't use a full bar of MP instead granting a cast for every Bar of your Current Max MP before Taking a single bar so if you had 5 bars and expended all your MP you'd have casted Fire/Blizzard 15 Times Where as Spells like Cure Took 1 MP and Aero Took 2 MP for example It actually gave magic builds in KH1 the aspect of thinking when to use what spells because managing MP was important when you didn't take The Shield or Sword.. (Also never take Sword unless you're really good at KH1) I won't argue that KH1 has more depth than KH2 cause its not even close.. but acting like depth wasn't there at all isn't right.. it's just KH 2 has more Action game Depth and KH 1 has more RPG Depth Also the way I play each game (With a dive to heart) is an interesting thing I point out.. KH 1 choose the Wand because magic is broken and because MP Recharge isn't a thing so Magic is more spamable cause Ethers and Melee combos allow you to spam it more plus party members with MP Gift and MP Rage also help you alot KH 2 I pick sword because Action game with amazing Melee combo potential so even with a lower magic stat you can do awesome things with magic in your combos KH 3 path of the Guardian (Shield) Defense is really important in the higher difficulties of KH3 alot of abilities in that game leave you vulnerable so having a strong defense is important