I'm glad that you really got into the serious stuff and not just “IT'S KH3 EVERYTHING IS PERFECT WITH THIS GAME“. They need to know what to fix before releasing it.
crazy fire No RUclipsrs. Some hardcore fans who just want it to get released like it is. I mean I want it as fast as I can but the issues Dean is taking about are serious problems in my opinion.
DahSkaterr dude that whole demo felt more like a fantasy and magical experience I feel like that should’ve been in the main game on some level honestly loved that demo
Hands down the best review video for this demo so far. You mentioned a lot of valid pros and cons and instead of just bad mouthing the cons you named solutions. Great vid!
I mainly appreciate those words at the end of your video about how Square will be watching all of your feedback- I really hope they pay attention to what you have to say, wonderful job with this video!
huh, i was just curious of your opinion but i actually learned a couple new pieces of info from you with the landing lag thing and i was unaware that limits and attraction rides were different. once again you impress me with your level of detail.
This is a great overview, thanks Dean. More player agency and less floating! I'm excited to hear that the transformations have intrinsic abilities. I can't wait to see what other kinds of crazy things Square have cooked up.
9:34 THANK YOU DEAN FOR ADDRESSING THIS. I mentioned this in your original gameplay video and people were trying to come up with a reason why its there, so I'm glad I'm not alone in noticing this. I think the problem comes from the game being programmed to make the said animation finish before you hit the ground, as to where in KH2FM it either registers the swing but falling allows the animation to cancel as gravity kicks in, or falling to the ground cancels the animation all together if you are too close to the ground, which makes much more sense compared to what we have seen in KH3 so far.
Excellent video. Very informative and well put together. And the fact that the dev team are looking for feedback and are going to be watching videos like this is fantastic. I truly believe most of your concerns will be put to rest by the time the game releases. You can tell they want the game to be as best as possible, and they have put a tremendous amount of love into making it.
Thank you SO SO SO much for doing such a fantastic job with testing all this out. None of the big media people there seemed to really do a great job of actually handling the game like this, and I absolutely love looking into some of the more technical things. Since I REALLY want Square to implement some of your ideas, I'd love to hype them as much as I can. It seems like several of the animations could be tuned up to make the combat side of things more substantive instead of flashy and float-y. I have always thought some of the "issues" were the result of making this build specifically for trailers/demos, so we'll see what happens when we get closer to a finished product. Strange seeing how the aerial combos transition so smoothly to ground combos as he descends naturally but just normal falling and air slide seem so jerky. The normal falling literally looks like what landing after gliding looks like in KH2, a little hover-drop stutter, and knockbacks seems to hang in the air for SOOOO long. I mean, to be fair, I've played my fair share of PCSX2 KH with 60fps hacked in so gravity is always weird, but the launches just don't look normal. Simply making the attack transitions a bit more snappy, improving the fluidity of air slide and making the falling transition more natural looks like it could make the combat SOOO much better. KH2 was just so responsive and rapid with everything that we're probably spoiled, but it would be nice to have that level of control and realism once again. If they allow for an option that either A) removes some of the transformations/transitions, or B) don't show them in subsequent consecutive uses like they had for summons in KH2, that should be fine, and seeing as you mentioned that they already have the skip cinematic option for links I would imagine this is at least a possibility. As for the cinematic finishers for transformations, I was really worried until seeing the base of the Rock Titan part, they clearly CAN adjust the camera work at least for Second Form. Definitely something that makes for nice trailers and such, but really seem to be a nuisance once you get to, say boss fights. Very interested to see what they do with that; they clearly have cared in the past about a very refined and technical combat system, we see that in KH2 especially but also in other games for critical/lvl 1 stuff obviously, so I have to think they are still keeping this in mind. Things like Links needing a full MP bar instead of all remaining seems like it could just be a technical thing they haven't implemented yet. I could definitely see them changing that and/or the i-frames of them, I don't imagine them making it too different than what it is now. KH2 had limits with complete invincibility, and summons with i-frames during the associated limit, maybe they will make the "finisher" part of links the invincible part. The party "limit" attacks seem odd as you pointed out, totally random and seemingly without cost. I also like the idea of Donald/Goofy getting better/more controlled limits as you progress instead of just these basic cinematic ones that really seem out of place as just damage filler. This is what piques my curiosity about ability/character customization possibly the most; what haven't we seen yet, and under what category does each combat feature fall under? Heck even in DDD you had to "equip" flowmotion abilities. Side note- LOVE the look of flowmotion now, and really love that its not pink anymore. Seems like it could also be a bit snappier coming off walls, but seems very functionally solid now and not OP finally. For wall running walls, maybe only have the "flash" in proximity? Perhaps they wanted it SUPER obvious since it hadn't been shown off as a feature in trailers yet beyond the Rock Titan fight. As a personal aside, I often thought a cool implementation would be to have the traditional "Drive" gauge but use it like focus; drain it progressively for shotlocks, or instantly for certain limits/attacks. As with KH2, get more bars as you progress, and learn more options so nothing gets too tired/overused. Right now it seems odd that literally a third of the HUD is dedicated to a resource so sparingly used. This seems to be most prevalent (for me at least) with Attraction Flow, but it seems like they really need to tone down the rate of some situation commands. You stating that they told you they tweaked it is the first I've actually heard of that though I've always thought they did that for trailers anyway, but if this is they higher-rate version thank THANK GOODNESS. Maybe the balance was also tweaked, ie we've already seen magic-based commands from 0.2 and know what to expect from -ga level magic so they scaled those down. Back to Attraction Flow, however, it A) doesn't use any resources as you noted, and B) has i-frames throughout it seems like. It also seems really out of place in the "traditional" KH universe, but to each his own on that. I'd definitely be interested to see if Attraction Flows are like abilities that are earned/equipped and can thus be controlled to some extent that way. Here's hoping Square does consider your feedback, because if they just tweak a few game this looks like it really does have a chance to be something very special.
KW_ Sten13 As much as I want to respond to you with a comment of equal depth and pertinence, I have but a clunky tablet to reply with, so we shall see. To be honest, I feel like a lot of the combat issues, floatiness issues and flow of transitions could all be fixed by them not being so scared to let their animations be cut off. If the air dash twirl animation could be cut off by movement it would become more snappy. If hits in a combo had the potential to be cut off towards the very end of their animation via the next hit it would surely become more snappy. Would they allow contact with the ground to cut off the falling after an attack animation the transition there would suddenly find itself a lot smoother. It's not such a bad thing to have such flashy moves, but much akin to limit animations, you must allow the player the option to opt out of it should the situation call for it. Also, knock backs are... fine, but I must agree I would prefer them shorter. KH2 was the epitome of combat for this series, but that doesn't mean there can't be a new contender, and that's what I hope for too. I mean, just as they'll likely add options for transformations, they can add variability and control/options over the cinematic camera during finishers and other moves. Also, yeah, links not having i-frames or requiring a full magic bar are easy fixes. As far as random limits are concerned, this is one of many things I feel could be fixed by having a quick shortcut menu tailored towards issuing out simple commands for your partners, and, again, the customization menu could help with this too. Or, you know, it could just be a regular menu option and your party may just remind you of your options every now and again. There's a few ways to reform this. Furthermore, expanding upon previously acquired movesets as you progress through a game is one of my favorite things in gameplay period, so I absolutely adore this idea of progressing Donald and Goofy's limits as the game advances. I must similarly agree on the look of Flowmotion, it is quite phenomenal now, although, I am biased towards this color and aura looking effects. As for the walls, I would scrap what they have entirely to instead show a faint wisp of Flowmotion essence on the walls themselves, that not only fits with the theme better and would be more clear as to what they relate but is also far less distracting of an idea in my opinion. I agree with your idea for Focus a fair amount too. Shotlocks could drain full bars, and it could restore itself less sparingly, multiple levels giving access to these supposed Drive Forms we're supposed to get. Boom. Issue solved. Well, except that they may have to even out the damage output for some of these Shotlock moves too based off what I'm hearing here. I personally rather enjoy the premise of Attraction Flows, as well as the fact that they're based on the region in which you're stationed while you fight. I just wish rather than being something you summon out of nowhere with a very odd cause that they'd instead be something broken down in the environment that you could power up through magic or Flowmotion or something. I think this would give the environment even more intractability as well as allow for these Attractions to be tailor crafted for the situations where they arise. They would then, of course, need more work to be done, but all in all I think it'd be worth it. It's become more and more clear to be over time that this game is being rushed by about half a year, and although everyone I've met has strongly disagreed with me, I've stuck to my guns on this topic, and it would appear here that I've still yet to be proved wrong. My hope is that Square realizes this themselves as they watch these videos and push the game off just a small bit longer in order to give themselves but a little more time to make KH3 the game it so greatly deserves to be at launch. Of course there could be updates, and of course way down the line there may even be mods, but as it stands now they're plainly trying to get too much done in too short a time frame. They need to understand that despite what fans may say it's alright to take their time on this, and in fact, it's the better choice for everyone involved anyway. Still, despite not being where we'd all like it to be, I'm sure, the game as it stands now is still pretty amazing nonetheless. Well, here's hoping these responses are seriously considered over the lackluster reports of the mainstream media and used to better the game as much as absolutely possible before release.
Great video Dean! Proud and happy to see a lot of Pros addressed/mentioned, and no not just because it’s “Kingdom Hearts 3 so it has to be perfect” but it shows the growth and improvement Osaka Team has made. Also, it seems almost everyone is on the same page when it comes to the cons of the game. Part of them being things that will be fix in the full version and the others being suggested to be control through the menus. So, now instead of trying to fix everything at once, Square can focus on the problems that people want fix. Now when it comes to Sora’s “Floatness” I do expect us to have some of it leftover but if Square can get rid of it all then I’m for it!. KH3 is looking to be pretty great and if all the problems are fixed then HOO BOY! Are we all in for a good time. Thank you for your feedback and impressions especially at this time and night.
Hey Dean recently subscribed to your channel because honestly you were very detailed on your analysis here and honestly your feedback was to me my favorite on what needed to be said. I REALLY hope Square listens to this video. I learned some new things about the game that I didn’t even know until I watched your video. Lastly good job on the video my dude.
-floatiness after aerial actions -lag inbetween hits in standard physical combos ( a bunch of finishers were equiped though) -lack of invul frames during summons/cinematic finishers -camera angles during actions thar trigger cinematics i believe all this is fixable. I also think kh3 could take sfv (Street Fighter V) appraoch, where the game just let you cancel all non mandatory inbetween frames of animations into your next action.
Thank you Dean for your wonderful insight. Your attention to detail is a plus for the community. I hope Square is listening. I'm soo pumped for KH3!!!!
Soraalam1 It goes to show you that when you were endorsed to go this event, there was a very good reason for it. I’m glad that they picked you to go! :)
Thank you for looking at the game critically. It’s easy to get wrapped up in the spectacle of the game especially when so many of us are anticipating it. Your analysis analyzed a lot of the gameplay options and areas of improvement in the little time you were given to play the game. I hope you got to enjoy the demo even after analyzing everything, and I hope that Square takes the feedback and makes KH3 into a masterpiece!
"Hopefully they can be convinced to adjust the physics a little bit and to have things feeling a little more tight and natural." Square needs to hear this. Only way to have feedback heard is to make the feedback loud and clear. Especially your side by side comparisons to KH2 in this video. It's a perfect example and one Square needs to be made aware of. Our boy Soraalam1 knows what he's talking about. If anyone's feedback after the event needs to be heard, it's yours.
Hi! I have seen a few of your videos now, and I'm not surprised Square Enix invited you to this demo-play. This review was interesting for 25 minutes and 36 seconds! Have a great day!
Quality content as always, very well made review of the demo. Talking both about what you liked and what you want to see being improved. It really seems like a lot of the problems you had could be fixed before launch too.
TheDvsBstd I think what most people don't realize is that this was the playtest. They did this for feedback purposes. All of the people at the event are all youtubers. They even straight up told youtubers to pay attention to information next month and make more videos. They're watching these videos.
The more shared feedback is United, the louder they'll hear it. I've been hearing about the floaty combat a lot but it's nice to know they're listening. Very balanced reviw, keep it up!
One of the things i really love about your videos is that you never really skip out on the details, great video! I hope square patches most of these things up before release
One thing they could do to fix the flowmotion indicators on the walls so that it isn't an eyesore on the environment is making the indicators visible only when Sora is close to the wall. That way if you want to do a landscaping view of the area, you won't be taken aback by shimmering walls.
So I think a good option to add to the game would be to be able to turn on and off the dynamic cinematic camera for finishers. Give players a choice about whether they want to use it or not
I love your videos man. They’re all extremely informative and in a sense relaxing. If I’m bored I can rewatch it multiple times and if I’m having trouble sleeping it’s relaxing enough to make me fall asleep. You do such an amazing job man.
You have an awesome channel man. I am married and older and hadn't touched a video game in 13 years since Kh2 first came out. Now that KH3 is coming out, I am getting back into it for the first time since my childhood. Your walk-throughs have been invaluable to me as I am playing 1.5+2.5 remix again. Cheers!
Wow. This is my favorite impressions of the game. Something about the way you really explained the ends, and outs! And just a great example of how feedback can really benefit for the final release. Great job. So hyped.
Great analysis as always, Dean! I think the floatiness of the falling is going to be one of the biggest issues with this game of they don't fix it. Really hoping they can get it close to KH2 level tightness.
Great thing to wake up to 🙏🏽 thanks for this Dean and again congrats on getting to play it early. Loved the way you gave solutions to the problems here and can't wait to see Square responding to everyone's feedback.
So far I've watched only a few reviews on this demo and each one has some positive and negative feedback about the gameplay but so far I like this one the best. You actually took time to break down your opinion in detail with side-by-side game comparisons versus just referencing it. Doing it this way will hopefully make it easier for Square to get a better understanding about what most people are talking about and make those changes. Thank you for posting this. I have the same concerns based on watching this review. If they fix it then we will have a game that's well on it's way to being a 10 out of 10, at least from a gameplay aspect.
Dear god man ur analysis really went down to the nitty gritty stuff, really impressed and thankful u were able to get something like this out. It wasn't until this video where I noticed the floatiness and that landing lag, I always felt something was off in the trailers and gameplay and it wasn't till know that I realized, was really hoping Osaka team was able to fix it this time round but lets hope that ur input on it gets it remedied, awesome video man, can't wait till we see the rest of what KH3 has to offer
You are the first guy that talks enough to lift my sorrow. Thank you for you in depth view into the experience you were luckily able to have on the game.(thanks especially you pointed out casts got a finisher if done at the end sequence, these things really show that the essence of the game will be there, a lot)
EVERYTHING JUST LOOKS SO BEAUTIFUL! Im just stunned on how big each world looks, and Im so glad to have a KH2 gameplay style again! Im not the biggest fan of the glowing wall but maybe they can have an option to turn it off. I feel if the wall doesnt work, it doesnt work, there doesnt need to be a shining light over it. I honestly dont mind how long KH3 takes to release bc I want it to be as perfect as it can be. I know the longer it takes the better it will be! Im really excited and I hope they take into consideration all the aspects you addressed!
It's really nice to see someone confirm that it feels floaty. Been seeing that critique alot lately from people but It's nice to hear it from someone who's actually had hands on with it instead of just seeing it. Keep it up, dude. Excellent overview overall.
Hey man. I appreciate the detail, and damn it's gonna be nice seeing this game completed. Thanks for the video and Ramadan Mubarak if you are fasting for Ramadan. Honestly respect the effort as always. Have a good day :)
Thanks for giving so much detail about the actual base combat mechanics, most reactions seem to be obsessed with the flashier stuff and I was worried that the game would fall way short of KH2's quality of mechanics. You answered a lot of my questions about the game and now it seems much more like they just have to tweak some small things in order to make this one of my favourite combat systems ever. All aboard the Hype train
Awesome to hear how is it coming, i'm really hopeful for this one. I mean, i always was, but now im even more after hearing you. I had heard other youtubers, and i knew not to worry in certain aspects. But i think it's the way you express it, that made me feel more secure about what i have been hearing. Also nice to know that to make it good for everyone, they just need to tweak a few things :D
Please, please, PLEASE Square. Get rid of that float and drop lag. That’s one of the biggest annoyances to so many players and why we love KH2’s combat most for how consistent and grounded it feels. I’m sure you guys got the chance to mention this to the devs, and there’s time to make adjustments
What if they completely re-mastered all of the previous games from the ground up, with the KH3 graphics. Imagine Kingdom Hearts 1 or Kingdom Hearts 2 with these graphics! I think it would be pretty cool
This is PERFECT my dude!!!!!!! And i really hope they make it less floaty but this game will be amazing either way and man you really go into detail i love it!
Thanks for the analysis once I get my ps4 back I will be playing consistently. Also dean gl on your future runs of kh2fm. You're one of the best after all.
Hi Dean ! Great vid, love the attention to details. Concerning the Link option that uses all the MP bar, I don't know if they will change it in the future... The fact that you don't get to use Sora's moveset during combat is what had had me upset in KH3D with the fusion system, along with the fact that it took a long time before being able to launch them. The fusions in KH3D were quite powerful though, so it was satisfying. Maybe if this Link feature in KH3 is just as powerful and but more handy to launch, it will only be a matter of wise choice during combat... but I agree that receiving damage during those sequences feels kind of arbitrary
Lovely video! Good blend of information that I didn't know yet about the game and a good personality/presentation to boot. Subscribed! Look forward to the flood of videos from your channel when the game finally releases!
When you compared the aerial hit of 3 to 2's I felt like I got more of an understanding for why there's such a floaty feeling. In the game, Sora instead of simply defying gravity when he wants to, is constantly just getting stuck in midair by animations and there's literally no physics system on him during those periods. He's just... stiffly floating there. There's too much meticulous " You saw that? Ok, now let's move on. " going on in the middle of hits instead of " boom, boom, boom, you saw that? ". Idk. Same thing with airslide. It's like *action* mini-cooldown *continue* and that's incredibly annoying to look at and can cost you a hit especially since it feels like the enemies weren't designed with this in mind. I really hope this gets taken out because although it's not gamebreaking, it's so much worse than what it could EASILY be. It's like an almost perfect hairstyle that has a couple of very noticeable strands poking out. I have no idea why the developers have clung to this method of combat/movement but this needs to be overhauled and dealt with before the game is out the door.
Basically this. Attacks lack smoothness and feel stiff overall. I miss my KH2 aerial combos..What we have her eis the Birth By Sleep syndrome of stiff enemies, rigid body mechanics and ''flashy'' effects...
Take a look at Re:Coded. The basic air combo has you lose height by a small amount with each attack if you use combo master on nothing. The air slide has no cool down but instead you have a limited amount of airslides that increase with each upgrade.
Honestly, in terms of the floatiness, I'm not really worried. I didn't really have an issue with it in 0.2, BBS or DDD so I won't really mind it here. Great to hear about the Keyblade switching. This was easily the best video I've seen about the impressions of the demo, good job Dean! In all, the cons were understandable and I'm assuming that Square will immediately take action on the feedback that everyone's given in order to make it a more amazing game at the time of release! With the Keyblade switching, my plan will be to have one Keyblade for each form at first to keep it balanced, but we'll see how it goes. Good to know about Attraction Flow being optional and you only attack the Heartless when that big green cursor is on them. I was never a big fan of Attraction Flow since it was revealed and I always knew I wouldn't use it as much. So, when the green cursor shows, move to a different Heartless, good to know!
Awesome review! I hope they fix the floatiness- seriously, they have to be aware of it as a problem by now since it's discussed so much. I think they could have gotten rid of attraction flow from the beginning honestly- but it's too late for that now. Then maybe they would have put more emphasis on making limits more like kh2. But overall, I'm super pumped to hear that you still really enjoyed it. And I'm so glad that they seem to really be interested in hearing feedback. I didn't follow the development of FFXV much, but I wonder if they had an event like this before the release? I feel like it could have helped them fix so many of the issues that game had on release.
Kyouta San After kh1 the games did start to feel like they were making the games easier as they went on, but I don't think being floaty would be a good way to fix this
Kyouta San It actually won't make the game any harder, because you can cancel any or your animations with either a Guard or Airslide, so unlike in previous titles, being floaty won't make the game harder. Just less fluid.
Artificial difficulty due to control issues is never a good thing. I want a sense of challenge and control, when you lose in a well done game the goal is to have the player be like "oh, I died because I did this wrong, fair", not "I died because the game didn't give me control or was unfair to me". If things hard just for the sake of being hard was good, Mysterious Figure would be one of the best bosses in the series. However, the boss is infamous for being hard in a bad way. Lingering Will is also super hard, but he is always fair and has clear indicators for all his moves so if you mess up it's typically your fault.
Nice to see an analysis video that actually offers constructive criticism instead of just spending half an hour relentlessly bashing the game for not being KH2FM. Good job Dean. :)
I'm glad that you really got into the serious stuff and not just “IT'S KH3 EVERYTHING IS PERFECT WITH THIS GAME“. They need to know what to fix before releasing it.
Mistaa HaSSan who’s been like that?
crazy fire No RUclipsrs. Some hardcore fans who just want it to get released like it is. I mean I want it as fast as I can but the issues Dean is taking about are serious problems in my opinion.
Those hardcore fans can be pretty annoying, just like any.
Tbh Andy's room reminds me of the ffxv demo when you're small
DahSkaterr reminds me of toy story 2 N64
Majin Ma$ Foreal I forgot about that game 😂
DahSkaterr dude that whole demo felt more like a fantasy and magical experience I feel like that should’ve been in the main game on some level honestly loved that demo
Me too
And this is why Dean is the best at KH analysis
This is by far the best analysis video of the new KH3 demo; amazing work, Dean :)
Hands down the best review video for this demo so far. You mentioned a lot of valid pros and cons and instead of just bad mouthing the cons you named solutions. Great vid!
Emmanuel Betancourt honestly
I mainly appreciate those words at the end of your video about how Square will be watching all of your feedback- I really hope they pay attention to what you have to say, wonderful job with this video!
We have to tweet this video at Square so that they *REALLY* notice it!
huh, i was just curious of your opinion but i actually learned a couple new pieces of info from you with the landing lag thing and i was unaware that limits and attraction rides were different.
once again you impress me with your level of detail.
Always want to be thorough and help people learn something new, I'm glad you found that value in the video :)
This is a great overview, thanks Dean. More player agency and less floating!
I'm excited to hear that the transformations have intrinsic abilities. I can't wait to see what other kinds of crazy things Square have cooked up.
9:34 THANK YOU DEAN FOR ADDRESSING THIS. I mentioned this in your original gameplay video and people were trying to come up with a reason why its there, so I'm glad I'm not alone in noticing this. I think the problem comes from the game being programmed to make the said animation finish before you hit the ground, as to where in KH2FM it either registers the swing but falling allows the animation to cancel as gravity kicks in, or falling to the ground cancels the animation all together if you are too close to the ground, which makes much more sense compared to what we have seen in KH3 so far.
Excellent video.
Very informative and well put together.
And the fact that the dev team are looking for feedback and are going to be watching videos like this is fantastic.
I truly believe most of your concerns will be put to rest by the time the game releases.
You can tell they want the game to be as best as possible, and they have put a tremendous amount of love into making it.
Thank you SO SO SO much for doing such a fantastic job with testing all this out. None of the big media people there seemed to really do a great job of actually handling the game like this, and I absolutely love looking into some of the more technical things. Since I REALLY want Square to implement some of your ideas, I'd love to hype them as much as I can.
It seems like several of the animations could be tuned up to make the combat side of things more substantive instead of flashy and float-y. I have always thought some of the "issues" were the result of making this build specifically for trailers/demos, so we'll see what happens when we get closer to a finished product. Strange seeing how the aerial combos transition so smoothly to ground combos as he descends naturally but just normal falling and air slide seem so jerky. The normal falling literally looks like what landing after gliding looks like in KH2, a little hover-drop stutter, and knockbacks seems to hang in the air for SOOOO long. I mean, to be fair, I've played my fair share of PCSX2 KH with 60fps hacked in so gravity is always weird, but the launches just don't look normal. Simply making the attack transitions a bit more snappy, improving the fluidity of air slide and making the falling transition more natural looks like it could make the combat SOOO much better. KH2 was just so responsive and rapid with everything that we're probably spoiled, but it would be nice to have that level of control and realism once again.
If they allow for an option that either A) removes some of the transformations/transitions, or B) don't show them in subsequent consecutive uses like they had for summons in KH2, that should be fine, and seeing as you mentioned that they already have the skip cinematic option for links I would imagine this is at least a possibility. As for the cinematic finishers for transformations, I was really worried until seeing the base of the Rock Titan part, they clearly CAN adjust the camera work at least for Second Form. Definitely something that makes for nice trailers and such, but really seem to be a nuisance once you get to, say boss fights. Very interested to see what they do with that; they clearly have cared in the past about a very refined and technical combat system, we see that in KH2 especially but also in other games for critical/lvl 1 stuff obviously, so I have to think they are still keeping this in mind.
Things like Links needing a full MP bar instead of all remaining seems like it could just be a technical thing they haven't implemented yet. I could definitely see them changing that and/or the i-frames of them, I don't imagine them making it too different than what it is now. KH2 had limits with complete invincibility, and summons with i-frames during the associated limit, maybe they will make the "finisher" part of links the invincible part. The party "limit" attacks seem odd as you pointed out, totally random and seemingly without cost. I also like the idea of Donald/Goofy getting better/more controlled limits as you progress instead of just these basic cinematic ones that really seem out of place as just damage filler. This is what piques my curiosity about ability/character customization possibly the most; what haven't we seen yet, and under what category does each combat feature fall under? Heck even in DDD you had to "equip" flowmotion abilities.
Side note- LOVE the look of flowmotion now, and really love that its not pink anymore. Seems like it could also be a bit snappier coming off walls, but seems very functionally solid now and not OP finally. For wall running walls, maybe only have the "flash" in proximity? Perhaps they wanted it SUPER obvious since it hadn't been shown off as a feature in trailers yet beyond the Rock Titan fight.
As a personal aside, I often thought a cool implementation would be to have the traditional "Drive" gauge but use it like focus; drain it progressively for shotlocks, or instantly for certain limits/attacks. As with KH2, get more bars as you progress, and learn more options so nothing gets too tired/overused. Right now it seems odd that literally a third of the HUD is dedicated to a resource so sparingly used.
This seems to be most prevalent (for me at least) with Attraction Flow, but it seems like they really need to tone down the rate of some situation commands. You stating that they told you they tweaked it is the first I've actually heard of that though I've always thought they did that for trailers anyway, but if this is they higher-rate version thank THANK GOODNESS. Maybe the balance was also tweaked, ie we've already seen magic-based commands from 0.2 and know what to expect from -ga level magic so they scaled those down. Back to Attraction Flow, however, it A) doesn't use any resources as you noted, and B) has i-frames throughout it seems like. It also seems really out of place in the "traditional" KH universe, but to each his own on that. I'd definitely be interested to see if Attraction Flows are like abilities that are earned/equipped and can thus be controlled to some extent that way.
Here's hoping Square does consider your feedback, because if they just tweak a few game this looks like it really does have a chance to be something very special.
You completely have the right idea, I agree with so much of this comment.
Thank you so much, it might be late but its always a good time for Kingdom Hearts
KW_ Sten13
As much as I want to respond to you with a comment of equal depth and pertinence, I have but a clunky tablet to reply with, so we shall see. To be honest, I feel like a lot of the combat issues, floatiness issues and flow of transitions could all be fixed by them not being so scared to let their animations be cut off. If the air dash twirl animation could be cut off by movement it would become more snappy. If hits in a combo had the potential to be cut off towards the very end of their animation via the next hit it would surely become more snappy. Would they allow contact with the ground to cut off the falling after an attack animation the transition there would suddenly find itself a lot smoother. It's not such a bad thing to have such flashy moves, but much akin to limit animations, you must allow the player the option to opt out of it should the situation call for it. Also, knock backs are... fine, but I must agree I would prefer them shorter. KH2 was the epitome of combat for this series, but that doesn't mean there can't be a new contender, and that's what I hope for too.
I mean, just as they'll likely add options for transformations, they can add variability and control/options over the cinematic camera during finishers and other moves. Also, yeah, links not having i-frames or requiring a full magic bar are easy fixes. As far as random limits are concerned, this is one of many things I feel could be fixed by having a quick shortcut menu tailored towards issuing out simple commands for your partners, and, again, the customization menu could help with this too. Or, you know, it could just be a regular menu option and your party may just remind you of your options every now and again. There's a few ways to reform this. Furthermore, expanding upon previously acquired movesets as you progress through a game is one of my favorite things in gameplay period, so I absolutely adore this idea of progressing Donald and Goofy's limits as the game advances.
I must similarly agree on the look of Flowmotion, it is quite phenomenal now, although, I am biased towards this color and aura looking effects. As for the walls, I would scrap what they have entirely to instead show a faint wisp of Flowmotion essence on the walls themselves, that not only fits with the theme better and would be more clear as to what they relate but is also far less distracting of an idea in my opinion. I agree with your idea for Focus a fair amount too. Shotlocks could drain full bars, and it could restore itself less sparingly, multiple levels giving access to these supposed Drive Forms we're supposed to get. Boom. Issue solved. Well, except that they may have to even out the damage output for some of these Shotlock moves too based off what I'm hearing here.
I personally rather enjoy the premise of Attraction Flows, as well as the fact that they're based on the region in which you're stationed while you fight. I just wish rather than being something you summon out of nowhere with a very odd cause that they'd instead be something broken down in the environment that you could power up through magic or Flowmotion or something. I think this would give the environment even more intractability as well as allow for these Attractions to be tailor crafted for the situations where they arise. They would then, of course, need more work to be done, but all in all I think it'd be worth it.
It's become more and more clear to be over time that this game is being rushed by about half a year, and although everyone I've met has strongly disagreed with me, I've stuck to my guns on this topic, and it would appear here that I've still yet to be proved wrong. My hope is that Square realizes this themselves as they watch these videos and push the game off just a small bit longer in order to give themselves but a little more time to make KH3 the game it so greatly deserves to be at launch. Of course there could be updates, and of course way down the line there may even be mods, but as it stands now they're plainly trying to get too much done in too short a time frame. They need to understand that despite what fans may say it's alright to take their time on this, and in fact, it's the better choice for everyone involved anyway. Still, despite not being where we'd all like it to be, I'm sure, the game as it stands now is still pretty amazing nonetheless. Well, here's hoping these responses are seriously considered over the lackluster reports of the mainstream media and used to better the game as much as absolutely possible before release.
Delivered. This is exactly the analysis I was excited to see you drop. Ramadan kareem!
Great video Dean! Proud and happy to see a lot of Pros addressed/mentioned, and no not just because it’s “Kingdom Hearts 3 so it has to be perfect” but it shows the growth and improvement Osaka Team has made. Also, it seems almost everyone is on the same page when it comes to the cons of the game. Part of them being things that will be fix in the full version and the others being suggested to be control through the menus. So, now instead of trying to fix everything at once, Square can focus on the problems that people want fix. Now when it comes to Sora’s “Floatness” I do expect us to have some of it leftover but if Square can get rid of it all then I’m for it!. KH3 is looking to be pretty great and if all the problems are fixed then HOO BOY! Are we all in for a good time. Thank you for your feedback and impressions especially at this time and night.
Seems like the game has got far more good than bad,and the bad can be easily fixed by the time of release.
Yeah, if they want to address these I think they can do it
Yep and knowing that they listen to what we all have to say is super nice to hear!
Hey Dean recently subscribed to your channel because honestly you were very detailed on your analysis here and honestly your feedback was to me my favorite on what needed to be said. I REALLY hope Square listens to this video. I learned some new things about the game that I didn’t even know until I watched your video. Lastly good job on the video my dude.
thank you, I'm glad you're enjoying the content on the channel!
You did an excellent review.
Amazing video and comments... it looks reasonable all your points. Hope they see ur video ;)
Great video!
-floatiness after aerial actions
-lag inbetween hits in standard physical combos ( a bunch of finishers were equiped though)
-lack of invul frames during summons/cinematic finishers
-camera angles during actions thar trigger cinematics
i believe all this is fixable. I also think kh3 could take sfv (Street Fighter V) appraoch, where the game just let you cancel all non mandatory inbetween frames of animations into your next action.
Thank you Dean for your wonderful insight. Your attention to detail is a plus for the community. I hope Square is listening. I'm soo pumped for KH3!!!!
I'm very happy with this impressions... Video I'm glad u did this
This is the best feedback/impressions video thus far. Square Enix needs to examine everything you said in this video. Your analysis is flawless.
Thank you so much!
Soraalam1 It goes to show you that when you were endorsed to go this event, there was a very good reason for it. I’m glad that they picked you to go! :)
Goodwork on the analysis! Square definitely made the right decision letting you play kh3
Thank you for looking at the game critically. It’s easy to get wrapped up in the spectacle of the game especially when so many of us are anticipating it. Your analysis analyzed a lot of the gameplay options and areas of improvement in the little time you were given to play the game. I hope you got to enjoy the demo even after analyzing everything, and I hope that Square takes the feedback and makes KH3 into a masterpiece!
"Hopefully they can be convinced to adjust the physics a little bit and to have things feeling a little more tight and natural."
Square needs to hear this. Only way to have feedback heard is to make the feedback loud and clear. Especially your side by side comparisons to KH2 in this video. It's a perfect example and one Square needs to be made aware of. Our boy Soraalam1 knows what he's talking about. If anyone's feedback after the event needs to be heard, it's yours.
The "Finish" prompt for the final hit of Ars Arcanum says "Finis" lol. Be hilarious if that wasn't fixed.
I didn't even see that, that's wild LOL
It may be on purpose! “Ars Arcanum” is Latin for “Mysterious Art,” after all, and “Finis” is Latin for end.
"Finis" isn't really a mispell
Yo if they put it in Latin on purpose that’d be sick as fuck
In Kingdom Hearts Final Mix wasn't the final command also "Finis"?
My boi Dean with the quality content as usual.
Wow im early
Edit: Happy Ramadan! Didnt know you were Muslim
Who cares
Dean is muslim? I'm a muslim btw
Konstantin K. They care ? Let them speak their peace. Respect
Hi!
I have seen a few of your videos now, and I'm not surprised Square Enix invited you to this demo-play. This review was interesting for 25 minutes and 36 seconds! Have a great day!
Quality content as always, very well made review of the demo. Talking both about what you liked and what you want to see being improved.
It really seems like a lot of the problems you had could be fixed before launch too.
TheDvsBstd I think what most people don't realize is that this was the playtest. They did this for feedback purposes. All of the people at the event are all youtubers. They even straight up told youtubers to pay attention to information next month and make more videos. They're watching these videos.
The more shared feedback is United, the louder they'll hear it. I've been hearing about the floaty combat a lot but it's nice to know they're listening. Very balanced reviw, keep it up!
perfection review
I just wanna say I’m so glad I found your account on youtube a long time ago, you are always my go to for anything kingdom hearts related.
Excellent analysis, and really glad you brought up the floatiness!
One of the things i really love about your videos is that you never really skip out on the details, great video! I hope square patches most of these things up before release
One thing they could do to fix the flowmotion indicators on the walls so that it isn't an eyesore on the environment is making the indicators visible only when Sora is close to the wall. That way if you want to do a landscaping view of the area, you won't be taken aback by shimmering walls.
Yeah I was thinking the same thing in retrospect. Proximity is perfect.
So I think a good option to add to the game would be to be able to turn on and off the dynamic cinematic camera for finishers. Give players a choice about whether they want to use it or not
Great video as always! I was wondering why jumps and air slides looked a little weird, but your explanation and comparison made it clear :)
I love your videos man. They’re all extremely informative and in a sense relaxing. If I’m bored I can rewatch it multiple times and if I’m having trouble sleeping it’s relaxing enough to make me fall asleep. You do such an amazing job man.
I appreciate that, thank you!
Another great video keep up the good work dean
Yay I've been waiting for this :D
I feel that even if kh3 has flaws I'll be shedding tears when I play it
Thanks for all of the hard work you put in your videos Dean. You may not post often, but whenever you do I know it's going to be great.
You have an awesome channel man. I am married and older and hadn't touched a video game in 13 years since Kh2 first came out. Now that KH3 is coming out, I am getting back into it for the first time since my childhood. Your walk-throughs have been invaluable to me as I am playing 1.5+2.5 remix again. Cheers!
Wow. This is my favorite impressions of the game. Something about the way you really explained the ends, and outs! And just a great example of how feedback can really benefit for the final release. Great job. So hyped.
Appreciate this in depth analysis! subscribed
Great analysis as always, Dean! I think the floatiness of the falling is going to be one of the biggest issues with this game of they don't fix it. Really hoping they can get it close to KH2 level tightness.
I’m from the future and KH3 loads sooooo slooowww
Great thing to wake up to 🙏🏽 thanks for this Dean and again congrats on getting to play it early. Loved the way you gave solutions to the problems here and can't wait to see Square responding to everyone's feedback.
So far I've watched only a few reviews on this demo and each one has some positive and negative feedback about the gameplay but so far I like this one the best.
You actually took time to break down your opinion in detail with side-by-side game comparisons versus just referencing it. Doing it this way will hopefully make it easier for Square to get a better understanding about what most people are talking about and make those changes.
Thank you for posting this. I have the same concerns based on watching this review. If they fix it then we will have a game that's well on it's way to being a 10 out of 10, at least from a gameplay aspect.
You have the best KH analysis videos and I hope they take care of the concerns and fix them . Keep up the great work man
Nicely presented and edited as always, Dean. And well made points too; you're eloquent when it comes to expressing thoughts. Keep it up man :)
Dear god man ur analysis really went down to the nitty gritty stuff, really impressed and thankful u were able to get something like this out. It wasn't until this video where I noticed the floatiness and that landing lag, I always felt something was off in the trailers and gameplay and it wasn't till know that I realized, was really hoping Osaka team was able to fix it this time round but lets hope that ur input on it gets it remedied, awesome video man, can't wait till we see the rest of what KH3 has to offer
You are the first guy that talks enough to lift my sorrow. Thank you for you in depth view into the experience you were luckily able to have on the game.(thanks especially you pointed out casts got a finisher if done at the end sequence, these things really show that the essence of the game will be there, a lot)
Thank you, I'm glad I was able to help with whatever was making you sad.
Thanks for the upload Soraalam!! It's a very comprehensive guide of what the demo offered.
I am VERY encouraged that they went to the trouble of having you-tubers play and give feedback.
Always a must watch. Dean never fails to produce informative vids. Good job 👏
EVERYTHING JUST LOOKS SO BEAUTIFUL! Im just stunned on how big each world looks, and Im so glad to have a KH2 gameplay style again! Im not the biggest fan of the glowing wall but maybe they can have an option to turn it off. I feel if the wall doesnt work, it doesnt work, there doesnt need to be a shining light over it. I honestly dont mind how long KH3 takes to release bc I want it to be as perfect as it can be. I know the longer it takes the better it will be! Im really excited and I hope they take into consideration all the aspects you addressed!
OMG the game definitely looks amazing, I'm trying to play again today tbh
It's really nice to see someone confirm that it feels floaty. Been seeing that critique alot lately from people but It's nice to hear it from someone who's actually had hands on with it instead of just seeing it. Keep it up, dude. Excellent overview overall.
Hey man. I appreciate the detail, and damn it's gonna be nice seeing this game completed. Thanks for the video and Ramadan Mubarak if you are fasting for Ramadan. Honestly respect the effort as always. Have a good day :)
Thanks for giving so much detail about the actual base combat mechanics, most reactions seem to be obsessed with the flashier stuff and I was worried that the game would fall way short of KH2's quality of mechanics. You answered a lot of my questions about the game and now it seems much more like they just have to tweak some small things in order to make this one of my favourite combat systems ever. All aboard the Hype train
The best description of the game I have seen! Thank you for the update!
Great Review, glad you pointed out the stuff that matters at the end of the release and didn’t sugar coat any of it. Great job, keep it up!
Ive been following you for ages why the heck dont you have more subs. You deserve it you have great content
Really hope that the devs will listen to ya'll, great job on that analysis and thank you for bringing up to floaty problem
LETS GOO!!! BEEN WAITING FOR THIS!!
I'm so glad there listening to feedback. Good analysis dean and hopefully square will make more tweaks about the floaty combat
Awesome to hear how is it coming, i'm really hopeful for this one. I mean, i always was, but now im even more after hearing you. I had heard other youtubers, and i knew not to worry in certain aspects. But i think it's the way you express it, that made me feel more secure about what i have been hearing.
Also nice to know that to make it good for everyone, they just need to tweak a few things :D
I’m so glad you did this video, hopefully people will bring this forward to SE and they can try and resolve these issues
Please, please, PLEASE Square. Get rid of that float and drop lag. That’s one of the biggest annoyances to so many players and why we love KH2’s combat most for how consistent and grounded it feels.
I’m sure you guys got the chance to mention this to the devs, and there’s time to make adjustments
Overall great video, always liked how you explain everything, Cant wait for kh3!!
What if they completely re-mastered all of the previous games from the ground up, with the KH3 graphics. Imagine Kingdom Hearts 1 or Kingdom Hearts 2 with these graphics! I think it would be pretty cool
Sounds very promising. Stuff like the floatiness isn't going to bother me much personally, but anything they can iron out is always welcome.
This is PERFECT my dude!!!!!!! And i really hope they make it less floaty but this game will be amazing either way and man you really go into detail i love it!
Thanks for the analysis once I get my ps4 back I will be playing consistently. Also dean gl on your future runs of kh2fm. You're one of the best after all.
Nice to see square is listening to the feedback!
Hi Dean ! Great vid, love the attention to details.
Concerning the Link option that uses all the MP bar, I don't know if they will change it in the future... The fact that you don't get to use Sora's moveset during combat is what had had me upset in KH3D with the fusion system, along with the fact that it took a long time before being able to launch them. The fusions in KH3D were quite powerful though, so it was satisfying. Maybe if this Link feature in KH3 is just as powerful and but more handy to launch, it will only be a matter of wise choice during combat... but I agree that receiving damage during those sequences feels kind of arbitrary
Lovely video! Good blend of information that I didn't know yet about the game and a good personality/presentation to boot. Subscribed! Look forward to the flood of videos from your channel when the game finally releases!
Ramadan Mubarak Bro!
Thanks for the video Dean, really enjoyed what you had to say about the demo c:
As always great content Soraalam1!
When you compared the aerial hit of 3 to 2's I felt like I got more of an understanding for why there's such a floaty feeling. In the game, Sora instead of simply defying gravity when he wants to, is constantly just getting stuck in midair by animations and there's literally no physics system on him during those periods. He's just... stiffly floating there. There's too much meticulous " You saw that? Ok, now let's move on. " going on in the middle of hits instead of " boom, boom, boom, you saw that? ". Idk. Same thing with airslide. It's like *action* mini-cooldown *continue* and that's incredibly annoying to look at and can cost you a hit especially since it feels like the enemies weren't designed with this in mind. I really hope this gets taken out because although it's not gamebreaking, it's so much worse than what it could EASILY be. It's like an almost perfect hairstyle that has a couple of very noticeable strands poking out. I have no idea why the developers have clung to this method of combat/movement but this needs to be overhauled and dealt with before the game is out the door.
Basically this. Attacks lack smoothness and feel stiff overall. I miss my KH2 aerial combos..What we have her eis the Birth By Sleep syndrome of stiff enemies, rigid body mechanics and ''flashy'' effects...
Take a look at Re:Coded. The basic air combo has you lose height by a small amount with each attack if you use combo master on nothing. The air slide has no cool down but instead you have a limited amount of airslides that increase with each upgrade.
Your video editing is pretty awesome man!
16:25 I love how excited you got!!!! Super hyped for kh3!
A nice, in-depth video. And Ramadan Mubarak, everyone!
Happy Ramadan! Love your videos man
This is an excellent review! Thanks man & Happy Ramadan :)
You're good at this dean.
Thanks, I try!
Honestly everything you pointed out, especially the floaty aspect, is everything I completely agree with. I oh so hope square touches up on these.
-floaty air combat
-air slide
-ranbom party member limit attacks
pls fix Osaka team.
Shared. Thank you for this video, Dean. It was pretty nice. :)
Greetings from Germany
Honestly, in terms of the floatiness, I'm not really worried. I didn't really have an issue with it in 0.2, BBS or DDD so I won't really mind it here. Great to hear about the Keyblade switching. This was easily the best video I've seen about the impressions of the demo, good job Dean!
In all, the cons were understandable and I'm assuming that Square will immediately take action on the feedback that everyone's given in order to make it a more amazing game at the time of release!
With the Keyblade switching, my plan will be to have one Keyblade for each form at first to keep it balanced, but we'll see how it goes.
Good to know about Attraction Flow being optional and you only attack the Heartless when that big green cursor is on them. I was never a big fan of Attraction Flow since it was revealed and I always knew I wouldn't use it as much. So, when the green cursor shows, move to a different Heartless, good to know!
bless, the video i was really waiting for
Considering how this was released in May, and we're on the verge of release, I have full confidence that this has been fixed.
Awesome review! I hope they fix the floatiness- seriously, they have to be aware of it as a problem by now since it's discussed so much. I think they could have gotten rid of attraction flow from the beginning honestly- but it's too late for that now. Then maybe they would have put more emphasis on making limits more like kh2. But overall, I'm super pumped to hear that you still really enjoyed it. And I'm so glad that they seem to really be interested in hearing feedback. I didn't follow the development of FFXV much, but I wonder if they had an event like this before the release? I feel like it could have helped them fix so many of the issues that game had on release.
Oh man, seeing Twin Yo Yos is definitely awesome. It's becoming my favourite Keyblade Transformation so far.
i don't want it to be floaty. i don't want it to be floaty.
Kyouta San After kh1 the games did start to feel like they were making the games easier as they went on, but I don't think being floaty would be a good way to fix this
Should be harder skill-wise not control-wise
Kyouta San Thats not the right way to make a game hard
Kyouta San
It actually won't make the game any harder, because you can cancel any or your animations with either a Guard or Airslide, so unlike in previous titles, being floaty won't make the game harder.
Just less fluid.
Artificial difficulty due to control issues is never a good thing. I want a sense of challenge and control, when you lose in a well done game the goal is to have the player be like "oh, I died because I did this wrong, fair", not "I died because the game didn't give me control or was unfair to me".
If things hard just for the sake of being hard was good, Mysterious Figure would be one of the best bosses in the series. However, the boss is infamous for being hard in a bad way. Lingering Will is also super hard, but he is always fair and has clear indicators for all his moves so if you mess up it's typically your fault.
Amazing simply amazing! I’m so hyped for KH 3 it’s unreal. No major red flags and I believe with some tweaking and balance this will be a masterpiece
Nice to see an analysis video that actually offers constructive criticism instead of just spending half an hour relentlessly bashing the game for not being KH2FM. Good job Dean. :)
This is so cool. Makes me want to play it even more now. And I already really wanted to play this game already.
of course this video was the best one out of all the other KH youtubers. not even surprised. We love you man.