Kingdom Hearts III - How to Fix the Combat?

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  • Опубликовано: 1 янв 2025

Комментарии • 862

  • @SHHHonlydreamsnow
    @SHHHonlydreamsnow 5 лет назад +700

    Who would win a fight? A tide of countless heartless working together to shred and destroy all who come near it, or A mermaid and a boy having *a little finny fun?*

    • @silversauceran
      @silversauceran 5 лет назад +22

      see but the answer is obvious. A Disney mermaid and a boy having finny fun every time

    • @StephenStraughan
      @StephenStraughan 5 лет назад +2

      I'm gonna go with mermaid boi, chief.

    • @320speed
      @320speed 5 лет назад +6

      He's not just some "boy". He's motherfucking Sora. Literally the toughest MoFo in the game .

    • @tylerperry5654
      @tylerperry5654 5 лет назад +4

      @@320speed riku and roxas would like to know your location

    • @320speed
      @320speed 5 лет назад +15

      @@tylerperry5654 Sora whooped both their asses, so they could come get some work if they want. Just get in line.

  • @Matthew.Niverse
    @Matthew.Niverse 5 лет назад +528

    Mother Gothel: *Attempts to Murder Sora, Donald, and Goofy as a big tree monster*
    _Ralph:_ *_I'M GONNA WRECK IT!_*

    • @sinom
      @sinom 4 года назад +6

      Without Ralph that fight sadly is really stupid. I did it on lvl1 crit without links and it's pretty BS

    • @dcuniverse8874
      @dcuniverse8874 4 года назад +1

      @@sinom I got past it with all pro codes on and damn was that a chore. I'd honestly rather do a blindfolded level 1 critical mode all pro codes fight against yozora using one hand for the whole controller.

  • @BrenoRanyere
    @BrenoRanyere 5 лет назад +420

    it always amazes me how ahead of it's time 2fm was

    • @usefulidiot2842
      @usefulidiot2842 5 лет назад +15

      2 was fm just added to it

    • @PissedOffBeyond
      @PissedOffBeyond 5 лет назад +110

      I don't think Kh2 was ahead of it's time. I think the combat is just timeless. As close to balanced as you could get without it being boring. Then again reflectga is op as fuck. Compared to most of the game.

    • @ricardirickydorante5894
      @ricardirickydorante5894 5 лет назад +12

      @@PissedOffBeyond yeah lol, there is definitely some cheese here and there, but then level 1 is a thing, whole new game in my opinion lol.

    • @Clavitz1
      @Clavitz1 5 лет назад +38

      revenge value is probably one of the best things to be added to action rpgs/hack slash games imo.

    • @kriegnes
      @kriegnes 5 лет назад +3

      @@Clavitz1 whats revenge value?

  • @ZiexCee
    @ZiexCee 5 лет назад +123

    4:07 "...which also can cause you to drop combos that you wanted to LINK with other forms. Now, moving on to LINKS..."
    Quality transition right there.

    • @LackOfCreativiT
      @LackOfCreativiT 5 лет назад +9

      You could almost say he linked those two sentences together.

    • @bloodraider9591
      @bloodraider9591 4 года назад +2

      He’s going to do what’s called a pro youtuber move

    • @superlombax1561
      @superlombax1561 3 года назад +1

      @@LackOfCreativiT Oh yeah, it's all linking together.

  • @thatgibberishrappingdog6057
    @thatgibberishrappingdog6057 2 года назад +27

    critical mode really highlights the cracks in this game’s design for me, in kh2 critical gave you a ton of useful abilities to make you not immediately hopeless while also still feeling challenging, while in kh3 the things they give you for critical feel more like a band-aid fix, especially because kh3 without cure is much more painful than kh2 without cure, which isn’t helped by the new room structure where one wrong move could send you back 10 full minutes because the game doesn’t autosave as often as kh2 anymore, at least from the start anyway

    • @roxas1802
      @roxas1802 Год назад +2

      Yeah I agree. They should’ve tweaked and balanced the base game a bit more. That would’ve went a long way in improving the game.

    • @xen3588
      @xen3588 Год назад +2

      *flashbacks to no save after demyx fight in kh2*

  • @mpnls12
    @mpnls12 5 лет назад +74

    I like how you can skip animations ( even finishers) during rage mode using risk charge. Dont break the flow of the fight. They should add something like this to the other forms

    • @heavyrain5949
      @heavyrain5949 5 лет назад +11

      If transformations had a drive guage, that could've been a cool way to upgrade to their second form.

    • @Bobsican
      @Bobsican 3 года назад

      So item cancel?

  • @isumistern13
    @isumistern13 5 лет назад +134

    I’ve honestly prefer the utility of the KH2 summons to the different flavors of damage in KH3. But seeing as a complete rework of the summon system is not gonna happen, a damage nerf and a more generous MP system would be better.

    • @onimaxblade8988
      @onimaxblade8988 5 лет назад +17

      Utility summons have always been my favourite, even in the Turnbased FF games. Stuff like Golem, Carbuncle, Cerberus in FFVIII, Hades in VII (where it gave status effects), these were always the most fun to use to me.
      And even though not all of the KH summons are this way, because it's action game, even if they're a DPS summon in 1 and 2 they usually had a distinct utility. Like Simba was great AoE, Dumbo made you invincible, and Mushu was good for single-target shredding.
      In 3 they all function a lot like Limits in 2, which don't have utility, mostly, and *are* just AoE DPS, like most of the FF summons. They're just implemented in action-y ways.

    • @harryunderwood9387
      @harryunderwood9387 4 года назад +8

      KH2 summons were ridiculously fun to use, especially when you combined them with certain combos to maximise dps - Chicken Little and Firaga clearing almost all of the Cavern of Remembrance was a particularly good memory.
      The thing is, I'm not against having a button that nukes the place for all of my MP as an *option* . What I am against is my options being restricted due to this being a fact about all Links, further distancing me from them and none having interaction with the rest of my kit - something that felt like a temporary teammate aiding me and thus felt more fun. Also, am I the only one who missed getting to level up my Summons by using them, which gave me personal abilities and just overall rewarded me for using them?

  • @notsaxor
    @notsaxor 5 лет назад +73

    I do agree with almost everything in the video.
    From what I’ve seen keyblade switching mid combo depend on which frame you hit right or left in the dpad. The ‘fastest’ you can get is pressing attack and dpad almost simultaneously.
    The best way that I’ve thought of to fix it is that cancel the end animation if you switch. Because Sora won’t switch keyblades until the attack animation is completely over and he’s back at his default stance. If they make it so that switching happens as soon as the last hit of the attack lands, I think it’d be a good

    • @Bobsican
      @Bobsican 5 лет назад

      I would also like to be able to change Keychains in the pause menu mid-fight (As in, being able to change there the currently equipped Keychains)
      Being limited to only three Keychains in a fight is lame, and with this it's possible to even keep far more Formchanges for later, among being able to adapt to practically all situations, and there's also how only two Keychains hold a self-healing Shotlock.

    • @notsaxor
      @notsaxor 5 лет назад +1

      Bobsican that would actually be really cool. But I feel like it’d be a bit too broken.

    • @adrianemanuel7121
      @adrianemanuel7121 5 лет назад +2

      @@Bobsican Considering the whole rest of the series limits to 1 keychain in battle, having 3 isn't really that bad (switching just really needs to be faster). And like Saxor said, having access to all the forms in a mid-battle pause screen would start leaning to the broken side. Although the 'prepare and retry' option after each death is a very welcome addition that gets you back into the action with a new strategy very fast

  • @revthescatman137
    @revthescatman137 5 лет назад +145

    Critical mode really shows how flawed the enemies are in kh3, also I feel like every key blade should get its own unique form change

    • @jeffreyali3644
      @jeffreyali3644 3 года назад +1

      The enemies put up a good fight in kh3 so nows not the time to complain

    • @revthescatman137
      @revthescatman137 3 года назад +39

      @@jeffreyali3644 “Nows not the time to explain” ironic considering this comment was posted a year ago lol

    • @okat32
      @okat32 2 года назад

      @@revthescatman137 trying to sound like Biz is so fucking cringe lmao be original

  • @seth7442
    @seth7442 5 лет назад +175

    I hope they remove the super armor from little enemies. Everyone knows it's the huge enemies that are supposed to only stagger from finishers.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад +24

      See, they don't only stagger from finishers. There is a hidden number called Stagger Endurance. Once you break the SE they will stagger for a certain amount of hits. Forms especially are good at breaking SE. There's a reason Biz doesn't mention Stagger as an issue, because this exists you just have to know it does.
      2FM had small enemies that broke out if not using a finisher in time. Most notably, Dancers and Dusks. This is why Dusks have Super Armor - no Reprisal RC and no breaking out of stagger. The stagger versus SA animations are distinct, you are supposed to manually cancel just as you use the RC in 2FM.

    • @seth7442
      @seth7442 5 лет назад +7

      ​@@PathBeyondTheDark I actually did want to explain that a little better, I just didn't know how to. I knew there were other ways to actually break SE in large enemies then finishers.
      But anyway I'm referring to the fact that in 2FM if I attacked a dusk first then they would stagger, but in Kh3 when I was at the part in Twilight town where you fight the mob of dusks I would attack one before it could attack, it just kinda stood there and took 2 hits and then suddenly went into an attack animation. That's what I'm confused about.
      I don't remember dusks breaking out of combos in 2FM if you attacked them first. I do remember the dancers doing that though, I wasn't really thinking about them.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад +6

      @Level1GamingWorld What? It's a gameplay mechanic, not a story beat. How an enemy staggers is not connected to anything within the narrative. It has nothing to do with him losing powers. It has to do with not having RC's and giving Dusks a way to break out of your combo, like they could in 2FM. Why do people forget this? Bias is everywhere.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад

      @@seth7442 Fair enough. It's not made clear in the game which is a problem.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад +2

      @Level1GamingWorld Are you reading what I am writing? DUSKS BROKE OUT OF YOUR COMBOS IN 2FM, ie KH2. The only difference here is to prevent that you MANUALLY cancel instead of using the Reversal Reaction Command. THAT IS IT. Square button instead of Triangle and no prompt, you have to use your eyes. It is the same principle as Tokyo team had, only again NO PROMPT TO PRESS A BUTTON you need to do it on your own.

  • @Ultra_Ken
    @Ultra_Ken 5 лет назад +187

    It's clear that they sacrificed substance over special effects

    • @xSABRET00TH
      @xSABRET00TH 5 лет назад +36

      This is the ONLY comment needed. You hit the nail on the head.

    • @JapanFreak2595
      @JapanFreak2595 5 лет назад +18

      I don’t get hung up about that sort of thing, cuz this is Osaka we’re talking about here. They improved from BBS and DDD, but 3 right now is no where near where it needs to be in order to be the best version of itself.

    • @heavyrain5949
      @heavyrain5949 5 лет назад

      *risk dodge* 😩

    • @NinetyNineNo
      @NinetyNineNo 5 лет назад +4

      I think it's more of a design goals thing than straight up skimping on effort. Osaka clearly has a specific view of how KH should play (ie lots of flashy AoE specials with melee combos being there mostly to fill gauges) and even though they've been improving a lot, there's still a ways to go.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад +1

      I find KH2 effects more disorienting actually, at least if you are attempting optimal strategies via spamming things like Magnega, Thundaga, Reflega and Genie/Stitch. It's apparent to me you didn't play Crit, because Crit is slower and less flashy with only half an MP bar to use. This is why people need to update themselves on the game, because many complex strategies have been found including stagger looping GIANT ENEMIES (yes they can be staggered).

  • @omaisho
    @omaisho 5 лет назад +218

    I needed this video. After finishing my level 1 critical playthrough, I began to notice KH3's flaws WAY more than my initial proud playthrough. KH3 has so much potential to be better than KH2 in almost every way, but all these little things are really bringing it down for me. I want to comment on some of the points you made in the video, cause I have a few things I've wanted to talk about for a while.
    1. I was extremely disappointed with KH3's combat not because of the floaty combat, or how OP links are, or how spammy magic can be, but it was the REMOVAL of attack canceling. Back in 2018, when the Monster's Inc. trailer released for D23, I was so, SO happy to see Sora cancelling out of speed slash and triple rush. If you look at 2:05 to 2:10 in that trailer, Square Enix was clearly HIGHLIGHTING the fact that you could dodge cancel out of moves. In the case of triple rush, the final hit would actually follow Sora if he dodge cancelled, making the move seem more fun than it actually turned out to be in-game. But the fact that they showed this feature in the trailers, and DECIDED to REMOVE it for the final release....... it just boggles my mind. This was the one major thing I was hyped about from that trailer (I know I sound like a massive nerd saying that, but it's the truth), mostly because I was scared pre-launch that moves would be super slow and punishable. In reality - my fears were real.
    2. I thought I was the only one that noticed the fact that hitting enemies into a wall actually let them escape your combos early. This is honestly just dummy-brain game design, Square. In a game where one combo can carry an enemy across the entire arena and into a wall, it's extremely annoying to constantly worry about running into a WALL more than the actual enemy I'm attacking. I'm worrying more about getting close to a wall. Than the enemy. Think about that.
    3. Your point about air combos converting into ground combos... amen. You could choose which combo you wanted in both KH1 and KH2, why am I forced to convert an air combo to a ground combo just because my enemy decided he's gonna make me do a ground combo today? Like what? It's just eliminating options. When comboing for powerful AOE moves like Magnet Burst in Second Form just to be juked before you can, it really makes combat feel way more limited than it could be.
    4. One point that you didn't mention that I think should be fixed is the insane amount of super armor that enemies have while they're throwing out attacks. I know that this was also present in KH2, but certainly not to this extent. Square, I'm fine with enemies having super armor when they need it for game balance, but holy fajitas. I am scared fighting DUSKS. DUSKS. Hitting them with a keyblade while they attack rarely (if ever) results in a collision or a followup attack. At least in KH2, your attack collided with an enemy attack and both you and the enemy suffered hitstun. Instead, you are punished for attempting to even hit the dusk because they can hyper armor through pretty much everything if they decide to attack you. I feel like this rewards campy playstyles and punishes players for trying to play aggressively. And in a game as fast-paced as KH3, with as much as DOZENS of enemies on screen at any given time, I found myself constantly questioning how I died before realizing a dusk just flew in and hyper armored through a finisher I was doing on another enemy. Super unfun, not to mention how scary it makes mob enemies for no reason.
    I'm hoping they at least add dodge cancelling back in from the trailers, but there are way more issues that should be solved. Guarding, game balance, links... they're all broken on their own, and putting them all in the same combat system just breaks the experience. Remind has a lot of work to do if it's going to fix KH3 completely. I doubt it will actually fix even half of these issues, but come on, at least let me cancel out of speed slash and triple rush. Please.
    Edit: Oh god I forgot about the camera somehow.
    5. FIX THE PS1 CAMERA PLEASE. I'VE DIED SO MANY TIMES IN OLYMPUS BECAUSE SORA TURNS INTO SEVEN BLACK PIXELS ON MY SCREEN WHEN I SO MUCH AS LOCK ON AND TICKLE MY RIGHT JOYSTICK. NOMURA. YOUR PS2 GAME HAD A BETTER CAMERA, GET IT TOGETHER. YOU'RE KILLING ME.

    • @unddozahaz
      @unddozahaz 5 лет назад +16

      You know those other optional nobody boss battles? With the sorcerer and berserker? My god the super armor on those things. And the sorcerer can't even be affected by magic making basic combos and transformations the only way to kill it and it is SLOOOOOOW.

    • @omaisho
      @omaisho 5 лет назад +18

      @@unddozahaz Right? I feel like KH3 could really benefit from rewarding more aggressive, in-your-face playstyles instead of killing you for trying to do anything within a 10 foot radius of an enemy. :/

    • @tigerfestivals5137
      @tigerfestivals5137 5 лет назад +11

      @@unddozahaz iirc sorcerer and berserker were also dumb in KH2, but then you had some reaction commands to help deal with them as well.

    • @charlieotoole5343
      @charlieotoole5343 5 лет назад +4

      I feel so relieved I’m not the only one having huge troubles with these, trying to no damage Xehagoat was a pain and I was way more scared than the walls than the boss itself

    • @unddozahaz
      @unddozahaz 5 лет назад +5

      @@tigerfestivals5137 Berserkers was easy but the sorcerer was hard. Only reason they were manageable was because they are able to be damaged by reflect. In kh3, you don't have reflect so it's super hard.

  • @bloodydj63
    @bloodydj63 5 лет назад +153

    What do you think about this...
    The damage a link does scales downward with the amount of MP that you utilize to activate it. (And also the damage at max MP would be nerfed from its current state.)

    • @Bizkit047
      @Bizkit047  5 лет назад +101

      So long as lowest amount of MP isn't chip then I'd say that's not a bad solution as well.

    • @Shirojyuu
      @Shirojyuu 5 лет назад +4

      Funny, that's the exact same solution I was pondering when I was watching the Link section of this video. I feel like that'd be the best compromise and allow for more meaningful decisions to be made with MP management.

    • @EthanSchmethan
      @EthanSchmethan 5 лет назад +17

      Or, as an alternative, they could decrease the amount of time the link is used depending on how little MP you have left. Idk, either idea sounds good.

    • @chromaticchrome3746
      @chromaticchrome3746 5 лет назад +4

      Honestly, to explicitly incentivise using up some of your MP before going into a link, it should get more effective/last longer if you trigger it at low MP rather than high. They still need a massive overhaul either way.

    • @christofferrasmussen6533
      @christofferrasmussen6533 4 года назад

      @@chromaticchrome3746 This. The other way around makes no sense, people would just stock up on Ethers and pop one before using a link.

  • @JerryFlowersIII
    @JerryFlowersIII 5 лет назад +50

    The impression I get from the Simba link is that it's so boring that I must be doing it wrong but judging by the footage mashing the button is really all it is. KH3s combat should be wonderful and there's a lot of good there but some decisions just depress me.

    • @harryunderwood9387
      @harryunderwood9387 4 года назад +4

      Simba is gained relatively early on, plus his damage is so good that you're purposefully crippling your dps if you don't use him. Yes, you literally just use the Roar until you run out. Compare this to KH2 Summons who were automatic and responded to your movements and it gets more depressing.

    • @jeffreyali3644
      @jeffreyali3644 3 года назад

      @@harryunderwood9387 you know you can abuse summons in kh2 right. Plus critical mode truly puts your skills to the test, especially with the data bosses and Yozora so quit the depressing bullshit

    • @harryunderwood9387
      @harryunderwood9387 3 года назад +6

      @@jeffreyali3644... It's been over a year since I said this, where Simba's dps was genuinely breaking the game with how good it was and Re:Mind wasn't even a thing. My apologies for also not being able to predict a mode that puts _slightly_ more pressure on magic builds (Ethers still exist, and Grand Magic still don't add RV), while still allowing Simba to vastly overshadow other Links throughout the game.
      And please, don't try to equate KH2 Summons to this, where Sora has free movement and access to his normal attacks. At least they could be used to make interesting strategies for waveclear and/or RV manipulation, compared to KH3 Links which are practically a one-track setpiece that removes a chunk of hp.

    • @TheSCPStudio
      @TheSCPStudio 3 года назад

      @@harryunderwood9387 No idea why you're so obsessed with summons. I beat the entirety of KH1 and 2 by barely using them. That's how ridiculously easy the games have ALWAYS been.

    • @blackghostcat
      @blackghostcat 3 года назад

      @@TheSCPStudio dunno if bait. Have you played critical mode level 1? Or even just regular critical mode? That shit is fuckin dark souls

  • @emile7895
    @emile7895 5 лет назад +103

    i'd love to have more magic spells too
    like magnet
    reflect
    or gravity

    • @moonsets-on_you
      @moonsets-on_you 5 лет назад +19

      i miss magnet so much but the moment i used Aero for the first time in Corona and saw the enemies vulnerable and floating in mid-air my mind said: *damn sadly this is magnet's replacement*

    • @thegamewin100
      @thegamewin100 5 лет назад +2

      Kuro_Tsumi I guess magnet was too good of a crowd control move

    • @zaster101
      @zaster101 5 лет назад +6

      ¥SinSouless死 gravity and stop are really the only spells not replaced either mechanically or by another spell. Reflect is replaced by the standard block now due to it being able to combo cancel with it the main reason for reflect is that you had a better block that you could use with combos and in the air. Although it’s not as strong obviously due to the lack it doesn’t need magic. But more magic will always be welcomed especially with us having pages for the quick menu. And aero would be perfect if it didn’t activate motion flow instant when you touched it.

    • @moonsets-on_you
      @moonsets-on_you 5 лет назад +4

      @@zaster101 i love aero's flowmotion touch but it can be cumbersome. also yea literally *NO ONE* besides u mentions the pages of magic that can be accessed instead of constantly customizing. like my ps4 is broke but i memorized that in corona the best spells are blizzard (aero's weakness), fire (marluxia nobodies' weakness the reapers) etc. and so u could take different builds and switch on the fly if ur fast enough

    • @harryunderwood9387
      @harryunderwood9387 4 года назад +6

      Bio, Quake, Ruin and perhaps Osmose and Drain could be interesting additions. Throw in the ability to spellcraft for those with a high magic build (combine Aero & Fire to make a tornado of flame, or Water and Fire to scald targets) and it'll be a viable use of magic.

  • @ggbhtg
    @ggbhtg 5 лет назад +13

    While we DON'T need Kingdom Hearts to be a clone of Devil May Cry.....the combat FREEDOM and RESPONSIVE FLOW are why those games are so heralded. That alone provides a wealth of depth.
    At the least, SE should look at what Itsuno has done with DMC V. KH doesn't need to be a DMC clone....but it sure would benefit everyone if they took some notes.

    • @RandomBrownGuyfromNY
      @RandomBrownGuyfromNY 5 лет назад +6

      ggbhtg one of the major things Itsuno did was actually talk to fans and get feed back for years before developing dmc5. He says it an interview. He wanted to know what people wanted, new and old fans. That’s actually one of the reasons why Nero was added back. Old fans may not like him as much, but there was a fairly large fan base that also wanted him. He also knew the kind of combat system that worked in the past, and literally did nothing to change it besides make it easier for new comers with more forgiving timing for moves that require timing and added more to the old stuff. Itsuno is the best when it comes down to game he’s passionate about. There’s a reason why dmc5 got an award kh3 😅

  • @dford192
    @dford192 5 лет назад +9

    This is a great video and a good drinking game in the making for every time Biz says, "KH2 FM" as a comparison.

  • @saulgoodman8788
    @saulgoodman8788 5 лет назад +20

    I dont think SE will do anything about these issues. They already got their money and they know that the community will buy the dlc regardless of any assurance of combat tweaks

    • @saulgoodman8788
      @saulgoodman8788 5 лет назад +4

      also, they worked on the game for so long already, I don't think they'll change the way how they wanted the combat to be. :(

    • @puppetsmark3543
      @puppetsmark3543 5 лет назад

      @@saulgoodman8788 and also SE focus should be on the next KH game

    • @TheDvsBstd
      @TheDvsBstd 5 лет назад +6

      Yeah. I don't think KH3 will be getting any significant changes.
      But the criticism can still be useful for their next project, hopefully they take it to heart and totally revamp their combat philosophy.

    • @EruditoGaming
      @EruditoGaming 4 года назад

      This aged well

  • @unknowingreaper6556
    @unknowingreaper6556 5 лет назад +82

    So kh2 had a better combat system.

    • @HermanFalckHow
      @HermanFalckHow 5 лет назад +18

      Yeah I wildly dissagree with that. I think KH3 is rewarding more varied play combowise, while KH2 is like "Find your combo and it'll mostly work". Just cause the game is easier (It's really not, new Dataorg, and KH3 critical is way harder than the equivilant from KH2), doesn't mean that it's worse. It's easier because it's building on the same foundation so if you played KH2 you'll be good at KH3.

    • @NessKwik0
      @NessKwik0 4 года назад +28

      Herman Falck How i disagree a lot i found kingdom hearts 2 combat more fluid more rewarding snd more. It isnt way to floaty like this game is. I still love kh3 but without a doubt the combat is worse.

    • @ZunDr0nL1kX
      @ZunDr0nL1kX 4 года назад +1

      Zakku “but the key blades are fun and the Disney worlds are graphically beautiful”

    • @NessKwik0
      @NessKwik0 4 года назад +7

      Zakku thank you i was in utter shock that someone could have such a low understanding of fun.

    • @ZunDr0nL1kX
      @ZunDr0nL1kX 4 года назад +2

      Zakku selfies and food, doesn’t get better than that for the authentic KH feel.

  • @BasicXrazor
    @BasicXrazor 5 лет назад +39

    I have an idea for grand magic: instead of relying on an automated system to generate grand magic, why not have it so that casting magic in specific order yields a specific grand magic command?
    Hear me out: the way it would work would be very similar to the sleight system in chain of memories, where you take three components to create a unique attack, only instead of using cards, you cast magic in a specific order.
    an example would be like in order to get fira as a grand magic command, you need to cast fire twice to get it so it would be something along the lines of:
    fire+fire=fira. or fira+fira+fira=firaga
    If they had the resources and they wanted to, the developers could expand grand magic to even include command deck abilities from CoM and BBS to even include spells like megaflare, subzero impact, crawling fire, raging storm etc.
    so in this case it would be something like:
    fira+firaga+aerora=raging storm
    At least that's one idea, because that would encourage the players a little bit to try using different magic spells. There would be a list in the journal that provides a "recipe" for each spell.

    • @DarkFrozenDepths
      @DarkFrozenDepths 5 лет назад +15

      Actually, that's a really solid idea and would build upon some of the high points of CoM/Re:CoM. I honestly didn't hate the card system as much as other players, but being able to build commands on the fly like that would make things a lot more interesting.
      It would also bring some moves back that were seemingly absent... For instance, stun impact and sonic rave are back, but no strike raid....

    • @horrornation1118
      @horrornation1118 5 лет назад +3

      That's an awesome idea.

    • @frankieok5520
      @frankieok5520 5 лет назад +4

      This is a very smart
      implementation of the
      Grand Magic mechanic! One of the chefs choices is more grand magic it sounds great on paper but in reality because of how random it is not that useful after experimenting with it for a while it seldom works as intended you can still only get form change if you do a few physical hits just raises the chances slightly. Biz kit is right on this, it doesn’t make any sense that you can be smart with your magic and not get rewarded with it even when you have more grand magic chefs choice.

    • @mookiedt
      @mookiedt 5 лет назад

      Well there is data of magic melded together so I think it was an idea but they must of scrapped it for some reason

    • @BasicXrazor
      @BasicXrazor 5 лет назад +2

      @@mookiedt Most likely due to budget concerns i'm guessing. I like to think they pushed the concept of form change way too hard with this game, and due to the sheer development bulk of designing form changes, they had no choice but to cut corners.

  • @bennybeck
    @bennybeck 5 лет назад +38

    Thanks for the insight, I really love 3 and it’s feeling like it could be my new favorite, I just want it to be the best it can be

  • @Chocc_Ice
    @Chocc_Ice 5 лет назад +14

    I didn't even know Young Xehanort's whip could be blocked

  • @RbNoLife
    @RbNoLife 5 лет назад +1

    You truly do give great points in your videos. I appreciate the non bias you have when it comes to speaking about KH3, you care about the game enough to be vocal about it. Hopefully Square actually addresses some of the things here.

  • @ventusse
    @ventusse 5 лет назад +3

    I would also add context-sensitive finishers like how if you were surrounded by enemies in KH2, magnet splash would always trigger and when fighting only one enemy, aerial finish would take priority over magnet splash.

  • @ChillGuySammy
    @ChillGuySammy 5 лет назад +17

    Fix 360 movement so you can move smoothly in circles like sora used to
    Add some melee attacks to sora ground and air
    Double falling rate so game isnt as floaty

    • @neonblackbeast7243
      @neonblackbeast7243 5 лет назад

      Sammy Salgado THIS‼️‼️‼️💯💯💯💯💯 omg u literally spoke my mind

  • @BrawlX47
    @BrawlX47 5 лет назад +7

    Ideas:
    Auto lock the last enemy selected in a shot lock
    Links should drain your focus gauge when in use
    When wearing a cuff link, the “Za” spell related to that cuff link is guaranteed if you use that spell at the end of a combo. If not wearing a cuff link then it needs to be done 3 times
    Friend limits should be selectable but they either drain your magic or focus (Donald limits drain all magic while goofy drains all focus)
    Bringing back reaction commands can help with mob fights (for example reversal against dusks would help a lot)

  • @JakeShifter02
    @JakeShifter02 5 лет назад +30

    I remain convinced that KH2 and 2FM were amazing entirely by accident. There's no way the teams making these games have completely ignored so much of the good sense that went into 2. It must have been lightning in a bottle.

    • @frickthefuckoff
      @frickthefuckoff 5 лет назад +27

      Different teams. KH2 team is doing FF7R

    • @braigybraig
      @braigybraig 5 лет назад +6

      There was a different dev team that worked on KH2. Since Re:CoM and BBS, its been the Osaka division of Square Enix working on KH, while the Tokyo division that worked on KH1 and 2 is mostly split up.

    • @Mario_KHX
      @Mario_KHX 5 лет назад +1

      @@frickthefuckoff Actually, part of KH2's team worked on KH3's combat.

    • @TheSCPStudio
      @TheSCPStudio 3 года назад +1

      You people really have rose tinted glasses on for KH2 lmao.
      The combat is not nearly as good as you like to think... just because you can cheese a boss with revenge values doesn't make it better.

    • @orlandofurioso7329
      @orlandofurioso7329 2 года назад +11

      @@TheSCPStudio That's not the reason i tend to enjoy kh2 more, it had less enemies that sniped you and had a proper stagger for enemies, those enemies that did snipe you had reaction commands for crowd control.
      Almost every time i died in kh2 on crit was my fault, in kh3 it was because the boss decided to retaliate mid combo without an animation to ready

  • @wakewind4129
    @wakewind4129 5 лет назад +2

    I agree with all of these. They also need to fix Airstep as an animation cancel. Either make every enemy Airstep-able, or none of them. It’s too inconsistent.
    They also need to tighten the physics, and speed up the attack animations/input response times in general like KH2.

  • @Watch-Yisus
    @Watch-Yisus 5 лет назад +21

    THIS is what we need.
    As someone who loves KH3, this video is great. You know why? Because if Square sees this and fixes the issues, I'll love it more.
    This video is great because he doesn't go "Guard doesn't work, so you can't guard in the game ever, so the game sucks kh2 best game even bbs better than this shit", he says that guard fails sometimes, he specifies on which situations it misses and proposes a solution.
    That's the way.

    • @Telris86
      @Telris86 5 лет назад +5

      That's the way of every reasonable person that isn't blinded by fandom or rage. ;)

  • @ilucasz
    @ilucasz 5 лет назад +5

    So, about the commands, it was said at GDC by a KH3 dev that it was planned to be random.

    • @ilucasz
      @ilucasz 5 лет назад +3

      Here, I got the name of the video so you can check later:
      "Tai Yasue On Kingdom Hearts III Development In UE 4 - GDC 2019"

  • @MythicMachina
    @MythicMachina 5 лет назад +6

    So, i was a little skeptical going into this video, but i do wanna say thank you for addressing these issues in a civil and related manner. When most people critique this game, it turns into game of "i wish KH3 was this game instead!" And that dosent help anyone. Instead, you looked at what the game wanted to accomplish, and you propsed fixes to them. As much as i love this game, these issues should be fixed. I also hope the premium menu gives us a ton of options rather than just a couple. And they might honestly see what people do with the difficulty changes first, and them patch the game accordingly.

  • @StephenTheZ
    @StephenTheZ 5 лет назад +38

    Biz: I don't want KH to be DMC or Bayo
    Also Biz: Weapon swapping should work like DMC and Bayo where animations are nearly instant and you can buffer swaps mid-combo.
    lol, just joking with you. I actually really agree with the idea of it all being smoother. As a massive fan of those games one of the things I was excited about in KH3 was weapon swapping. Overall I am happy with how it turned out but I do wish it was as seamless as those games. DMC specifically as regardless of animation length you can buffer a weapon swap the first frame an attack starts. I feel like the way it works currently in KH3 is very intentional which I don't mind in theory, but if they wanted to commit to that they should have made it so swapping resets your combo. The current implementation feels very bad.
    Anyway, not really expecting many balance changes in the dlc myself. From a personal perspective I don't mind too much because I can simply ignore links and have a lot of fun with the game (didn't use a single one on my Crit playthrough), but I am not really using that as an excuse. It'd be better if they were better balanced and incorporated into the game tighter as it'd make a generally fun combat system even better.

    • @Bizkit047
      @Bizkit047  5 лет назад +19

      Having never played DMC, that's good to know that it allows proper weapon swapping. I see no reason KH3 shouldn't have it then.

    • @trenthollingsworth2817
      @trenthollingsworth2817 5 лет назад +10

      Bizkit047 DMC5 especially has really snappy weapon swapping. Every time I try to swap keyblades mid combo in KH3, something doesn't work right for me and it either doesn't even swap, or the swap delay is much longer than what you showcased here.

    • @NinetyNineNo
      @NinetyNineNo 5 лет назад +10

      @@Bizkit047 You really should play DMC, 3 and 5 in particular. It'd be totally up your alley. Creative combos with weapon swapping is core to the gameplay.

    • @StephenTheZ
      @StephenTheZ 5 лет назад +3

      @@trenthollingsworth2817 I think the way it works is that for most of an attack animation you simply can't swap your keyblade at all, like the game will not register left/right d-pad inputs. If you want to swap weapons mid-combo you have to do the input near the end of the attack animation. It makes no sense really, if we go back to DMC5 for example and look at the Cavaliere weapon - the Cross Line attack is incredibly long, nearly 3 seconds - but shortly after the animation begins you can buffer in your next attack with a new weapon and it will execute the exact moment Cross Line ends. It's a tad more complex than that since DMC is a game made for crazy people, but that's the general idea.
      If KH3 had that it'd be godly honestly but I don't ever expect it to. I think it's too late for them to make really big mechanical changes like that. The best we can hope for is the next KH game to implement changes we want.

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад +1

      @@StephenTheZ I agree. My only guess is Osaka sees fluid keyblade switching as a detriment to the RPG side of an Action RPG, whereas DMC is pure Action. I disagree with this obviously. I think an ARPG should resemble an Action game more than RPG, with the RPG elements (mostly leveling) being there for players who have trouble executing certain things or just love shredding through enemies.

  • @kurimiaisukurimu
    @kurimiaisukurimu 5 лет назад +2

    Another thing about the Kupo Coin is that if you die after using it like against a boss, you get that coin back. It should be gone after it's used, whether or not you win the fight.

  • @TheAnimatedGamer
    @TheAnimatedGamer 5 лет назад

    I legit feel like your video was the saving grace of most the problems fixed in the new DLC

  • @Multifridgeman
    @Multifridgeman 5 лет назад +8

    KH3 happened when osaka tried to copy tokyo's homework.

    • @A.Froster
      @A.Froster 4 года назад +2

      @Winging Eye Sorry , the game improved when guess what ? They put combos that seems more like KH 2. If they didn't copy we would have had more garbage.

    • @1010otep
      @1010otep 4 года назад

      too bad they were making ffxv lmao

  • @dannythekhexpert6468
    @dannythekhexpert6468 5 лет назад +14

    I got a couple of ideas:
    *D E F E N S I V E S P E L L S A N D S K I L L S*
    The spells in KH3 all felt like AoE crowd control with essentially the same purpose, and probably the only outlier in Sora's kit would be Aero since it can lift enemies like Magnet. Aero in KH1 and Reflect in KH2 were both utility spells that made the mob enemy encounters more manageable, and in KH2 especially they gave you spells with all different uses in both mobs battles and in one-on-one fights. KH2: youre surrounded by a group of enemies, the right spell for this situation is Fire because its a multi-hit AoE around Sora himself. KH3: same situation, literally choose anything because they can all do the same thing, I can get really in detail why KH2's magic kit was and still is paragon for all spells in the entire franchise if you let me
    As for regular abilities, KH1 didn't really have much in the aerial defensiveness aspect, but KH2 on the other hand gives you Aerial Dodge which is essentially Sora's definitive double jump mechanic that comes with parry frames and complete momentum shifting which iirc KH3 takes the momentum shift and parry frames away. In KH2, you also receive Retaliating Slash, Aerial Reflect which has more endlag but can be cancelled by landing, and a select number of Reaction Commands. KH3, you can airstep which is dope, but then there's Block which not only needs to be adjusted to be more consistent, it also resets any aerial momentum you have which makes the floaty movement in this game feel even more sluggish. Also one more thing to add in terms of momentum and positioning, You can't levitate like you could in KH2 anymore, which also takes control away from the player . If you understand and realize the positional utility you get out of just levitating, or momentum double-jump levitating, or even if you play Peach/Daisy in Smash you can probably tell I quite miss the levitate mechanic altogether. Ask and I can go into deeper detail about this too,
    And about form changes, I know this wouldn't be a topic considered in terms of game balance, but where's the harm in letting you choose to switch forms whenever you want? In KH3, you have to battle to build your gauge up, and you're always ALWAYS being timed. You know that feeling of impending doom when your parents are counting down from 10? It's sorta like that when yourre building up the gauge, activating your form, or just letting your gauge fall because oops lol you're outta enemies. IMO it always felt like "okay you got 20 seconds to have fun before you revert back to vanilla gameplay." Of course you can switch keyblades to freeze the timer, but again, you're vanilla Sora. The drive forms in KH2 lasted so long without being overpowered or broken, you got to enjoy a forms suited towards specific fighting styles like Wisdom Magic and ranged attacks, or Limit with High damage potential and movement options restricted to run and dodge roll. Sometimes I just wanna look at the forms and see what details has gone into the designs, what particle effects KH3 is able to provide, the different shapes the keyblades transform into without being restricted to the short amount of time you get in KH3

    • @PathBeyondTheDark
      @PathBeyondTheDark 5 лет назад

      I don't think keeping momentum for guard is a good idea. It leads to weird unintended angles as well as whiffing and guard is already problematic enough. Air combat is fine except for the end lag after a combo, whiffed guard, etc. You can cancel that end lag however with Air Slide, but it's still a poor choice imo.
      The game wants you to constantly remain mobile, it's built this way. This why Air Slide and Dodge Roll have a ridiculous amount of i frames, especially DR. It isn't like optimal 2FM, where you essentially chain combos into your resource based options - like using Magnega into Genie for example - and basically can remain in one spot for the entire fight if your execution is good enough.

    • @dannythekhexpert6468
      @dannythekhexpert6468 5 лет назад +1

      PathBeyondTheDark Yeah I know where you’re coming from, and with an Aerial Guard it does make sense to reset momentum drift, but I feel like if the overall general movement in KH3 didn’t feel so floaty, or if you had other options to protect yourself in the air, momentum stopping with Guard wouldn’t be as much of a gripe as it is with me personally.
      Like if KH3’s combat system was made to have you constantly move, it might as well have also given you better tools to do it without sacrificing offensive pressure for wonky airtime.
      In KH3 you specifically get Glide mapped to your jump, meaning you can’t just short hop glide and change positions without disabling Doubleflight and even then, you can only glide at the top of your jump. You get Air Slide but you can’t cancel into any aerials and the animation has to end first. And the reason why I miss levitate so much is because in KH2 you can double jump into directional input lev and you have maybe four main options: you’re primed to engage in aerials, you can drop down and engage in ground combos, you can drop down and dodge roll or guard, or you can create some distance by flying away at the max speed. Even if momentum stopping with guard doesn’t change, I would still greatly appreciate more spacing, positioning, and momentum tools to make defense in KH3 more fun and reliable

    • @jordanmcswain3771
      @jordanmcswain3771 5 лет назад

      Water spell blocks damage i dont know about every attack but i tested on heartless gave me 1 hit of armor before shooting and blizzard lets you move to an enemy by sliding (could just shot lock yes) just pointing that out

    • @dannythekhexpert6468
      @dannythekhexpert6468 5 лет назад

      jordan mcswain yeah I knew water surrounds you before launching but it’s not even consistent in blocking projectiles and doesn’t last long enough to actually make use of it defensively, but what I was saying was that when the spells hit an enemy, they all just basically explode lol
      In KH2, Fire surrounds Sora for multi-hit close range coverage, blizzard was single target projectile but could pierce through multiple enemies, and Thunder was the ranged AoE single hit spell that can also pop enemies into the air for aerial combos. The flow motion rail you get from blizzard in KH3 is nice, but I really wish they didn’t take away the enemy Piercing and the other smaller characteristics spells had in KH2

  • @archieprime
    @archieprime 5 лет назад +4

    Finally, someone brought up the game snapping you from air to ground combo.

  • @blepthebleep469
    @blepthebleep469 6 месяцев назад

    0:00 Intro and Briefing
    1:43 Camera/Lock-On Issues
    3:16 Keyblade Switching Delay
    4:12 Links are Too Strong
    6:18 Situation Commands are Random
    7:54 Critical Mode's low MP
    9:19 Aero Flowmotion is Forced
    10:05 Damage Scaling is Flawed
    12:07 Aerial Combos Snapping to the Ground
    13:02 Guard Fails
    14:45 Canceling Moves Inconsistencies
    16:02 Wall Knockback Animation Troubles
    16:52 Kupo Coin Discussion
    17:42 Wrap-up

  • @nintonintendo1
    @nintonintendo1 5 лет назад

    I've recently been watching your kh2 videos for my platinun run and i was just thinking "man, this dude is really good" and I was hoping you were still active. I am glad!

  • @jayDee92133
    @jayDee92133 5 лет назад +6

    The gameplay was fun for me I'm looking forward to the story stuff.

    • @jordanholloman5907
      @jordanholloman5907 5 лет назад +2

      Play a real Kingdom Hearts game.

    • @jayDee92133
      @jayDee92133 5 лет назад +6

      @@jordanholloman5907 Did you really just tell that to the guy that has bought every single KH game day one and bought systems to play them? I play KH for the story.

    • @jayomega2717
      @jayomega2717 5 лет назад

      Jay Dee no story cutscenes😂😂

  • @ZrCorelx
    @ZrCorelx 5 лет назад +5

    Bizkit I need a video from you on how to tackle these data bosses 🙏🏼🙏🏼

  • @amaterasu_xo
    @amaterasu_xo 5 лет назад +6

    I just think they should give Soras base form more finisher move combo modifiers and make his attacks faster and more fluid. Also they should give you more mp if you turn off attraction flow moves in critical as a trade off. Kinda wish Links had special abilities attached to them too like in KH1 and KH2

  • @feelthesurge
    @feelthesurge 5 лет назад +5

    I'd love an update based on the 1.09 patch that came out with the DLC! I personally love the feel of it more and it seems like a lot of people do as well. It'd be great to hear your thoughts!

    • @Zykohs
      @Zykohs 4 года назад +2

      Yea the combos feel a little more fluid now lol

  • @lemoslemoslemos
    @lemoslemoslemos 5 лет назад +2

    Totally agree with everything you said in this video, and i really do hope that Square has listened to our feedback and fixes all of these things with the RE:Mind DLC, and i dont know if its true , but some people on twitter were saying that the patch for the base to be compatible with the dlc will be released before the actual dlc, could be true but idk.

  • @cpudude30k
    @cpudude30k 5 лет назад +1

    Thank you for this video. I love kh1 most, and could not play 3 enough to pin point all the issues that make 3s combat lackluster.

  • @adrianemanuel7121
    @adrianemanuel7121 5 лет назад

    Great video as always. If anything, the thing that gives me hope is that even if fixes to worthwhile fan combat criticisms aren't all handled in time for Re:Mind or a little after, the feedback from videos like these will be used to make future games' combat possibly the best in the series

  • @rmunoz1994
    @rmunoz1994 5 лет назад +16

    My biggest disappointment is honestly not even on here. It's Sora's base combos. A lot of them feels very slow and uninteresting. Especially there is a certain aerial combo that sometimes shows up where you do three front flip attacks in a row and it's just so damn slow and makes no sense.

    • @Bizkit047
      @Bizkit047  5 лет назад +21

      Base Sora is trash kinda yea. There are supposed new abilities coming with the DLC, so we're hoping that's the fix. If not then RIP.

    • @zaster101
      @zaster101 5 лет назад

      That three flip combo is easily the worst air combo I’ve ever seen and the berserker combo is so bland no wonder is limited to food

    • @DarkAura19
      @DarkAura19 5 лет назад

      Just curious, how are you feeling with the new string the abilities give him? I had a similar issue, but the patch REALLY helped him feel more fluid and interesting, was curious how you feel about it since it was brought up.

    • @rmunoz1994
      @rmunoz1994 5 лет назад +2

      Fenrir/DarkAura64 i am absolutely thrilled with the new combos! I did not expect to like them as much as i am. I went to never wanting to replay the game to loving the new gameplay. Just wish we had some of these abilities at launch.

  • @roiitzkovich4545
    @roiitzkovich4545 5 лет назад +3

    I don't know if they know how to fix guard. And the lag between keyblade switching seems impossible to fix without canceling the ability to chain combos between different weapons (imagine switching from the drill to the flag at the middle of the finisher). I wish it was easier to fix these 2 aspects, but unless they know something I don't, I don't see these issues getting fixed. Other than that I agree with everything you said.

    • @Bizkit047
      @Bizkit047  5 лет назад

      I don't see the problem with an instant keyblade switch or it being instant. It should be doable to be instant as well.

    • @roiitzkovich4545
      @roiitzkovich4545 5 лет назад +3

      @@Bizkit047 But if you could switch keyblades mid-attack than you couldn't follow the combo with the keyblade you switched to, it will cancel the entire combo. Imagine activating an attack with the yo-yos and switching to a shield. Both weapons have completely different combos, so it will be impossible to switch from the yo-yos to the shield mid-attack animation, and continuing the combo chain. If you've played Astral Chain than you know you can switch weapons mid-attack there, but it cancels the entire combo and doesn't allow you to chain different weapon attacks until the finisher.
      Maybe I'm wrong here though. You were my insperation to become a speedrunner so you must know things better than me. I just can't see that aspect being fixed without taking away what was so fun about weapon switching to begin with.

  • @lucafiorentini3396
    @lucafiorentini3396 5 лет назад +5

    the guard has also an ENOURMOUS ending lag, which makes impossible to use it during a combo, transforming the pace of the game in "hit or guard"

    • @estebanquinones5918
      @estebanquinones5918 3 года назад +2

      EXACTLY in kingdom hearts 2 even after guarding you had enough time to be able to dodge an attack if you realized you messed up or used your guard to early but in kingdom hearts 3 if you guard to early forget about dodging or jumping out of the way you're pretty much screwed in any fight

    • @lucafiorentini3396
      @lucafiorentini3396 3 года назад

      @@estebanquinones5918 and even of you made a mistakes you had reflex

  • @justindallman8943
    @justindallman8943 4 года назад +2

    Jesus, I didn't realise that Ariel destroys the heartless swarm that bad.

  • @SEESBoy-hy8jz
    @SEESBoy-hy8jz 5 лет назад +16

    BUFF AND PRIORITIZE GROUND COMBAT. In all seriousness, I really hope the Re:Mind Data Battles don't end up being a flying contest

    • @guilhermeeduardo933
      @guilhermeeduardo933 5 лет назад

      Yeah, but probably won't be that way.

    • @onimaxblade8988
      @onimaxblade8988 5 лет назад

      Mobs have so many enemies in 3, and too many bosses are ariel. It's kinda disappointing.

  • @Alateriel91
    @Alateriel91 2 года назад +2

    “I still would prefer the kupo coin to not be usable in super boss fights”
    Yozora: I’ll be having that coin, thanks

  • @SlayerKid
    @SlayerKid 5 лет назад +1

    Thank you! Almost everything in this video is what I had problems with in KH3!

  • @light6110
    @light6110 5 лет назад +28

    Dont know if this counts but combo finishers can be cancelled with Airstep

    • @phantom-X2086
      @phantom-X2086 5 лет назад +8

      Just about everything can be cancelled with airstep

    • @photonalchemist6574
      @photonalchemist6574 5 лет назад +12

      Airstep is a universal animation cancel. I think finishers just need proper priority. Also speed slash needs to be way faster.

    • @Kingdom850
      @Kingdom850 5 лет назад +12

      @@photonalchemist6574 ironic that a move called SPEED slash is pretty slow haha

    • @StickmanSham
      @StickmanSham 5 лет назад +8

      its a shame that airstep is locked behind holding R1; it would have been an actual awesome idea if airstep was just a spell that used up some MP

    • @lanadelreyisgay
      @lanadelreyisgay 5 лет назад +1

      Stickman Sham imo, it should use the focus gauge.

  • @Netherman14TheHellblazer
    @Netherman14TheHellblazer 5 лет назад +1

    I do hope that Black Pass allows you to change it so that you can get several more spells in a chain before it goes into recharge.

  • @nordinreecendo512
    @nordinreecendo512 5 лет назад

    The craziest challenge run I ever did in KH2FM was beating Critical Mode with no armor, no accessories, Kingdom Key only, and no King Mickey saves. It was absolute hell, but when I *finally* did it, I was so overcome with joy and so proud of myself I literally threw my controller at the ground in celebration. Thank god it survived.

  • @sebbtw950
    @sebbtw950 5 лет назад +2

    There are a lot of things i like about KH3 combat: being able to cancel attacks w/blocks, or dodges, keyblade switching allows for fun and more precise combos depending on the situation, but im not a fan of the floater aspecs of air combos, and air combos being a go to for earlier entries in the series is no longer so. There has to be more things im missing but im on my first critical mode playthrough and need more analysis to fully judge. I would make air combos have slightly faster execution and less floaty feel when ending the combo

  • @PaleWhiteSkinGamer
    @PaleWhiteSkinGamer 5 лет назад +4

    I hate the same downward attack spam animation if Sora is in the air and the enemy is below

    • @Bizkit047
      @Bizkit047  5 лет назад +5

      What, you don't like that clunky overhead attack coming out like 3 times in a row?

    • @photonalchemist6574
      @photonalchemist6574 5 лет назад +1

      They just need to replace that with aquas downward air.

    • @lan1719
      @lan1719 5 лет назад +2

      @@photonalchemist6574 iv been saying exactly this. Aquas homing aerial spiral downwords feels so good and fast. I wish sora had that move so badly.

    • @puppetsmark3543
      @puppetsmark3543 5 лет назад +1

      In SE defense they do give you an ability "falling slash" but I do agree since I also hate that downward attack

    • @photonalchemist6574
      @photonalchemist6574 5 лет назад +1

      @@puppetsmark3543 Falling slash has the same issue. Sora will just hover before doing it because osaka physics.

  • @azreow
    @azreow 5 лет назад +1

    I would love a follow up on this video because a lot of your complaints were addressed. Can you do that?

  • @regulus6773
    @regulus6773 5 лет назад +2

    My biggest gripe is there seems to be no tactical element of magic in this game. In past KH games magnet + thunder did wonders for multiple enemies/mob fights but the closet you can get in KH3 is aero + thunder or just casting thundaza but it doesn't feel the same. I guess what I'm saying is there aren't a lot of options to immobilize the enemy.

  • @amanofnoreputation2164
    @amanofnoreputation2164 5 лет назад +1

    If summoning links using only part of an MP bar sounds overpowered, they could always extend the amount of MP recharge time based on the amount of MP left, or just have a flat penalty for using a link without having full MP.
    If they went crazy with this dynamic, it could very easily still leave using links alone as the better option, but it could be an interesting way of balancing the game.

  • @barsabe
    @barsabe 5 лет назад +79

    People we should send this video to square enix

    • @JapanFreak2595
      @JapanFreak2595 5 лет назад +11

      Barış Abi Nomura and the team watch people’s content from time to time.

    • @Saxjon
      @Saxjon 5 лет назад +3

      @@JapanFreak2595 I can only hope they study this channel like priests study the bible

    • @JapanFreak2595
      @JapanFreak2595 5 лет назад +6

      Saxjon they invited Bizkit to play the demo with other KH community people for PR and feedback.

    • @barsabe
      @barsabe 5 лет назад +12

      @@JapanFreak2595 but they didn't solve the problems at all

    • @JapanFreak2595
      @JapanFreak2595 5 лет назад +8

      Barış Abi to be fair, the fan event was before the games launch. Everyone that played had brief time with the game and addressed issues that that they came across. The team then used that feedback to fix whatever was pointed out.This video is after various playthroughs a year after release, much more time to get familiar with the game’s short comings.

  • @proseccod.o.c6213
    @proseccod.o.c6213 5 лет назад +1

    Me: bizkit, apart at Kingdom hearts, what games have you played?
    Bizkit: Yes.

  • @jonathangp65
    @jonathangp65 5 лет назад

    Another thing to add on *Cancelling* *Moves* is that with Barrier blocks coming in responsively after counters, if you block, then counter too early after the previous counter-burst, you end up cancelling the first one just to dish out the other which prevents the previous one from dishing out damage, which is kinda odd.
    It happened when I was playing as Riku against Anti-Aqua and was getting a bit too eager with the counter-bursting as she was rushing me with attacks. I saw that I did no damage with some counters that was cancelled due to quick guarding her attacks.

  • @David-es4pi
    @David-es4pi 5 лет назад

    I’m not making an excuse for the slow key blade switching, but I was impressed by it at first just because it’s wayyy snappier than it is in FFXV. It’s certainly slower than it should be, but it’s a major improvement on Square’s last attempt at that mechanic

  • @stanner601
    @stanner601 5 лет назад +1

    Another great video Bizkit

  • @GFonzie90
    @GFonzie90 4 года назад

    How can you airstep like at 1:10? You cancel the animation so fast.. my sora always take forever to start attacking; I also turned off all flowmotion commands

  • @seemangalbj
    @seemangalbj 5 лет назад +5

    Good video, agree on mostly everything. Hope these all get addressed but realistically only see a few, if any getting fixes like the guard issue.

  • @Lakersinfour20
    @Lakersinfour20 5 лет назад +2

    just want to say after watching the first minute, when you're talking about how some people say "that could never be fixed" and others saying "it's not an issue because it doesnt bother me" mannnnn it's not just video games where these issues pop up

  • @JoChobo
    @JoChobo 5 лет назад +9

    the combat in kh3 has good improvements to prior entries that make it hard to go back for me. not saying it's flawless but i really enjoy it. it offers so much and includes lots of little additions that i love. i don't find much wrong with the gameplay overall. also the camera distance is fine and definitely does not need to be zoomed out any more! i'd be very positive towards the idea of multiple camera distance options to choose from including an even closer camera! anyway, i respect your criticism and i hope they tweak and add some things!

    • @Bizkit047
      @Bizkit047  5 лет назад

      A camera distance option would be nice, yes. The other camera issues are the glitches that happen, though, like in the clips.

  • @Sora-el-manco
    @Sora-el-manco 5 лет назад +6

    How to fix kh3: copy & paste the kh2 codes, and leave kh3 graphics

    • @A.Froster
      @A.Froster 4 года назад +1

      @Winging Eye Sad but true. A fuckin 2005 game has better combat than his 2019 sequel

  • @v.0scar
    @v.0scar 4 года назад +1

    Can we get an update on your opinions on the gameplay

  • @docblack59
    @docblack59 5 лет назад +3

    I just started the KH series in November last year. 3 definitely has some issues that was noticeable when I started. I especially found it weird how when enemies attack animation starts you don't interrupt it like in kh2fm. Also didn't like how bigger enemies don't stagger unless attacked with a form change. These kinda things just feel weird to me when I have played hack and slash games that don't have this happening. Also bad idea for most bosses to be mini games like evil Baymax or fought underwater.

  • @Mezzy
    @Mezzy 5 лет назад +2

    If square just copy and pasted the combat from KH2 and put it into this game, it would be great.

  • @fat2slow
    @fat2slow 5 лет назад +4

    I really like the combat but I hate the fact that Some of the Keyblades feel like Blatton Copies of each other. LIke Hero's origin and Grand Chef, or Crystal Snow and Happy Gear have the same First level Form Changes and how these Keyblades have very similiar Shotlocks.

    • @zaster101
      @zaster101 5 лет назад

      Though true certain keyblades make for better versions such as the toon Hammer versus the toy story hammer with the toon hammer having a way better guard and general boost to survivability

  • @JRPGforlife
    @JRPGforlife 5 лет назад +5

    Can't wait to see an updated video on sora's base combos it's sooooooo much better now I guess they're finally starting to listen to the crticisms

  • @whaatthejams1841
    @whaatthejams1841 5 лет назад

    Great video. I loved KH3 and its combat, but I really hope the upcoming DLC and patch fixes at least some of these glaring issues.

  • @Ramxenoc
    @Ramxenoc 5 лет назад +1

    I never use keyblade switching. Too wonky and as you said trying to combo it just gets me hit or killed.

  • @jaefizz1862
    @jaefizz1862 5 лет назад +2

    Your my go to guy when it comes to all things kingdom hearts related. Just wondering if you plan on making an analysis video on the new remind dlc along with the update and discus if they’ve made any of your complaints in previous videos better, worse, or if it’s stayed the same. As always keep up the content!

  • @amconners
    @amconners 5 лет назад

    As someone who thoroughly enjoys both KH2FM and KH3 I have to agree with everything you've said here. I'm currently playing through my first level 1 crit run of each game and the difference between the two is very indicative of the problems with KH3's combat. I find myself frustrated a lot during both runs, but in 2FM I'm usually frustrated with myself for not figuring out the right tool for the situation (or not pulling off a strat right away), and in 3 there's a pretty even split between that and being frustrated with the game because of RNG screwing me over or camera shenanigans or whatever else it may be. The former is part of a difficulty challenge and makes the eventual accomplishment feel so much better, but getting past the latter doesn't make me feel accomplished, just relieved.

  • @takodacorliss5838
    @takodacorliss5838 4 года назад +1

    My idea is in Critical Mode or other modes is that Links should take half of your damage as well as your remaining magic. That way once when you’re done, you are left in an extreme state of vulnerability. Also, Links can also kill you from this as well, no matter what.

  • @suminaoshinjo6545
    @suminaoshinjo6545 3 года назад +3

    Holy shit
    People actually used links?
    Never actually used any in my run

  • @amanofnoreputation2164
    @amanofnoreputation2164 5 лет назад +3

    * Sora snaps to the ground in the middle of a combo instead of hovering around and continuing it in the air. *
    Sqaure, this is not what we meant when we said we didn't want this game to be floaty.

  • @PrinceVinc
    @PrinceVinc 4 года назад +3

    3:49 when was the last time anything SE did was "easy for them" they could, to this day, not Fix FFXV PC Version properly, starting with Physics of the hair not working properly in 60FPS+ up to a lot of frame pacing and Stutter issues caused by Prompto taking Pictures and other issues the PC Version suffers of.

  • @FFanatic222
    @FFanatic222 5 лет назад +1

    I agree with all of these issues and I really hope they get fixed. However the only way (as of right now) for the camera to not fly around the place during Magnet Burst is to turn the Combo Cam on in the Config menu and I have tested this with the Combo Cam On and Off so I am afraid it's the only workaround. With the Guard failing issue for some weird reason the Guard registers with Counter Shield regardless of any (blockable) hit box. I even blocked the whole Marluxia and Larxene DM with no problems but the finishing move for the DM can't be blocked so I used Wrathful Flurry for i-frames. It's really weird and I do hope the Guard/Hit Box issue is fixed in Ver 1.07

    • @Bizkit047
      @Bizkit047  5 лет назад +1

      That's because Countershield is Guardian Form, which gives you 360 Guard. I don't believe you normally can get Guard fails with it like normal Guard.

    • @FFanatic222
      @FFanatic222 5 лет назад

      @@Bizkit047 Point taken...on a side note with the damage scaling problem since they are patching in new abilities it would be nice if they patched in Hidden Potential for Sora as an ability you can equip. I would be hard pressed that they would do this and it may not be the smartest fix but on the other hand it would be better than nothing since the ability is supposed to prevent chip damage on stronger enemies.

    • @FFanatic222
      @FFanatic222 5 лет назад

      @@Bizkit047 By the way there is one serious bug in the game that is being overlooked which hopefully gets fixed. That's the console crashing glitch in Battlegate 0 in Keyblade Graveyard. Sometimes when you enter the Battlegate there will be no audio, the game pauses by itself, you can't back into the PS home menu, can't eject a disc or turn off the console, nothing. You can't even send a PS4 crash report. When this happens you are forced to unplug your console. This is something that desperately needs fixing.

  • @axelviii1333
    @axelviii1333 5 лет назад

    I completely agree with ur opinion, hope they will fix at least most of the problems

  • @kertuo
    @kertuo 5 лет назад +3

    I would like them to fix the damage issue since in kh 2 you actually did damage unlike kh 3 where you get chipped damage until you form change
    Another thing is the link I can name two bosses that get destroyed by the link which are the demon wave from the keyblade graveyard and the the big boss from Rapunzel couldn't remember the name
    The wallknock back this happened to me so many times during the final fight in lvl 1
    Finally the guard problem especially Marluxia Scythe it is in front of me then why cant I block it.

  • @Infernokami
    @Infernokami 2 года назад +1

    you should make an updated version of this video now remind is out. like your final thoughts kinda thing, not necessarily how to fix combat

  • @Jay-kx4jf
    @Jay-kx4jf 5 лет назад +1

    also wish they would separate combo finisher plus and combo finisher modifier. for some reason both are packaged into the same ability.
    kinna weird when in other places they give you more control with being able to equip weaker version of the magic, or control ally healing abilities.
    also give separate unique combo/finisher modifiers for air and ground.

    • @photonalchemist6574
      @photonalchemist6574 5 лет назад

      Actually, its just that 3 has no modifiers. It has finishers. Modifiers change your non finisher strings which is why aqua, riku, and kh2 sora look so fluid in thier combos.

    • @Bizkit047
      @Bizkit047  5 лет назад +2

      Rising Spiral and Groundbreaker are non-finisher modifiers. Rising Spiral is actually one of the best moves in the game, but yes, we need better modifiers and finishers.

    • @Jay-kx4jf
      @Jay-kx4jf 5 лет назад

      @@Bizkit047 even they work weirdly since you can do a rising spiral while in the air.
      the air/ground divide is weird in general, if there even is one with the snapping to the ground.

  • @ThatWolfArrow
    @ThatWolfArrow 5 лет назад +1

    Aerial dive, flash step, and Magnet burst were all added in 2FM. In vanilla KH2 most of the combo modifiers ranged from okay to outright bad. It's clear that square is listening to what the playerbase is saying, so my hope is that the new abilites and content make for an overall more enjoyable experience...it's still shitty that we have to buy the second half of the game for 30 quid.

  • @apathy2454
    @apathy2454 5 лет назад +3

    9:23 omg I hope they fix this issue it’s so damn annoying. When I was doing my no damage battle gate runs I constantly kept running into this issue. I tried turning it off but couldn’t.
    Edit : I don’t think they’re even going to fix it smh

  • @thecooldogs9598
    @thecooldogs9598 5 лет назад

    Other things that i would like to see with ReMind
    1 i-frame after a link finisher
    2 i-frame at the dodge roll that sora does after falling to the ground
    3 using both air slide (hold □) and air dodge (press □) in combat
    4 decide when use groundbreaker (down+○) and rising spiral (up+○) and the possibility to use them after a middle combo finisher and during some trasformation (like second form)
    5 situational bar faster in critical instead of slower
    6 more save slots

    • @flamehiro
      @flamehiro 5 лет назад

      Yeah dodging is nerfed so you forced to block, it's a shame.

  • @keybladewar22
    @keybladewar22 5 лет назад +5

    I will never ever disagree with anything in your videos because they speak the truth that other people tend to like or pretend it is not a big issue when it is.

  • @MellyXIV
    @MellyXIV 4 года назад

    I would like to note than even now (april 2020) after the dlc. In data fights when you use a second form finisher the camera fov doubles making it super awkward to play. Only thing that fixes it is entering a dm cutsceen.

  • @ItetsuShikurasa
    @ItetsuShikurasa 5 лет назад

    One thing I wish they would fix is how Rising Spiral and Ground Breaker works. For example, making it to where Rising Spiral work only on the ground and Groundbreaker would not only bring the enemy to the ground during an aerial combo, but you as well, that way it can flow a bit better, cause I feel as if after you use Groundbreaker, you shouldn't remain in the air, cause you would still be in an aerial combo, and you would snap to the ground when you try to follow up after Groundbreaker.

  • @TheDvsBstd
    @TheDvsBstd 5 лет назад +1

    There's definitly are some things need fixing. Altough I don't think any significant chnages are to come. But it'd be a pleasant surprise.
    I do however have hope that the fast pass and code black things in Re:Mind allow us to adjust certian parameters to create the balance we feel is the most fun. A lazy solution to a problem, yes. But it could be interesting. Let's say you play lvl.1 and with fast pass can increase the MP bar, lower the magic damage output and increase the physical damage output with normal keyblade combos.
    I wonder if Square Enix will be able to monitor peoples balancing adjustments and take it into consideration in the next game.

  • @humblemariner3522
    @humblemariner3522 5 лет назад

    Its been a while since I played KH3 and I liked it a lot of flaws that I either over looked or never knew about, like how hilariously powerful links were- I only made use of them a few times, the guard glitches and camera are particularly glaring and I am hopeful that Squeenix patches them sooner rather than later.

  • @heavyrain5949
    @heavyrain5949 5 лет назад +2

    Why not have aero's jump be triggered by pressing circle/jump? That way, there's three options. Auto, manual and to turn it off completely.
    For the situation commands, why not a three part meter instead of the arrows? Keyblade transformations should be guaranteed without that crit ability imo. So if you use magic attack that fills a portion of the meter, then you get that grand magic for example. And unlike the arrows, once each portion of the meter is filled, it won't decrease.
    For magic itself, I felt that each magic should had unique properties.
    Fire's damage decrease the further if travels and firaza can infect burn. Ice's gets a damage boost on frozen enemies, the higher the tier, the longer they stay frozen and the more damage they take. Thunder slows enemies and/or forces them to the ground, like it already does. Water's cast has potent parry frames the higher the tier and the projectile stuns enemies. And aero if not locked on to an enemy, or the locked-on enemy is close to Sora, Sora summons the wind around him instead to blow back enemies.
    And more on MP, maybe add some additional skills that use MP. Skills like strike raid, jump, vicinity slash(?), slide-dash, a light base projectile and even barrier. The difference with these skills, is that they won't upgraded.
    With an obvious increase in MP. Maybe even have unique commands that are learned from hidden recipes that you find gain, in the various world's.
    They can be added to a command deck in the main menu, maybe a Max of 4-6. So player can use moves like fire raid if they mix and match the skills and magic.
    And add L2/R2 to the shortcut menu.
    As for attraction flows, I definitely feel that they should've had an item to use. Like an attraction ticket that's one per battle, instead of the randomness they have currently. And you can only hold one at a time.
    Similar to keyblade switching, you can press left and right on the d-pad like so.
    Skills↔️Magic
    Attraction ticket ↔️Items
    Links↔️Team attacks
    (team ttacks should also consume mp)
    Links should also be one use per link per battle, same as KH1's summons. And a comment I saw, (credit to majorminus) is that Links damage is based on the current MP used when summoning them. Which is really good idea.
    And maybe have some more I-frames when any command finisher is over would be nice. And maybe, not have certain shotlocks and command finishers slow the game down. If they whiff, let the attack whiff. At least let me ride out an enemies attack.
    And finally, there's one thing I'd like fixed above all else. When you fail or finish a flan mini-game, why isn't there a retry screen? Instead, you have to sit through the dumb cutscene.
    Thanks for anyone who read all this lol

    • @Bizkit047
      @Bizkit047  5 лет назад +2

      Some interesting ideas here. Some may be too much for them to change, but would be neat to see in future games.

    • @heavyrain5949
      @heavyrain5949 5 лет назад

      @@Bizkit047
      Thanks Biz, means a lot :D

  • @tpspeed
    @tpspeed 5 лет назад +4

    While some of these are issues I have not experienced, I recognize they are problems and should be fixed. -A Fan Willing To Acknowledge the Problems of KH3

    • @Bizkit047
      @Bizkit047  5 лет назад +7

      If only everyone thought like you.

    • @NaanosVEVO
      @NaanosVEVO 4 года назад +1

      @Winging Eye oh look, a fanboy!

  • @richardwhite3499
    @richardwhite3499 5 лет назад +1

    6:40 that happened to me sometimes when i use magic also when I'm try to open a chest i pres the atrattion flow by actidint