Does it really matter whether you're a child, teen, or adult? Just because you're an adult doesn't mean you're the master of everything complex, and that children/teens can't do the same.
That's what makes KH1 and 2 prefect beginner action games, everything is easy to input but at no cost to the game's depth, it gets players to develop strategies without having to worry about execution like they would in DMC or Bayonetta
Those bosses aren't needed to you be able to finish the game, they're exactly bosses whose the objective are to you test your skills if you're looking to master the game -.-'
Remember in Kingdom Hearts 1, you had Merlin's house to practice your magic as much as you wanted, I wish they would have brought this back in Kingdom Heats 2.
I think the game design term you're looking for is *Dominant Strategy*: if there's a clearly superior method of handling a situation that stands at either normal or less than average difficulty to perform, _you're always going to use it_.
@@gabrielcastejon7914 Reflectga is more powerful, but it isn't superior. Mashing X is easy, convenient, and can kill every enemy except sephiroth and the lingering will. And maybe xigbar depending on difficulty.
The beauty about 2FM is that all options are DOMINANT strategies. Yeah some of your tools have versions that are not as good. An enemy who floats a little high in air wouldn't be smart to use Wisdom against for instance BUT Master Form is optimal. What I mean is there's also a summon that will probably be just as effective or magic or limit or just plain mashing X if you want. They all worked equally well.
This video addresses so many issues I had during my first playthrough of KH2. Something you didn't bring up about not using all of the options the game gives you is their cost. I never used Drives, Limits or Summons because I wanted to save them for when I needed it instead of using it in normal battles and wasting MP/Drive Gauges. Unfortunately, due to the lack of difficulty, that situation never occurred. After playing through on Critical Mode, and currently working on a Lv1 run, it made me realize just how important difficulty can be in a video game. Final Mix brought up KH2 from my least favorite game in the series to one of my favorites.
+FEZeldalord12345 That's my problem as well. I kept saving all of those abilities for when I really needed them, "just in case", but I'd never hit situations where I needed to. I tried to do another run where I'd activate drive forms constantly just for the hell of it, even in fights that I could beat by mashing X, and although it made things more fun I don't think I learned the combat system better. Honestly though I'm getting old, my time available to play video games is dwindling. Chances are when 3 comes out I'll play it on normal so that I actually stand a chance of being able to devote enough time to see the ending.
this is exactly my situation too i remember the first time i played kh2, i barely used any drives because i saved them for the "hard moments" sadly they never occured
It doesn't help that so many of those tools are locked behind a very clunky menu system. Sure, magic does at least have hotkeys, but there's nothing similar for limits or invocations, or hell, even Drive forms, which I mostly used every once in a while because they looked prettier. It doesn't help that you really have no way of trying out the REAL benefits of these tools. When you try out magic, it looks like it does more or less the same damage your attacks do, maybe on a longer range but then again, by then your enemy will already have moved, and it leaves you way more vulnerable to enemy attacks than mashing x does. They never tell you that it's meant to be used in combos... hell, they also never tell you anything about the REvenge system! Imagine if it hadn't been all hidden, but they could've given you the information, and the reason to use it. The game could've been just as easy for kids, but maybe it could've given them a reason to try out some of its actual depth every once in a while.
In had a similar problem as well. The difference was: I never had the INTENTION of using them. Why use summons, drives, limits, or eVEN GOD DAMN MAGIC, when X (and sometimes triangle) is CLEARLY the way of combat in this game. I specifically remember Xaldin and Xigbar being insanely hard, because "what is this reflect thing you speak of". Though I also only very late in the game (and after the entirety of KH1 mind you) found out about shortcuts, so yeah.
It's funny because back in the day I remember people (including me) saying magic was "useless". And yeah, at the time when we bumped into Xaldin we said things like "he's broken", "it's a pain in the ass", etc. If only we had thought for a second that the problem was that we didn't take the game seriously. That we chose the easy, straightforward way to play and therefore we were missing an important part of the game. Of course, not all of it was our fault as you've explained, but there's no denying that we chose to play it simple, so it's on our shoulders too. I was 15 when I first played it, so all I wanted was a fine story and a fun gameplay. The result was a bit disappointing in the story, although I remember the gameplay to feel very dinamic and fun indeed. But watching your video got me thinking that there was much to it than I thought, that's why it's fine to go back to the classics sometimes. Thanks for your thoughts, great stuff!
Really fantastic breakdown. I genuinely learnt a lot, considering my playtime with KH was so long ago, and the return was only a surface level playthrough. It definitely provides a unique discussion on player expectation and solid design. Clearly the abilities had a lot of thought, as most JRPGs tend to do. I think the fall down was that magic and drive forms were introduced by the game as being subsidiary abilities, vs core abilities. Even if, when understood, they can ease combat woes AND provide more interest. It does fall to a designer to understand these pitfalls more than the playerbase sadly enough. Optimal play can be the bane of a lot of titles, especially with RPGs. Unless there's a clear support of variance (and room for it) players can be propped up very easily by sticking to their guns. In KHs case, it seems a lot of the core gameplay needed to focus on what they believed the player would rely on, using abilities it could confirm they already had a grasp on: Attack and React Commands. Despite introducing magic incrementally, if a player can get by, then grinding, however tedious, is the path of least resistance (Even if its not technically the most optimal, its the most tried and true method in their book). This happens in traditional JRPGs often too, where grinding seems more beneficial to casual players over using support commands, despite the system being able to easily support players at much lower levels. Should players experiment? Its always fun. Dark Souls itself seems to embrace that fact. But its still a shame that the teaching method and even the balance of most of the core game fails to force the players hand, outside of Port Royal. Combating that is its own challenge: Should magic be more explicitly required? Does the UI itself push players to find alternative play clunky and unwieldy. A lot of questions pop up DUE to that depth being underutilised by casual players, and praise to you for exploring the system. I do know i'm probably going to have a lovely return to the series in the next few weeks haha!
I can say the UI definitely doesn't help If i'm in the middle of a battle, and i need to activate a form summon or limit, i have to stop attacking for a moment to scroll rapidly through a list of other things i don't need at the moment The amount of time i'm left vulnerable is usually not worth it I think they remedied the magic with a quick tab button And the forms are significantly easier to reach if you remember to move up instead of down But still Imagine if everything was on a keyboard, or if i could bind a specific form/limit/summon to a free button on the controller I could easily be right in the middle of a combo, and then activate something like a form, and continue that combo while becoming even tougher, all the while not risking your health You could even probably chain it with reflect, activate a summon/limit/form right after reflect to get a powerful counterattack
Why the heck are these comments so long only so many people are going the see them, like I'm not judging you for making a comment that long, in fact, I kind of admire that you have that much time to make a comment that long. But I won't do the same, I'm too lazy, and I don't have the time, but honestly, go out into the world, do things, don't waste your time making a huge comment, okay?
I basically 100% Kingdom Hearts 2 on Proud, aside from the gummi ship missions. The game started out very hard, then grew progressively easier and easier. I didn't even have too many problems with Xaldin on the main story. The moment where things started to go berserk was with the Roxas fight. I used to play very mobile with a lot of dodging and supergliding and I just couldn't beat him. That was when I discovered Reflexga. It made the fight a cakewalk... until the data battles. The data battles were incredibly hard. I struggled a lot with them. But here's the thing: I kept coming back. They were brutal and I just couldn't stop trying to beat them. They weren't just the most difficult bosses I ever faced in any game (yeah, I haven't properly played through Dark Souls yet, forgive me), they were the most challenging bosses I ever faced. The game, which had no problem letting me breeze through it beforehand, suddenly hit the most beautiful difficulty spike I ever faced. It forced me to become a very good player. It didn't just give me a challenge, it gave me memories. It made me feel immensely satisfied when I finally managed to beat Xaldin in data which is so much harder compared to the story. It forced me to memorise (kek) all the patterns. I still remember the huge adrenaline rush I got when data Xemnas was down to his last bits of health. And then only one thing was left. Lingering. Will. I must have spent something like 10 hours and a week trying to defeat the fucker. It was like graduation day. From being absolutely owned I very slowly started to understand how the boss worked. The boss wanted absolute perfection in order to be beaten. Up until that point I actually had a three-step combo series enabled, I had to disable the third step when I learned that he would always retaliate after the second combo. Keyblade Glider? If you're hit, use Aerial Recovery just a split second before he's about to go through again for those instants of invulnerability. He's flying towards you fast? Get ready, he's about to use his whip attack, a good Reflexga and it's an opening for a combo. Ultima Cannon? Superglide close and perfectly time a Reflexga, it's the only way to nullify it immediately. The drones chasing you? Time for a superglide around the battlefield, don't lose your eyes on Terra. To this day, I still can't beat the bow attack. And his final attack when he goes berserk is absolutely mental. Chances are he'll always use it at least twice before you beat him in a battle. I still remember it: it's superglide until the second time he attacks, then you stand down, and it's lockdown-parry, lockdown-parry, reflex, reflex, reflex. You mess up the timing, and it's a huge chunk of health taken off you. When I finally beat him and I got the golden crown, I went insane. It was like after hours and hours with the bonus content, the game bowed down to me and told me: "Ok, kid, you made it". When that happened, that was when I realised that KH2 had one of the best combat systems of all time in a game.
Silvio La Torre That is thing the makes made me really like kh2 final mix. You’re right those fights were incredibly hard but the more I die the more I am learning. The satisfaction I got from defeating lingering will as well as xemnas and Xaldins data was so good.
Never even knew reflect is so useful and that you can combo magic, pretty dope. I like how you showed that a game needs to have more than just depth, it needs to show through game play how to make full use of the mechanics as well. Great video man !
Good video, though I am surprised there is no mention of Zero EXP, which in my opinion is one of the most ingenious ideas for difficulty I've ever seen in a game. Having the player's attack power rise determined by where they are in the game rather than through levelling, yet still force the player to make use of every mechanic available to get through every encounter where they might be useful owing to the lack of health and defence.
I love this vid and all but... Level 1 Critical?! You could have mentioned that. LVL1 CRT made me utilize every single mechanic in the game. The obvious ones like Drive forms and magic to things I never touched like summons and limits. I learned so much about the bosses and gameplay by playing LVL1 CRT and I'm still not finished with it yet, Stuck on Demyx, beat him once and died during the ff vs heartless run.
+Shade Uchiha I totally agree that Level 1 helps force the player to make use of other tools available, but I feel like it's too much of an arbitrary restriction to really apply it in my video. Most people who play KH2FM for the first time will not start with Level 1 Critical, let alone Critical in general, and a lot of what I talk about has to do with how the game teaches you during your first experiences. More importantly, (and this is why I also didn't mention speedrunning in the video) I didn't want to emphasize the use of heavy restrictions on a playthrough in order to have a more engaging experience. Plus, Level 1 is absolutely trash until Disney Castle. It's either boring or, in the case of Olympus Coliseum, absolutely awful. After that, though, it's a lot of fun once you feel like more of a complete character. That's more of a personal thing, though. Thanks a ton for the feedback, I'm glad you enjoyed the video!
mieDAX Thanks for the explanation, the level 1 crit thing really threw me off lol. keep up the good work man. I really am looking forward to what you have planned in the future.
+mieDAX I haven't quit my Lv1 run, but I after I heard that thing doesn't let you have Second Chance/Once More (aka the safety net) I decided to shelve this run on the shelve until my personal life calms down... But I'm grateful nonetheless, in facing such adversity I got so much stronger (Chicken Little = OP as fuck) and the feeling of being in a constant pinch was a thrill. (People often chickening out on this kinda makes me feel bad)
+mieDAX I've recently finished my first Critical Mode playthrough, I poured 50 hours into my first Standard Mode one beating all the secret bosses with ease, apart from Lingering Will (obviously) and Luxord because I always messed up the last time you have to hit the circle on the menu with his DM, and generally learning a lot about the game realising where I can improve and become better. Skipping Cutscenes and using my efficient run (not speedrun mind) and Drive grinding, I've spent 23 Hours in my Critical Mode playthrough, I'm at around Level 60 and have just got to do the Data Org fights and LW. And honestly, I didn't die really that much. It wasn't because I just stayed back most of the time and spammed magic or just did occasional hits on enemies, but because I basically said this to the game- "I know Critical Mode is hard, I know I could struggle, but I'm going to play like normal, using magic, limits (sometimes) and drives like I did on my normal playthrough. And if I die, I die, and it'll be my fault." Every time I died on Critical I knew why, I knew what mistake I'd made and how I could have improved and done the fight/boss better, I didn't think that "Oh it's Critical so I'm going to die" ever, I just knew that I'd made the mistake, not the game, and that I was going to have to get better to win. Even though it seemed impossible, you can't always just grind, I never have done ever unless I'm going for Level 99 to do Data Org. or LW. Perhaps it was because I knew that I would soon try Level 1 Critical where you can't just grind, so I was saying that I wasn't going to go easy because I could. I died a lot on Light Cycle, I got annoyed, but I soon learnt what it was I was doing wrong, and soon did it perfect taking almost 0 damage. It's about practice, about learning and learning that above all, there is one golden rule to Critical and Level 1: It's not the GAME'S fault you died, it's YOUR fault you died."
Shoutouts to the Catherine music at 9:35. Your majestic radio voice fits so well with it. But ANYWAY. In all seriousness amazing video. Being a big KH fan and especially of KH 2 your video is b.e.a.u.t.i.f.u.l. It explains anything and way more that I would ever think of. Keep up the great work! :)
Play the game without Once more and Second Chance. You see how ridiculous it can be. If it weren't for those abilities then the game wouldn't be as easy as you would think.
But then the Data Org and -Terra- Lingering Will would be TOO difficult... One combo or attack, in almost all cases, would instantly kill you no matter WHAT level or equipment you had! Granted it doesn't give a whole LOT of leeway, but that extra space is JUST enough to start getting a feel for their patterns.
Kingdom080500 And make it so you couldn't complete the game 100% on Critical? That won't work... maybe give them as scripted rewards for beating the Final Boss, because by that point whatever side quests are left should either be unaffected by or be unreasonably difficult without them.
This was awesome dude! I love Kingdom Hearts and have even played through 1 and 2 again just a few years ago, but all the things you presented are absolutely correct. There's a lot beneath the surface in this game that i simply didn't touch because it wasn't the most effective use of mechanics/time. Summons especially, there just was no need for them at all. I almost never used magic, and just used combos to get the job done (in both games). I did like the drive forms in 2, but only saved them for hard bosses (and even then felt bad using them, since it would have to recharge for awhile afterward - I'm the same way with potions in RPG's, save them for a special occasion, but then never use them when I should). Anyway, great analysis, seriously. I loved that you focused on one aspect the whole way through, this wasn't a "Kingdom Hearts 2 analysis" this was a focus and breakdown of the combat system specifically, a true analysis in my opinion. And for a first video (at least on this channel), it was REALLY well done. Keep up the incredible work, I would love to see more!
+snomaN Gaming I'm glad you enjoyed it, man! Yeah, the aspect of focusing on a specific idea or concept and analyzing that thoroughly is really fun to do, so I'm happy that people are appreciating that aspect. It isn't to say I won't do more generalized analysis videos about other games in the future, but I really want to shoot for more stuff like this video, as long as I feel like I have enough to say at least. Thanks for the kind words!
Yeah man you just presented it all very well. I would put it on Egoraptor's Sequelitis level of depth, examples and points brought up. Definitely subbed and looking forward to more stuff like it in the future :)
+snomaN Gaming +mieDAX I agree, this was an amazing video and I did the same thing when playing KH2 on Proud originally and just recently I'm on a 100% run on Critial in Final Mix. You should definitely try to get noticed by one of the X-Keepers on RUclips, I prefer TGJ: TheGamersJoint.
Anyone who dismisses KH as a button masher should watch this. Try to actually learn the battle system instead of playing it, finding it stale, then dismissing it as bad and not fun.
But of course you're still right about the game not properly explaining the mechanics. Probably because Sqaure wants to make it as accessible as possible.
Great video it’s opened me up to new ways to play KH, I didn’t even know you could combo out of magic! When I got my hands on KH 2 Final mix for the first time I started on Critical mode and EVEN THEN it still feels like a button masher. Outside a few bosses, like Cerberus and 2 Organization 13 members, I never really felt that rush of beating a strong boss like I did when playing the first Final Mix game
The thing about Lexaeus is that you can actually guard his attack, you just have to be at close range to do so. If you guard the direct strike of his axe, it allows you to preform a reaction command that deals massive damage (sometimes up to about a whole bar and a halfs worth) and then stuns him allowing you to combo him at least once before revenge kicks in.
I own both Kingdom Hearts 1&2 final mix on ps3, and honestly lost all drive to play them after my first 10 or so hours in, because I honestly thought the game was just a button masher. I felt like the game had absolutely zero depth to it and didn't really see all the praise people gave it beside the nostalgia my friends had for it. But this video really makes me want to give those games another try. Really fantastic video, as watching it made me wish I could be as articulate as you in my own videos.
The look on Sephiroth's face with the caption when Donald spoke to him is the funniest shit I have seen in weeks. Stuff like that really boosts the already good video into greatness. Keep it up man.
Great analysis! KH2 is my favorite game of all time, and I'm glad that people do look beyond the usual criticisms. I can't really refute your points, but I love the game all the same in all its weird confused glory. Let's hope KH3 brings together everything they've learned across the years making this series. (And hope to God they don't make another DDD.)
Fantastic video. You touched on all the points I could think of. KH2 is great for experimental players but those are pretty rare. For most people it's: "Yeah I have all these tools but.....it works if I just use this right?", so a lot of the variety that the combat system has is never truly discovered or played with. I hope you continue to make more videos! Fantastic comment section as well! Oh, and fabulous music choices my friend. :)
After seeing videos like this and how more experienced players use these different elements, I started a new playthrough trying to make use of them and it has been phenomenal. I can't count the amount of times I have played through KH2 but this has breathed new life into it. This is an absolutely fantastic video and the analysis is spot on. It really summed up my new experience with KH2 and how complex it can be. Got a sub from me :)
This is exactly the kind of content for Kingdom Hearts I've been looking for/was planning to make myself! Analysis is better than speculation in my opinion. Good job.
+CheesyGranola Yeah Peter Pan is insane in some places. I use Chicken Little a bit early game as he's actually kinda handy in some areas, but I never use Genie and Stitch can be good but I never found his true potential with magics like Magnega (Probably due to the fact that I never shortcut it, going Circle, Triangle, Square, X, I have Reflega, Thundaga, Firaga and Curaga, always) but Peter Pan I used most of all because of his extra damage and the MP orbs his attacks drop you. That and Tinkerbell gives you some heals and will revive you to full health once but then she won't heal you for that second life, honestly PP saved me on Saiix on Crit, found him a pain but the Tinkerbell healing and revival helped a ton and so did the extra damage.
+ENGINEER_XIII I did not had the chance to play the Final Mix version yet but I found Stich highly broken. If you combine him with second Chance and once more you can not die aslong he is on the field even if you try thanks to his ukulele. And nearly unlimted MP and counter shoots are pretty cool to. I actually went to rearly use drive Forms(outside of training fore the growth abilltys) and only use him. I am pretty shoure I will have an easy time on critical thanks to him when I finally get the Final Mix version.
Sofaris Huh, I guess I should use him more- I use Peter Pan more for the damage and revive- when u get to LvL1 Crit, use Peter Pan on bosses and Stitch when u can, it'll really help.
+ENGINEER_XIII The thing about Stich is that he uses his ukulele more often as lower youre Hp are. This Ukulele will stun all enemies that can be stunned (also bosses) and causes them to drop HP orbs. When youre Hp are really low he plays his ukulele the whole time. So if you have second chance and once more the enemies will automatically get stuned if you reach 1 HP and they drop Hp orbs and leave them selves open fore counterattacks. I just wanted to explain in more detail way you can hardly die with Stich if you have second chance and once more. But sometimes when youre Hp are not low he also randomly plays his ukulele and so creates openings. But in a level 1 run where you did not get second chance and once more and where you die in one ore two hits that Ukulele trick will not keep you alive. There Peter Pan is probably the better choice unless you want to spam magic.
i know that feel, Chicken Little was the first summon, so you go "oh he's useless", only used Pan for the auto-revive and Stitch the first time i used him didn't even restore my MP, and the summon i used most was, Genie, of all things. I also didn't use limits much on my first playthrough, as i felt better off saving it for an emergency Cure for when things inevitably got rough (and i still usually do, since even after 6 playthroughs of KH2 i'm sadly still nowhere near good enough for level 1)
Kingdom Hearts II, in my opinion, is a lot like Super Smash Bros. Melee. Both are games that people tend to view as "spam to win" type of games when, in reality, their combat systems are both really deep and have all sorts of interesting things to toy around with if the player so desires.
The wide general audience doesn't even know that Melee, heck Smash as a whole, is not only played competitively, but is an extremely developed as a competitive game. You go ask some random guy who has played Melee if they know about all of the advanced tech and tier lists and, chances are, they're going to have no idea what you're talking about. Smash is less obscure as a competitive game as it was a few years ago, but it's still not a game the average person would think as an extremely deep and developed competitive experience.
Because it's fucking not. If Smash is complex what does that makes all fighting games? Goddamn this Smash dicking needs to stop. Especially about fucking Melee, that game is nearly 20 years old.
I’m a year late on this response 😂 (just watched the video) but melee is simple in its design. It’s just terribly broken and exploitable and people used the unfinished game as a competitive platform anyway. Not knocking melee, it’s fun, but it was never deep, just exploitable
Hey man doing a follow-up video with KH3 would be great to see your thoughts. The 3rd game has SO many tutorial screens and hints, to the point of being kind of obnoxious. Along with this, magic in Kh2’s Port Royale (with how it freezes opponents and shocks them; subsequently staggering them) is present throughout the entirety of KH3. It’s almost like Square took your critical analysis and applied them in the new game!
You've done a great job with this. It's awsome. I never even knew about most of the options till I watched a speed run of it and had my eyes opened. Like wow.
I've been directed to your video and I gotta say, you really did make me rethink about my approach to KH2's controls and I definitely would like to try it out again! But I have 2 things I wasn't sure if you ever thought about or understand why people aren't fond of the gameplay from these perspectives. 1. When talking about the Drive forms and how they can be used, what about the concept of the Anti-Form, for when you use Drive forms too much to grind you at occasion turn into the anti-form that is weak and does nothing to help you, and everytime you use a drive form until you get Final Form, you get points that increases your chances of going anti in a fight when you need the help. I get they're trying to balance the gameplay so that it wouldn't be too reliable, but wouldn't that concept scare away players if they don't want to deal with that? 2. I believe you mentioned some of it briefly in comparison to KH1 but one of the major reasons I'm not fond of the gameplay is that the story gives me very little motivation to go through it. Like you said, it feels more like you have to clear a room just to get to the next cutscene and sometimes that can be too easy. But to me the story has some pacing problems in terms of how important your quest is compared to the first. Whereas the first game gave me a purpose as I want to go explore and fight in order to save thr worlds, in KH2, it just felt kinda meh. Mostly cause the Disney worlds felt like they're just there as you're simply retelling the movie that doesn't make any connection to the main story. Even Port Royal for example while the mechanics you pointed out is great as it does make clever usage of magic and reaction commands to give a purpose to use them in gameplay, but when the story is mostly a rehash of the film until you get to the 2nd visit, it gives very little motivation to care. Doesn't help too that in a attempt to make the game bigger they for some reason make you go to the worlds again when really they could've found a way to make the visits more impactful during the one visit. Like they could have Barbossa team up with the Grim Reaper heartless the same way Clayton teamed up with Stealth Sneak, or for story purposes while Pete aids Barbossa, Luxord is working behind the scenes to have that despite any outcome, he can claim another heart for Kingdom Hearts or something as a way to present a significant sense of danger that gets them emotionally invested. The gameplay as you pointed out is there, but the story doesn't help itself to give players motivation. Does that make sense?
Anti Form is, to me, an oddball. I can interpret possible motives for its inclusion, the most obvious one being the idea you brought up about making Drive seem less reliable, something that you have to think carefully about using and instead consider other options at the risk of going Anti Form. To me, I see no reason to have Anti Form when it essentially punishes the player for wanting to use a game mechanic that they have free access too with the right amount of Drive. You shouldn't spend a resource and get punished for it. I could understand if, for example, activating Drive in the Underworld triggered Anti Form at all times to force the player to avoid it for story purposes, but that's just a different version of what happens where Drive is gone until Sora beats Demyx and gets that medal thing. I can ignore Anti Form as it's just a slight inconvenience in the end, but I do remember back in 2007 when I would worry about using Drive due to Anti Form being a possibility and screwing me over in a hard fight. In retrospect, this would have been interesting to include in the video, but oh well! In regards to the story I tend to naturally separate story and gameplay a lot with everything past Kingdom Hearts 1. In fact, I'll have a video on that topic in the coming months (wink wink). Kingdom Hearts II uses its settings and characters as a means to an end. Disney worlds serve as a backdrop to get Sora from one place to another while developing the plot of Organization XIII, and while I don't consider that whole storyline to be particularly bad, it loses a lot of what made KH1 so interesting to me. Moreover, the game guides you along a path that feels much more linear than in KH1, even though KH1 was pretty straight forward as well. I mean this mostly in level design, like how in KH1 you could easily get lost in Wonderland or Deep Jungle running around and figuring out where to go next or how to solve a particular puzzle. I don't consider those worlds to hold up all that well, but Hollow Bastion definitely presented a unique and interesting approach to navigating the massive tower from the underwater caverns to the very top with the Keyhole. Rooms are much smaller in KH2 worlds and loading zones triggering scripted fights are frequent, so you constantly get put between loading screens and cutscenes before moving straight forward to wherever the scene indicated Sora was going. KH1 has a lot more downtime between cutscenes, allowing you to spend more time exploring and less time being constantly told what to do and where to go through dragged-out exposition. The amount of story elements and plot points that needed to be covered obviously accounts for this, so as you said, the pacing and feeling of importance to what's happening ends up feeling underwhelming.
I just want to say for story purposes. Sora is still a heartless at this point. His Anti-Form is his connection to that. Drive forms are only supposed to be used by Masters, and Masters in training (From what I've gathered, don't quote me). While Sora is kinda a Master in training at this point, he shouldn't actually be using them, so his Anti-Form is his inexperience and mishandling of the skill.
+AverageAfro yeah story wise even I got that, what you said makes a lot of sense. I just meant gameplay wise it doesn't really add much but become a hinder for those who want to get those abilities you can only get when leveling up. Balancing powers for sure, but it could unintentionally scare off people who don't want that to happen, or to those who want to see if they can beat the game without trying to get that form at all until they get final.
Awesome video! I admit I fall into the category of people who would called KH2 a "press x to win" game, but now I realize that was probably because the last time I played the game was in 2007. It didn't have a legitimate hard mode and there was no reason to do anything except massive combos. I have both the Final Mix versions of Kingdom Hearts yet to beat and I am excited to actually make use of the full combat system. I really hope you make more videos like this one. Your commentary is insightful and this video showed me a whole new side of one of my favorite games. Well done!
Great video man! I just wish you had talked about a Lvl 1 run. I don't know if you've done one (I'm guessing you have with your extensive knowledge of the game) but that's what really got me to use every drive, limit and summon. Lvl 1 forced me to learn about Reflega, and how awesome Stitch and Chicken Little are, or how important Limit Form is, or Fantasia and other limits. The whole video was talking about First Order Optimal Strategy ( Watch the Extra Credits video if you haven't, they are awesome) It's sad that it's not until someone goes way out of their way to do a lvl 1 run that they learn the true depth and complexity of this game.
I understand the deep of the game and use anything available but I never have done a level 1 run. Its not absolutely necessary to understand the deep of the game.
It's true it's not necessary, the point I was trying to make is that it's the only run of the game where the player is forced to learn the deep mechanics of the game, of course they are available in every mode, Lvl 1 is just the form that forces use of all it's mechanics.
Holy crap Dax, know I'm a little late but having played through lvl 1 on critical recently it really opened my eyes to exactly to the point you making. Loved the video, loved the passion and insight you spoke with about the topic, and much love to you man.
Did you really not mention Critical Lv 1 Mode? It's relly the fifth difficulty mode, and one that really fixes all your shortcomings with the game. Every single battle is hard but doable, so you end up actually learning patterns and strategies and utilize every single one of your options to complete it.
I just beat Final Xemnas on Level 1. AFter 30 hours and multiples headaches (Looking at you Demyx) I did it man. I love this difficulty to death man. never playing on anything below critical from now on.
This is a really fascinating video. Right after watching this, I played a bit of KH3, and actually noticed it did a good job of integrating a semi-tutorial on magic into the world design, at least at one point. You learn Aero after the first fight in the Tangled world, which happens immediately upon getting there. Since you've just learned it, a player would be inclined to equip it right away. But I forgot to for a bit. That's okay, because shortly into the world you get a cutscene where Rapunzel discovers dandelions and asks you to blow away a whole ton at once. This nudges the player into equipping Aero and using it there. Now, right before that scene, you fight some Heartless that can stack themselves and form a tower, and you can't damage them until you break the tower apart. This normally takes a LOT of X mashing. But after that scene with Rapunzel, the player might realize those Heartless (which that probably found annoying before) look like dandelions. Sure enough, using Aero on them instantly breaks the tower, making them much simpler to fight. Even though YMMV on whether KH3's combat is as good as 2's, I wish 2 did this kind of thing. If it did, it might not have taken me 10 years to realise Reflect and Magnet weren't useless.
FANTASTIC EDITING. Obviously I love this game, which is why I watch it, but I appreciate the insane amount of scripting, research, and timing went in to your editing. All of this coming from a career video editor. Subscribed!
I've played kh2 MANY times, but for some reason I'd gotten the idea that magic (other than cure) didn't give you any advantage in kh2, so I'd never really experimented with any of it until I watched a critical mode playthrough. That was the first time I saw how powerful magic, limits, and even summons could be. I didn't even know there was a magic combo. Knowing how useful reflect was would've helped me a lot, since I always hated the guard ability in kh2. Edit: Damn..no wonder I always hated the grim reaper fight. I never realized he was weak to magic.
I realized how effective magic was in the original KH2 when doing things like the Hades Paradox Cup on Proud mode. We didn't have limit form so that stuff could be hard if you didn't know how to crowd control with magic and defend from all sides with reflect. It was good practice for KH2FM.
@@BlackXSunlight Every enemy in the game should be like Port Royal mobs. In fact I would have blue, red and yellow HP bars so only ice, fire or thunder could stun that enemy for a short period of time. Physical attacks work but only after the correct element is used.
Ever since I got my hands on FM, I made it a point to explore the game more. I think it's definitely gonna be player specific to how satisfying the combat is. But honestly, at the end you made the most valid thought of being okay with it. We all can have varying experiences with this game, and that's a pretty unifying thing. Doing no magic runs, no item runs, magic focused runs, lvl1 playthroughs can all be super satisfying for people who want to get more out of the game. But at the same time, doing a normal difficulty button mash playthrough can be just as satisfying. I think that might be the beauty of the game for me. The discovery that there's more to it than you originally thought. That feeling that the game has more to give, so you have to go out and try it.
Honestly, I think there's a lot of appeal to a game that can be played while ignoring tonnes of mechanics. The complexity you discuss is a major turn off to a lot of players. Like Chain of Memories, it has ridiculously deep customization, but most people don't know, and that's probably for the best, because people get mad at the card system as is KH attracts a lot of young players and a lot of nongamers, forcing people to use advanced tech dramatically reduces accessibility. It's why KH throws in secret bosses, to throw a bone to people who wants to properly use the mechanics. I do think it could be done better, the general progression of KH games is more than a bit off, especially the games from the Osaka team, which prioritize spectacle over your actual mechanics EDIT: random thought, but I think if people like KH2 for a reason besides the mechanics, they'll learnt more of game as they do repeat playthroughs. In that way, I'd say it's a great baby's first spectacle fighter
>Who prioritize spectacle over your actual mechanics ...Um, what? KH2 is the spectacle game with Reaction Commands. BBS and DDD, Commands are more powerful than anything else and ReCoded there's not a shred of something wildly OP in it compared to the other Osaka games. But 2 has RC instakills and RC QTE's.
So wrong, try to finish the game by not playing it, is what you basically fucking said. Handicapping yourself is not a fucking separate difficulty to play. If you have to handicap yourself for a challenge then the game is too easy and you shouldnt go on about it as if it's some legit built-in difficulty.
@Dusty Dust and ink bringer Are you guys replying to Branny? Because if so the dude is just making a point that the game isn't a button masher and that if the OP tried playing it that way, i.e., ignoring all of the mechanics he mentioned, then the dude would fail at the game, hence its not made to be a button masher.
You have an extremely calming voice. Made everything much easier to listen to, not to mention some of the other video games you referenced like Dark Souls and DMC greatly helped convey your points. Looking forward to more of your content. Subbed.
i agree completely with this i do level 1 runs so just mashing x isnt always the best strategy it takes a lot of thought and experimenting to become truely good at this game series
***** luxords time based bs is annoying xaldin is actually fairly easy if you keep the eye on the reaction command and block other than luxord I'd say saix is most difficult cause of berserk mode which other ones are most difficult for you
***** I was talking about data siax but I agree about demyx especially since the wave of enemies can screw you over and make you have to redo it still haven't successfully completed data org yet though
***** the best strategy for data zexion is to use donald comet as soon as he pulls you in the book to break the curse it's actually fairly easy with that strat
This man deserves a medal from the speedrunners, I'm pretty sure they even learned something from this! this was an incredibly great and well made breakdown, I learned how to abuse magic with drives like Master and such, thanks for the guide, I appreciate it, very much!
This is one of the only videos that I am glad ended up in my suggested videos feed. I thought this was an amazingly put together video, and I was floored when I saw that it didn't have way more views! Also, LVL 1 Critical proves a little more challenging when you only use the kingdom key. You need all of them tools to come close to success! ^u^
@@RedlinePostal To me it sounds more like he's explaining why it can be a good action game but the game itself poorly explains how and why it can be for first time players who just ends up using the X and Triangle buttons
This was a very interesting and detailed video and I really loved how you ended it you described it so well and put effort into this video as well as the game to experience it as well as take from other people's experiences and you explained in great detail it is more than just the X button.
I've always been a mage based kind of player. Whenever a game gives me an option/class to focus on long range magical abilities I often go for it. As such I did use magic more often than the average player, like using Blizzard new shot gun like effect for upclose crowd control and Thunder to pop people up for an aerial combo. Granted I too eventually fell into the dominant stragegy mentality of mashing x for flashy melees and finishers. While magic had its uses I never really pushed myself to do more as what I wanted was enough until I saw this crazy combo video of a guy using many different options including the fire spell which I felt was completely useless as a spell as I prefered its projectile form. I went home and turned on the game and started experimenting and it was like a whole new world opened up and I've been trying to incorporate as many abilities into my combo game as I can though later games don't do this nearly as well (glances at BBS) anyway great video dood you got a like and subscribe today.
That's amazing! Excellent presentation, excellent research and clip usage, and very funny in those parts where they were suppose to be funny. Great Job Dax, loved every bit of it my man!!
Really enjoyed the video. It's part of the reason why I liked the handheld games so much. BBS, Re:Coded, and 3D involve a lot more automated and innovative styles of magic and spells that you can weave in between basic attack combos or chain together. Sometimes you'll get hitstun on the enemy and chain them further. Sometimes you achieve invincibility frames to avoid certain attack patterns. While the deck system might be more simplistic than the traditional system, I think it added a lot of flair to magic and was more inherent in teaching players to combo and strategize with them. The fact that you could have different decks was a prime example of that. Prepare for waveclear. Prepare for a specific boss. Prepare for long sustain. The list goes on. I never had the perspective you had on the depth of the traditional combat system before, so thanks for that. Just know that the handhelds deserve some praise of their own that solved the issues that players weren't utilizing the combat system to its fullest potential!
Could I mention one thing that helps in reinforcing the "button masher" idea is valor form being the absolute first one you get in the game? The fact you lose the ability to magic so early in is a nice way to tell the player magic means nothing.
@@calendarfactory8566 which is true, I admit (heck I ended up taking out 8 HP bars out of the Mother Gothel Heartless boss with a Ralph summon) but it does at least have its drawbacks for if you are being careless like being unable to use magic or potentially being open for easy kills when you get out of the animation. It's not perfect but no game is
Well no not really. Its mostly a combination of shotlocks, links/summons, and magic along with some great movement tech. To that end i can't see it as mash x too win.
Data Battles on Critical are enough to make the point regardless of level. Or rather, trying (and failing alot) only to see wiser peeps stomp them with loads of spells and skills they barely use is what gets the point across.
Jay Black no that's bullshit. If the game is gonna have all these extra features to it's combat, you should feel the need to use them regardless of what difficulty you're playing on. Tired of people saying "it's only a button masher cuz you're playing on the lowest difficulty" while I somewhat agree, at the same time though, I think that only playing on a higher difficulty to get actual use out of these options is dumb design. I feel a game should make you want to use everything regardless of what difficulty you're playing on so you can get the most out of the battle system. Most people who play games for the first and once and never again aren't gonna play it on the hardest difficulty so imo it's best to make the combat fun in all difficulty settings.
gamerprince1999 i mean you can still get every aspect of the game on easy difficulty, its the players fault if they dont use different elements of the game
only problem is that its not as rewarding to go through the pains as it should be. i mean if you beat the game crit lvl 1, you should be able to just play the game like a sandbox for fun. play as riku the whole way, break the game who cares play as shrek or something. like tony hawk. every little thing with a reward. why not ... oh yeah.. money. why make something 60$ that entertains for decades when you could make less and come out with something else the next year. thats why games are retrograding more and more xD sucks.
THANK YOU for making this definitive video that I can now point to whenever someone wants to know why I say they should play the game. I was gonna do it myself but I'm not good so again, THANK YOU.
I hate when people hate on a game for the Graphics, yet when I ask them what their favourite game is, they end up saying an old game - which has shit graphics...
This was a fantastic video man! You deftly summed up an entire monologue of words about KH1 & 2's gameplay that I've never been able to smoothly formulate on my own, and in a much more concise manner. I hope you keep making videos like this about games, and that you always make them about the games you want to talk about. Again, this was an absolutely awesome video! By the way, you've got a new subscriber for it :) Intelligent critiques, especially on subjects I love, deserve some kind of reward, even something as small as a subscriber on RUclips. God bless :)
Wow dude. Congrats on making such a great video and to having such great success. One thing that you didn't mention was doing a level 1 play through. Just look at the comments. We're all surprised you didn't mention it for being such a comprehensive video. Anyway I hope you have a chance to respond to at least ONE of the comments about level one play through. Because it's really a shame you didn't.
Actually I did give a couple of responses to comments about level 1 not long after I released this video, but after seeing so many people bring it up and ask why I didn't include it I've started considering making a short 5 minute video about level 1 Critical and how it applies to my points in the original video and why I didn't bother to really cover it. In retrospect I wish I had included my thoughts in Beyond the X Button, but oh well, hopefully an extra video will still be alright.
Agreed that square should give more incentive to explore the battle system. What happened to one mode gameplay?? So many games just have one difficulty and incentives to replay when you beat it. That seems like a winning formula to me
Demifire what? No, multiple difficulties (that are well thought out) is one of the things that I like the most, there's nothing like playing a game like bayonetta on normal and try hard for the first time only to you realize that you can't even finish the first fight, then you get better and can even beat the highest difficulty. When its well done it can feel like the extra difficulties are a extension of your first playthrough(and the normal difficulty feels like a tutorial)
I agree with this. I just feel like harder difficulty levels should be earned - with perhaps new abilities (as an example) that will be unlocked for greater gameplay experience.
Demifire I agree. This is also the problem with FFXV. There's a lot more to the combat of the game but it never fully explains it or the game never makes you actually need to use it probably to make it accessible. so it's passed off as a button masher or boring combat.
But at the same time, I can't blame Square for making their games that way. Chain of Memories was one of the few Square games to actually make it so that you need to use strategy and quick thinking to beat the bosses regardless of what difficulty you're playing on and because of that the game is dismissed as bad and lame a combat system by many people. Just because they suck and don't understand the system. (yeah I know you can spam Sleights but the average player probably won't know about that).
I've just started to play FFVII Remake and one of the things I like about it already is that the game shows you what the magic and ability materias do as well as weapon abilities
This is the best video I've ever seen about Kingdom Hearts II's gameplay. Amazing job! Hopefully they fix the difficulty/tutorial issues in Kingdom Hearts III (especially since it looks like they're adding a lot to the gameplay).
Honestly this stuff really does apply only to complete casuals. Personally I always played with the mentality of "I HAVE utilize everything they've given me". Especially in final mix(critical mode), as I knew there was plenty new stuff to learn that if I didn't I'd be fucked towards the end/post game.But people going straight to mashing X/triangle or always using cure instead of items is understandable.
Every time i hear that theme song i get chills. Kingdom Hearts is one of the first games ive ever played. When i was a kid i loved the game because of the story and characters, and when i replayed it when i was older i started to love it because of the combat. No other game can compare to kingdom heart's combat (at least that ive played) and it can be approached by many different ways like you said. Theres just simply too many different ways to play this game, like for instance, critical mode using only kingdom key, no potions, no magic, no cure, no drives, no triangle, no summons, no grinding, speedruns, etc. Its quite incredible and i cant wait to see how kingdom hearts 3 is going to be.
you cant do sonic blade + sonic blade + ars arcanum witch can then be fallowed up with a Ragnarok all in MID AIR with more options after than in kh2 can you last time i checked hell no
Shinso Percival thanks for the sarcasm lol, but trust me, as much as I love KH3's gameplay, kh2fm's gameplay is a lot more grounded and gives you more to do with what you have.
Doing a critical level 1 run through was exactly how I found out about the depth of the gameplay possibilities. It sort of reshaped how I looked at it as a whole
Great video. To me it's both, an easy button masher that allows you to just play through it without much effort and just enjoy the story and that amazing music (On my first playthrough I've probably spent 80% of the time in some area and just listened to the music while mashing buttons the rest of the time) and on the other hand it's a game that offers you as much room to grow and get better at as you would like to. I can't count how many times I've played through KH2 so far but I do know that I felt like I've improved my gameplay every single time and even though I enjoy improving my gameplay as much as possible it feels incredibly relaxing to me to know that whenever the game becomes to stressful I can just fall back to button mashing and enjoying the music. Which is one of the main reasons why KH is such a great game to me.
Fantastic analysis dude! I loved listening to you talk about kingdom hearts like this it’s refreshing to critically review it like this because it is more than just an X button game
I'm playing Critical Mode right now, and a couple of things that haven't changed from my usual playthroughs is that I don't use summons outside of those couple of Underworld tournaments (and I never used summons in KH1), and my favorite spell to use is Thunder (though I use Fire and Blizzard as needed, and I always use magic in general). What has changed is that I use Reflect and Limit Form a lot more and have had to change my usual strategies when fighting bosses like Roxas or Demyx, where I had to pay a lot more attention to what they were about to do. I really like this video! I hope more people watch it and appreciate the variety in the battle system, even if they don't use all of it.
I loved kingdom hearts 1 and 2 as a young child, going back last year to play 2 again now that I actually knew how to read was a surreal and infinitely enjoyable experience
It's great finding other people who share how much I love KH2. I play a Kingdom Hearts game once a year (a least) and if there isn't a new game than I play KH2. It is absolutely my favorite game period and usually discover something new just about every time i play. I'm sure there's not much more to learn but seeing this video I did.
I've taken a knack at making my own analytical videos and currently working on one now (Nier is halting that progression) but I just so happen to have ideas on the franchise that really gets me pumped and at this point there is so much Lore and gameplay there is a lot that can be discussed.
A design that can be complex enough for an adult to master while simple enough for a child to pick up is perfect
darktennisball that’s what some Nintendo’s games are in a nutshell(splatoon and arms).
Does it really matter whether you're a child, teen, or adult? Just because you're an adult doesn't mean you're the master of everything complex, and that children/teens can't do the same.
That's what makes KH1 and 2 prefect beginner action games, everything is easy to input but at no cost to the game's depth, it gets players to develop strategies without having to worry about execution like they would in DMC or Bayonetta
@@jonnysac77 not worrying about execution???? .... Go with that mindset to sephiroth, Xemnas (unknown).. And Lingering will 🤣🤣🤣
Those bosses aren't needed to you be able to finish the game, they're exactly bosses whose the objective are to you test your skills if you're looking to master the game -.-'
Remember in Kingdom Hearts 1, you had Merlin's house to practice your magic as much as you wanted, I wish they would have brought this back in Kingdom Heats 2.
Wait I have never trained with Merlin.
I also have no idea
excuse me *WHAT*
xKAIIRUx you never went up to him and asked him to train in the room upstairs with furniture and unlimited magic?
@@KAIIRU. It's mostly pointless. If you REALLY hate the idea of testing new spells on enemies, it gives you a place to practice on furniture.
I think the game design term you're looking for is *Dominant Strategy*: if there's a clearly superior method of handling a situation that stands at either normal or less than average difficulty to perform, _you're always going to use it_.
KeeBlade yes. Kh2fm critical suffers too. Reflega is op, limits are op too.
But pressing X isn't the superior method, like he said. It's using Reflectga.
@@gabrielcastejon7914 Reflectga is more powerful, but it isn't superior. Mashing X is easy, convenient, and can kill every enemy except sephiroth and the lingering will. And maybe xigbar depending on difficulty.
@@Ghdfshhs Definitely true for Standard difficulty. But unless you grind in Proud/Critical, Reflectga is your best friend.
The beauty about 2FM is that all options are DOMINANT strategies. Yeah some of your tools have versions that are not as good. An enemy who floats a little high in air wouldn't be smart to use Wisdom against for instance BUT Master Form is optimal. What I mean is there's also a summon that will probably be just as effective or magic or limit or just plain mashing X if you want. They all worked equally well.
Data org: the tutorial on how to play the game that only appears once you've already beaten it.
Wait, this is only your first video?! You're off to a hell of a start in that case.
This is by far the most intelligent video I've seen about KH gameplay/game-mechanics. Great video and please make more.
This video addresses so many issues I had during my first playthrough of KH2. Something you didn't bring up about not using all of the options the game gives you is their cost. I never used Drives, Limits or Summons because I wanted to save them for when I needed it instead of using it in normal battles and wasting MP/Drive Gauges. Unfortunately, due to the lack of difficulty, that situation never occurred. After playing through on Critical Mode, and currently working on a Lv1 run, it made me realize just how important difficulty can be in a video game. Final Mix brought up KH2 from my least favorite game in the series to one of my favorites.
+FEZeldalord12345 Absolutely true. I genuinely feel that a Level 1 Critical run has combat of the same caliber as Devil May Cry 3.
+FEZeldalord12345 That's my problem as well. I kept saving all of those abilities for when I really needed them, "just in case", but I'd never hit situations where I needed to. I tried to do another run where I'd activate drive forms constantly just for the hell of it, even in fights that I could beat by mashing X, and although it made things more fun I don't think I learned the combat system better.
Honestly though I'm getting old, my time available to play video games is dwindling. Chances are when 3 comes out I'll play it on normal so that I actually stand a chance of being able to devote enough time to see the ending.
this is exactly my situation too
i remember the first time i played kh2, i barely used any drives because i saved them for the "hard moments"
sadly they never occured
It doesn't help that so many of those tools are locked behind a very clunky menu system. Sure, magic does at least have hotkeys, but there's nothing similar for limits or invocations, or hell, even Drive forms, which I mostly used every once in a while because they looked prettier.
It doesn't help that you really have no way of trying out the REAL benefits of these tools. When you try out magic, it looks like it does more or less the same damage your attacks do, maybe on a longer range but then again, by then your enemy will already have moved, and it leaves you way more vulnerable to enemy attacks than mashing x does. They never tell you that it's meant to be used in combos... hell, they also never tell you anything about the REvenge system! Imagine if it hadn't been all hidden, but they could've given you the information, and the reason to use it.
The game could've been just as easy for kids, but maybe it could've given them a reason to try out some of its actual depth every once in a while.
In had a similar problem as well. The difference was: I never had the INTENTION of using them. Why use summons, drives, limits, or eVEN GOD DAMN MAGIC, when X (and sometimes triangle) is CLEARLY the way of combat in this game. I specifically remember Xaldin and Xigbar being insanely hard, because "what is this reflect thing you speak of". Though I also only very late in the game (and after the entirety of KH1 mind you) found out about shortcuts, so yeah.
It's funny because back in the day I remember people (including me) saying magic was "useless". And yeah, at the time when we bumped into Xaldin we said things like "he's broken", "it's a pain in the ass", etc. If only we had thought for a second that the problem was that we didn't take the game seriously. That we chose the easy, straightforward way to play and therefore we were missing an important part of the game. Of course, not all of it was our fault as you've explained, but there's no denying that we chose to play it simple, so it's on our shoulders too.
I was 15 when I first played it, so all I wanted was a fine story and a fun gameplay. The result was a bit disappointing in the story, although I remember the gameplay to feel very dinamic and fun indeed. But watching your video got me thinking that there was much to it than I thought, that's why it's fine to go back to the classics sometimes.
Thanks for your thoughts, great stuff!
Same I always used to say that magic in KH2 is useless and more useful in KH1 lol
Well, it kinda is. In 1 it's essential and neccessary. In two not so much, but useful.
If you play on higher difficulties it’s essentially required, reflect/reflect at the very least
Really fantastic breakdown. I genuinely learnt a lot, considering my playtime with KH was so long ago, and the return was only a surface level playthrough. It definitely provides a unique discussion on player expectation and solid design. Clearly the abilities had a lot of thought, as most JRPGs tend to do. I think the fall down was that magic and drive forms were introduced by the game as being subsidiary abilities, vs core abilities. Even if, when understood, they can ease combat woes AND provide more interest. It does fall to a designer to understand these pitfalls more than the playerbase sadly enough.
Optimal play can be the bane of a lot of titles, especially with RPGs. Unless there's a clear support of variance (and room for it) players can be propped up very easily by sticking to their guns. In KHs case, it seems a lot of the core gameplay needed to focus on what they believed the player would rely on, using abilities it could confirm they already had a grasp on: Attack and React Commands.
Despite introducing magic incrementally, if a player can get by, then grinding, however tedious, is the path of least resistance (Even if its not technically the most optimal, its the most tried and true method in their book).
This happens in traditional JRPGs often too, where grinding seems more beneficial to casual players over using support commands, despite the system being able to easily support players at much lower levels.
Should players experiment? Its always fun. Dark Souls itself seems to embrace that fact.
But its still a shame that the teaching method and even the balance of most of the core game fails to force the players hand, outside of Port Royal. Combating that is its own challenge: Should magic be more explicitly required? Does the UI itself push players to find alternative play clunky and unwieldy.
A lot of questions pop up DUE to that depth being underutilised by casual players, and praise to you for exploring the system. I do know i'm probably going to have a lovely return to the series in the next few weeks haha!
I can say the UI definitely doesn't help
If i'm in the middle of a battle, and i need to activate a form summon or limit, i have to stop attacking for a moment to scroll rapidly through a list of other things i don't need at the moment
The amount of time i'm left vulnerable is usually not worth it
I think they remedied the magic with a quick tab button
And the forms are significantly easier to reach if you remember to move up instead of down
But still
Imagine if everything was on a keyboard, or if i could bind a specific form/limit/summon to a free button on the controller
I could easily be right in the middle of a combo, and then activate something like a form, and continue that combo while becoming even tougher, all the while not risking your health
You could even probably chain it with reflect, activate a summon/limit/form right after reflect to get a powerful counterattack
Why the heck are these comments so long only so many people are going the see them, like I'm not judging you for making a comment that long, in fact, I kind of admire that you have that much time to make a comment that long. But I won't do the same, I'm too lazy, and I don't have the time, but honestly, go out into the world, do things, don't waste your time making a huge comment, okay?
I basically 100% Kingdom Hearts 2 on Proud, aside from the gummi ship missions. The game started out very hard, then grew progressively easier and easier. I didn't even have too many problems with Xaldin on the main story. The moment where things started to go berserk was with the Roxas fight. I used to play very mobile with a lot of dodging and supergliding and I just couldn't beat him. That was when I discovered Reflexga. It made the fight a cakewalk... until the data battles.
The data battles were incredibly hard. I struggled a lot with them. But here's the thing: I kept coming back. They were brutal and I just couldn't stop trying to beat them. They weren't just the most difficult bosses I ever faced in any game (yeah, I haven't properly played through Dark Souls yet, forgive me), they were the most challenging bosses I ever faced. The game, which had no problem letting me breeze through it beforehand, suddenly hit the most beautiful difficulty spike I ever faced. It forced me to become a very good player. It didn't just give me a challenge, it gave me memories. It made me feel immensely satisfied when I finally managed to beat Xaldin in data which is so much harder compared to the story. It forced me to memorise (kek) all the patterns. I still remember the huge adrenaline rush I got when data Xemnas was down to his last bits of health. And then only one thing was left.
Lingering. Will. I must have spent something like 10 hours and a week trying to defeat the fucker. It was like graduation day. From being absolutely owned I very slowly started to understand how the boss worked. The boss wanted absolute perfection in order to be beaten. Up until that point I actually had a three-step combo series enabled, I had to disable the third step when I learned that he would always retaliate after the second combo. Keyblade Glider? If you're hit, use Aerial Recovery just a split second before he's about to go through again for those instants of invulnerability. He's flying towards you fast? Get ready, he's about to use his whip attack, a good Reflexga and it's an opening for a combo. Ultima Cannon? Superglide close and perfectly time a Reflexga, it's the only way to nullify it immediately. The drones chasing you? Time for a superglide around the battlefield, don't lose your eyes on Terra. To this day, I still can't beat the bow attack. And his final attack when he goes berserk is absolutely mental. Chances are he'll always use it at least twice before you beat him in a battle. I still remember it: it's superglide until the second time he attacks, then you stand down, and it's lockdown-parry, lockdown-parry, reflex, reflex, reflex. You mess up the timing, and it's a huge chunk of health taken off you. When I finally beat him and I got the golden crown, I went insane. It was like after hours and hours with the bonus content, the game bowed down to me and told me: "Ok, kid, you made it". When that happened, that was when I realised that KH2 had one of the best combat systems of all time in a game.
Silvio La Torre The Roxas fight was SOOO HARD dude like it was an insane difficulty spike imo.
Silvio La Torre That is thing the makes made me really like kh2 final mix. You’re right those fights were incredibly hard but the more I die the more I am learning. The satisfaction I got from defeating lingering will as well as xemnas and Xaldins data was so good.
Tl;dr :)
The hell, I beat Roxas within 2-3 minutes on Proud easily. It's the Data Battle that gave me a hard time at first.
Btw for the bow attack, just dodge roll once he teleports near you (you'll hear the sound). He'll teleport and shoot 3 times.
Never even knew reflect is so useful and that you can combo magic, pretty dope. I like how you showed that a game needs to have more than just depth, it needs to show through game play how to make full use of the mechanics as well. Great video man !
The problem with KH2's combat is that - as with Final Fantasy XIII and XV - the game has a lower skill floor to beat it than it does to enjoy it.
JonahtheMann XV is freaking trash. What are you talking about
@@jayomega2717 What are you talking about? I just pointed out a major problem with XV's gameplay. How is that defending it?
JonahtheMann XV combat is bad. There is no high level gameplay compared to KH2
Good video, though I am surprised there is no mention of Zero EXP, which in my opinion is one of the most ingenious ideas for difficulty I've ever seen in a game. Having the player's attack power rise determined by where they are in the game rather than through levelling, yet still force the player to make use of every mechanic available to get through every encounter where they might be useful owing to the lack of health and defence.
I love this vid and all but... Level 1 Critical?! You could have mentioned that. LVL1 CRT made me utilize every single mechanic in the game. The obvious ones like Drive forms and magic to things I never touched like summons and limits. I learned so much about the bosses and gameplay by playing LVL1 CRT and I'm still not finished with it yet, Stuck on Demyx, beat him once and died during the ff vs heartless run.
+Shade Uchiha I totally agree that Level 1 helps force the player to make use of other tools available, but I feel like it's too much of an arbitrary restriction to really apply it in my video. Most people who play KH2FM for the first time will not start with Level 1 Critical, let alone Critical in general, and a lot of what I talk about has to do with how the game teaches you during your first experiences. More importantly, (and this is why I also didn't mention speedrunning in the video) I didn't want to emphasize the use of heavy restrictions on a playthrough in order to have a more engaging experience. Plus, Level 1 is absolutely trash until Disney Castle. It's either boring or, in the case of Olympus Coliseum, absolutely awful. After that, though, it's a lot of fun once you feel like more of a complete character. That's more of a personal thing, though.
Thanks a ton for the feedback, I'm glad you enjoyed the video!
mieDAX Thanks for the explanation, the level 1 crit thing really threw me off lol. keep up the good work man. I really am looking forward to what you have planned in the future.
+mieDAX I haven't quit my Lv1 run, but I after I heard that thing doesn't let you have Second Chance/Once More (aka the safety net) I decided to shelve this run on the shelve until my personal life calms down...
But I'm grateful nonetheless, in facing such adversity I got so much stronger (Chicken Little = OP as fuck) and the feeling of being in a constant pinch was a thrill. (People often chickening out on this kinda makes me feel bad)
+mieDAX I've recently finished my first Critical Mode playthrough, I poured 50 hours into my first Standard Mode one beating all the secret bosses with ease, apart from Lingering Will (obviously) and Luxord because I always messed up the last time you have to hit the circle on the menu with his DM, and generally learning a lot about the game realising where I can improve and become better. Skipping Cutscenes and using my efficient run (not speedrun mind) and Drive grinding, I've spent 23 Hours in my Critical Mode playthrough, I'm at around Level 60 and have just got to do the Data Org fights and LW. And honestly, I didn't die really that much. It wasn't because I just stayed back most of the time and spammed magic or just did occasional hits on enemies, but because I basically said this to the game- "I know Critical Mode is hard, I know I could struggle, but I'm going to play like normal, using magic, limits (sometimes) and drives like I did on my normal playthrough. And if I die, I die, and it'll be my fault." Every time I died on Critical I knew why, I knew what mistake I'd made and how I could have improved and done the fight/boss better, I didn't think that "Oh it's Critical so I'm going to die" ever, I just knew that I'd made the mistake, not the game, and that I was going to have to get better to win. Even though it seemed impossible, you can't always just grind, I never have done ever unless I'm going for Level 99 to do Data Org. or LW. Perhaps it was because I knew that I would soon try Level 1 Critical where you can't just grind, so I was saying that I wasn't going to go easy because I could. I died a lot on Light Cycle, I got annoyed, but I soon learnt what it was I was doing wrong, and soon did it perfect taking almost 0 damage. It's about practice, about learning and learning that above all, there is one golden rule to Critical and Level 1: It's not the GAME'S fault you died, it's YOUR fault you died."
ENGINEER_XIII *Catching my breath*
...y-YEAH! THAT'S HOW ITS DONE!
*gasp, gasp*
(translation: good comment, but too long)
Shoutouts to the Catherine music at 9:35. Your majestic radio voice fits so well with it. But ANYWAY. In all seriousness amazing video. Being a big KH fan and especially of KH 2 your video is b.e.a.u.t.i.f.u.l. It explains anything and way more that I would ever think of. Keep up the great work! :)
Play the game without Once more and Second Chance. You see how ridiculous it can be. If it weren't for those abilities then the game wouldn't be as easy as you would think.
Exactly. Those abilities should just be removed from these games.
But then the Data Org and -Terra- Lingering Will would be TOO difficult... One combo or attack, in almost all cases, would instantly kill you no matter WHAT level or equipment you had! Granted it doesn't give a whole LOT of leeway, but that extra space is JUST enough to start getting a feel for their patterns.
ShadwSonic They should be removed from the higher difficulties then, so equipment that gives defense is actually more useful.
Kingdom080500 And make it so you couldn't complete the game 100% on Critical? That won't work... maybe give them as scripted rewards for beating the Final Boss, because by that point whatever side quests are left should either be unaffected by or be unreasonably difficult without them.
it's called level 1 critical mode
This was awesome dude! I love Kingdom Hearts and have even played through 1 and 2 again just a few years ago, but all the things you presented are absolutely correct. There's a lot beneath the surface in this game that i simply didn't touch because it wasn't the most effective use of mechanics/time. Summons especially, there just was no need for them at all. I almost never used magic, and just used combos to get the job done (in both games). I did like the drive forms in 2, but only saved them for hard bosses (and even then felt bad using them, since it would have to recharge for awhile afterward - I'm the same way with potions in RPG's, save them for a special occasion, but then never use them when I should).
Anyway, great analysis, seriously. I loved that you focused on one aspect the whole way through, this wasn't a "Kingdom Hearts 2 analysis" this was a focus and breakdown of the combat system specifically, a true analysis in my opinion. And for a first video (at least on this channel), it was REALLY well done. Keep up the incredible work, I would love to see more!
+snomaN Gaming I'm glad you enjoyed it, man! Yeah, the aspect of focusing on a specific idea or concept and analyzing that thoroughly is really fun to do, so I'm happy that people are appreciating that aspect. It isn't to say I won't do more generalized analysis videos about other games in the future, but I really want to shoot for more stuff like this video, as long as I feel like I have enough to say at least. Thanks for the kind words!
Yeah man you just presented it all very well. I would put it on Egoraptor's Sequelitis level of depth, examples and points brought up. Definitely subbed and looking forward to more stuff like it in the future :)
+snomaN Gaming +mieDAX I agree, this was an amazing video and I did the same thing when playing KH2 on Proud originally and just recently I'm on a 100% run on Critial in Final Mix. You should definitely try to get noticed by one of the X-Keepers on RUclips, I prefer TGJ: TheGamersJoint.
+mieDAX Thanks for this video now I understand Kingdom Hearts gameplay an bit more now
Anyone who dismisses KH as a button masher should watch this. Try to actually learn the battle system instead of playing it, finding it stale, then dismissing it as bad and not fun.
But of course you're still right about the game not properly explaining the mechanics. Probably because Sqaure wants to make it as accessible as possible.
Great video it’s opened me up to new ways to play KH, I didn’t even know you could combo out of magic!
When I got my hands on KH 2 Final mix for the first time I started on Critical mode and EVEN THEN it still feels like a button masher. Outside a few bosses, like Cerberus and 2 Organization 13 members, I never really felt that rush of beating a strong boss like I did when playing the first Final Mix game
Like when you were a kid and you thought Riku was pointing to Sora's necklace.
What
Amazing video, really helped me get into kh2
They got ignored because we were 12 when we played the game
The thing about Lexaeus is that you can actually guard his attack, you just have to be at close range to do so. If you guard the direct strike of his axe, it allows you to preform a reaction command that deals massive damage (sometimes up to about a whole bar and a halfs worth) and then stuns him allowing you to combo him at least once before revenge kicks in.
I own both Kingdom Hearts 1&2 final mix on ps3, and honestly lost all drive to play them after my first 10 or so hours in, because I honestly thought the game was just a button masher. I felt like the game had absolutely zero depth to it and didn't really see all the praise people gave it beside the nostalgia my friends had for it. But this video really makes me want to give those games another try.
Really fantastic video, as watching it made me wish I could be as articulate as you in my own videos.
ComfyBean play on critical mode.
The look on Sephiroth's face with the caption when Donald spoke to him is the funniest shit I have seen in weeks. Stuff like that really boosts the already good video into greatness. Keep it up man.
Great analysis! KH2 is my favorite game of all time, and I'm glad that people do look beyond the usual criticisms. I can't really refute your points, but I love the game all the same in all its weird confused glory. Let's hope KH3 brings together everything they've learned across the years making this series. (And hope to God they don't make another DDD.)
This is my favorite video essay I always find myself coming back to watch it again I miss DAX's content.
I need more Kingdom Hearts analytical videos dammit
Fantastic video. You touched on all the points I could think of. KH2 is great for experimental players but those are pretty rare. For most people it's: "Yeah I have all these tools but.....it works if I just use this right?", so a lot of the variety that the combat system has is never truly discovered or
played with. I hope you continue to make more videos!
Fantastic comment section as well! Oh, and fabulous music choices my friend. :)
In my critical run I used basically everything except for summons. Learning magic makes this game 10 times more fun.
After seeing videos like this and how more experienced players use these different elements, I started a new playthrough trying to make use of them and it has been phenomenal. I can't count the amount of times I have played through KH2 but this has breathed new life into it.
This is an absolutely fantastic video and the analysis is spot on. It really summed up my new experience with KH2 and how complex it can be. Got a sub from me :)
Also in the final mix version, in order to reach the data organization battles you must use drive forms at certain points, I loved it too
This is exactly the kind of content for Kingdom Hearts I've been looking for/was planning to make myself! Analysis is better than speculation in my opinion. Good job.
I made use of Magic, Drives, and Limits, but I found Summons to be pretty bad until I saw speedruns that broke the game with Peter Pan.
+CheesyGranola Yeah Peter Pan is insane in some places. I use Chicken Little a bit early game as he's actually kinda handy in some areas, but I never use Genie and Stitch can be good but I never found his true potential with magics like Magnega (Probably due to the fact that I never shortcut it, going Circle, Triangle, Square, X, I have Reflega, Thundaga, Firaga and Curaga, always) but Peter Pan I used most of all because of his extra damage and the MP orbs his attacks drop you. That and Tinkerbell gives you some heals and will revive you to full health once but then she won't heal you for that second life, honestly PP saved me on Saiix on Crit, found him a pain but the Tinkerbell healing and revival helped a ton and so did the extra damage.
+ENGINEER_XIII I did not had the chance to play the Final Mix version yet but I found Stich highly broken. If you combine him with second Chance and once more you can not die aslong he is on the field even if you try thanks to his ukulele. And nearly unlimted MP and counter shoots are pretty cool to. I actually went to rearly use drive Forms(outside of training fore the growth abilltys) and only use him. I am pretty shoure I will have an easy time on critical thanks to him when I finally get the Final Mix version.
Sofaris Huh, I guess I should use him more- I use Peter Pan more for the damage and revive- when u get to LvL1 Crit, use Peter Pan on bosses and Stitch when u can, it'll really help.
+ENGINEER_XIII The thing about Stich is that he uses his ukulele more often as lower youre Hp are. This Ukulele will stun all enemies that can be stunned (also bosses) and causes them to drop HP orbs.
When youre Hp are really low he plays his ukulele the whole time. So if you have second chance and once more the enemies will automatically get stuned if you reach 1 HP and they drop Hp orbs and leave them selves open fore counterattacks. I just wanted to explain in more detail way you can hardly die with Stich if you have second chance and once more. But sometimes when youre Hp are not low he also randomly plays his ukulele and so creates openings. But in a level 1 run where you did not get second chance and once more and where you die in one ore two hits that Ukulele trick will not keep you alive. There Peter Pan is probably the better choice unless you want to spam magic.
i know that feel, Chicken Little was the first summon, so you go "oh he's useless", only used Pan for the auto-revive and Stitch the first time i used him didn't even restore my MP, and the summon i used most was, Genie, of all things.
I also didn't use limits much on my first playthrough, as i felt better off saving it for an emergency Cure for when things inevitably got rough (and i still usually do, since even after 6 playthroughs of KH2 i'm sadly still nowhere near good enough for level 1)
Kingdom Hearts II, in my opinion, is a lot like Super Smash Bros. Melee. Both are games that people tend to view as "spam to win" type of games when, in reality, their combat systems are both really deep and have all sorts of interesting things to toy around with if the player so desires.
SuperZeldaBound Umm...What? No one views Melee like that anymore.
The wide general audience doesn't even know that Melee, heck Smash as a whole, is not only played competitively, but is an extremely developed as a competitive game. You go ask some random guy who has played Melee if they know about all of the advanced tech and tier lists and, chances are, they're going to have no idea what you're talking about. Smash is less obscure as a competitive game as it was a few years ago, but it's still not a game the average person would think as an extremely deep and developed competitive experience.
Because it's fucking not. If Smash is complex what does that makes all fighting games? Goddamn this Smash dicking needs to stop. Especially about fucking Melee, that game is nearly 20 years old.
Nessential i'd say brawl and kh2 are closer because of the added floatyness and flash both add from their previous installation.
I’m a year late on this response 😂 (just watched the video) but melee is simple in its design. It’s just terribly broken and exploitable and people used the unfinished game as a competitive platform anyway. Not knocking melee, it’s fun, but it was never deep, just exploitable
Very first analytical video? It's excellently put together- great work!
Hey man doing a follow-up video with KH3 would be great to see your thoughts. The 3rd game has SO many tutorial screens and hints, to the point of being kind of obnoxious. Along with this, magic in Kh2’s Port Royale (with how it freezes opponents and shocks them; subsequently staggering them) is present throughout the entirety of KH3. It’s almost like Square took your critical analysis and applied them in the new game!
You've done a great job with this. It's awsome. I never even knew about most of the options till I watched a speed run of it and had my eyes opened. Like wow.
I've been directed to your video and I gotta say, you really did make me rethink about my approach to KH2's controls and I definitely would like to try it out again! But I have 2 things I wasn't sure if you ever thought about or understand why people aren't fond of the gameplay from these perspectives.
1. When talking about the Drive forms and how they can be used, what about the concept of the Anti-Form, for when you use Drive forms too much to grind you at occasion turn into the anti-form that is weak and does nothing to help you, and everytime you use a drive form until you get Final Form, you get points that increases your chances of going anti in a fight when you need the help. I get they're trying to balance the gameplay so that it wouldn't be too reliable, but wouldn't that concept scare away players if they don't want to deal with that?
2. I believe you mentioned some of it briefly in comparison to KH1 but one of the major reasons I'm not fond of the gameplay is that the story gives me very little motivation to go through it. Like you said, it feels more like you have to clear a room just to get to the next cutscene and sometimes that can be too easy. But to me the story has some pacing problems in terms of how important your quest is compared to the first. Whereas the first game gave me a purpose as I want to go explore and fight in order to save thr worlds, in KH2, it just felt kinda meh. Mostly cause the Disney worlds felt like they're just there as you're simply retelling the movie that doesn't make any connection to the main story. Even Port Royal for example while the mechanics you pointed out is great as it does make clever usage of magic and reaction commands to give a purpose to use them in gameplay, but when the story is mostly a rehash of the film until you get to the 2nd visit, it gives very little motivation to care. Doesn't help too that in a attempt to make the game bigger they for some reason make you go to the worlds again when really they could've found a way to make the visits more impactful during the one visit. Like they could have Barbossa team up with the Grim Reaper heartless the same way Clayton teamed up with Stealth Sneak, or for story purposes while Pete aids Barbossa, Luxord is working behind the scenes to have that despite any outcome, he can claim another heart for Kingdom Hearts or something as a way to present a significant sense of danger that gets them emotionally invested. The gameplay as you pointed out is there, but the story doesn't help itself to give players motivation. Does that make sense?
Anti Form is, to me, an oddball. I can interpret possible motives for its inclusion, the most obvious one being the idea you brought up about making Drive seem less reliable, something that you have to think carefully about using and instead consider other options at the risk of going Anti Form. To me, I see no reason to have Anti Form when it essentially punishes the player for wanting to use a game mechanic that they have free access too with the right amount of Drive. You shouldn't spend a resource and get punished for it. I could understand if, for example, activating Drive in the Underworld triggered Anti Form at all times to force the player to avoid it for story purposes, but that's just a different version of what happens where Drive is gone until Sora beats Demyx and gets that medal thing. I can ignore Anti Form as it's just a slight inconvenience in the end, but I do remember back in 2007 when I would worry about using Drive due to Anti Form being a possibility and screwing me over in a hard fight. In retrospect, this would have been interesting to include in the video, but oh well!
In regards to the story I tend to naturally separate story and gameplay a lot with everything past Kingdom Hearts 1. In fact, I'll have a video on that topic in the coming months (wink wink). Kingdom Hearts II uses its settings and characters as a means to an end. Disney worlds serve as a backdrop to get Sora from one place to another while developing the plot of Organization XIII, and while I don't consider that whole storyline to be particularly bad, it loses a lot of what made KH1 so interesting to me. Moreover, the game guides you along a path that feels much more linear than in KH1, even though KH1 was pretty straight forward as well. I mean this mostly in level design, like how in KH1 you could easily get lost in Wonderland or Deep Jungle running around and figuring out where to go next or how to solve a particular puzzle. I don't consider those worlds to hold up all that well, but Hollow Bastion definitely presented a unique and interesting approach to navigating the massive tower from the underwater caverns to the very top with the Keyhole. Rooms are much smaller in KH2 worlds and loading zones triggering scripted fights are frequent, so you constantly get put between loading screens and cutscenes before moving straight forward to wherever the scene indicated Sora was going. KH1 has a lot more downtime between cutscenes, allowing you to spend more time exploring and less time being constantly told what to do and where to go through dragged-out exposition. The amount of story elements and plot points that needed to be covered obviously accounts for this, so as you said, the pacing and feeling of importance to what's happening ends up feeling underwhelming.
I just want to say for story purposes. Sora is still a heartless at this point. His Anti-Form is his connection to that. Drive forms are only supposed to be used by Masters, and Masters in training (From what I've gathered, don't quote me). While Sora is kinda a Master in training at this point, he shouldn't actually be using them, so his Anti-Form is his inexperience and mishandling of the skill.
+AverageAfro yeah story wise even I got that, what you said makes a lot of sense. I just meant gameplay wise it doesn't really add much but become a hinder for those who want to get those abilities you can only get when leveling up. Balancing powers for sure, but it could unintentionally scare off people who don't want that to happen, or to those who want to see if they can beat the game without trying to get that form at all until they get final.
Awesome video! I admit I fall into the category of people who would called KH2 a "press x to win" game, but now I realize that was probably because the last time I played the game was in 2007. It didn't have a legitimate hard mode and there was no reason to do anything except massive combos. I have both the Final Mix versions of Kingdom Hearts yet to beat and I am excited to actually make use of the full combat system.
I really hope you make more videos like this one. Your commentary is insightful and this video showed me a whole new side of one of my favorite games. Well done!
Great video man! I just wish you had talked about a Lvl 1 run. I don't know if you've done one (I'm guessing you have with your extensive knowledge of the game) but that's what really got me to use every drive, limit and summon. Lvl 1 forced me to learn about Reflega, and how awesome Stitch and Chicken Little are, or how important Limit Form is, or Fantasia and other limits. The whole video was talking about First Order Optimal Strategy ( Watch the Extra Credits video if you haven't, they are awesome) It's sad that it's not until someone goes way out of their way to do a lvl 1 run that they learn the true depth and complexity of this game.
I understand the deep of the game and use anything available but I never have done a level 1 run. Its not absolutely necessary to understand the deep of the game.
It's true it's not necessary, the point I was trying to make is that it's the only run of the game where the player is forced to learn the deep mechanics of the game, of course they are available in every mode, Lvl 1 is just the form that forces use of all it's mechanics.
Holy crap Dax, know I'm a little late but having played through lvl 1 on critical recently it really opened my eyes to exactly to the point you making. Loved the video, loved the passion and insight you spoke with about the topic, and much love to you man.
Did you really not mention Critical Lv 1 Mode? It's relly the fifth difficulty mode, and one that really fixes all your shortcomings with the game. Every single battle is hard but doable, so you end up actually learning patterns and strategies and utilize every single one of your options to complete it.
I just beat Final Xemnas on Level 1. AFter 30 hours and multiples headaches (Looking at you Demyx) I did it man. I love this difficulty to death man. never playing on anything below critical from now on.
This is a really fascinating video. Right after watching this, I played a bit of KH3, and actually noticed it did a good job of integrating a semi-tutorial on magic into the world design, at least at one point.
You learn Aero after the first fight in the Tangled world, which happens immediately upon getting there. Since you've just learned it, a player would be inclined to equip it right away. But I forgot to for a bit. That's okay, because shortly into the world you get a cutscene where Rapunzel discovers dandelions and asks you to blow away a whole ton at once. This nudges the player into equipping Aero and using it there.
Now, right before that scene, you fight some Heartless that can stack themselves and form a tower, and you can't damage them until you break the tower apart. This normally takes a LOT of X mashing. But after that scene with Rapunzel, the player might realize those Heartless (which that probably found annoying before) look like dandelions. Sure enough, using Aero on them instantly breaks the tower, making them much simpler to fight.
Even though YMMV on whether KH3's combat is as good as 2's, I wish 2 did this kind of thing. If it did, it might not have taken me 10 years to realise Reflect and Magnet weren't useless.
Or you do as I did and you just read every enemy profile in the gummiphone, where they tell you weaknesses and strategies sometimes :D
Kingdom Hearts fans be like: "Beyond the chi button?"
FANTASTIC EDITING. Obviously I love this game, which is why I watch it, but I appreciate the insane amount of scripting, research, and timing went in to your editing. All of this coming from a career video editor. Subscribed!
I've played kh2 MANY times, but for some reason I'd gotten the idea that magic (other than cure) didn't give you any advantage in kh2, so I'd never really experimented with any of it until I watched a critical mode playthrough. That was the first time I saw how powerful magic, limits, and even summons could be. I didn't even know there was a magic combo. Knowing how useful reflect was would've helped me a lot, since I always hated the guard ability in kh2.
Edit: Damn..no wonder I always hated the grim reaper fight. I never realized he was weak to magic.
I realized how effective magic was in the original KH2 when doing things like the Hades Paradox Cup on Proud mode. We didn't have limit form so that stuff could be hard if you didn't know how to crowd control with magic and defend from all sides with reflect. It was good practice for KH2FM.
Most of the enemies in Port Royal are not only weak to magic but have unique status effects when they’re used; Pete says this in the first cutscene.
@@BlackXSunlight Every enemy in the game should be like Port Royal mobs. In fact I would have blue, red and yellow HP bars so only ice, fire or thunder could stun that enemy for a short period of time. Physical attacks work but only after the correct element is used.
@@kmphysics so fuck colorblind ppl? Lol that's the only reason I don't ask for more color coordinated mechanics, and I'm not even colorblind
Ever since I got my hands on FM, I made it a point to explore the game more. I think it's definitely gonna be player specific to how satisfying the combat is. But honestly, at the end you made the most valid thought of being okay with it. We all can have varying experiences with this game, and that's a pretty unifying thing. Doing no magic runs, no item runs, magic focused runs, lvl1 playthroughs can all be super satisfying for people who want to get more out of the game. But at the same time, doing a normal difficulty button mash playthrough can be just as satisfying. I think that might be the beauty of the game for me. The discovery that there's more to it than you originally thought. That feeling that the game has more to give, so you have to go out and try it.
Honestly, I think there's a lot of appeal to a game that can be played while ignoring tonnes of mechanics. The complexity you discuss is a major turn off to a lot of players. Like Chain of Memories, it has ridiculously deep customization, but most people don't know, and that's probably for the best, because people get mad at the card system as is
KH attracts a lot of young players and a lot of nongamers, forcing people to use advanced tech dramatically reduces accessibility.
It's why KH throws in secret bosses, to throw a bone to people who wants to properly use the mechanics.
I do think it could be done better, the general progression of KH games is more than a bit off, especially the games from the Osaka team, which prioritize spectacle over your actual mechanics
EDIT: random thought, but I think if people like KH2 for a reason besides the mechanics, they'll learnt more of game as they do repeat playthroughs. In that way, I'd say it's a great baby's first spectacle fighter
>Who prioritize spectacle over your actual mechanics
...Um, what? KH2 is the spectacle game with Reaction Commands. BBS and DDD, Commands are more powerful than anything else and ReCoded there's not a shred of something wildly OP in it compared to the other Osaka games.
But 2 has RC instakills and RC QTE's.
Tbh I wish there was some secret boss in com (GBA ver.)
I appreciate you playing “also sprach brooks” in the background. Nice addition!
you know what is a simple button masher?
358/2 days
mrgameandmusic SO TRUE!
So wrong. Try to finish the game.e without using magic, objects and dodging properly and you'll end up in the ground.
So wrong, try to finish the game by not playing it, is what you basically fucking said. Handicapping yourself is not a fucking separate difficulty to play. If you have to handicap yourself for a challenge then the game is too easy and you shouldnt go on about it as if it's some legit built-in difficulty.
lol no offense, but that made me laugh. That's not something people should have to go about for a game to be challenging
@Dusty Dust and ink bringer
Are you guys replying to Branny? Because if so the dude is just making a point that the game isn't a button masher and that if the OP tried playing it that way, i.e., ignoring all of the mechanics he mentioned, then the dude would fail at the game, hence its not made to be a button masher.
You have an extremely calming voice. Made everything much easier to listen to, not to mention some of the other video games you referenced like Dark Souls and DMC greatly helped convey your points. Looking forward to more of your content. Subbed.
i agree completely with this i do level 1 runs so just mashing x isnt always the best strategy it takes a lot of thought and experimenting to become truely good at this game series
***** that's why there is level 1 runs people think dark souls is hard it's child's play compared to a level 1 run
***** luxords time based bs is annoying xaldin is actually fairly easy if you keep the eye on the reaction command and block other than luxord I'd say saix is most difficult cause of berserk mode which other ones are most difficult for you
***** I was talking about data siax but I agree about demyx especially since the wave of enemies can screw you over and make you have to redo it still haven't successfully completed data org yet though
***** the best strategy for data zexion is to use donald comet as soon as he pulls you in the book to break the curse it's actually fairly easy with that strat
Also magnet is good for getting rid of the books flying at you
This man deserves a medal from the speedrunners, I'm pretty sure they even learned something from this! this was an incredibly great and well made breakdown, I learned how to abuse magic with drives like Master and such, thanks for the guide, I appreciate it, very much!
Great vid want more please.
This is one of the only videos that I am glad ended up in my suggested videos feed. I thought this was an amazingly put together video, and I was floored when I saw that it didn't have way more views! Also, LVL 1 Critical proves a little more challenging when you only use the kingdom key. You need all of them tools to come close to success! ^u^
The most intricate "get on my level, scrub" statement ever
if anything he spent most of the time illustrating why KH2 isn't a good action game
@@RedlinePostal To me it sounds more like he's explaining why it can be a good action game but the game itself poorly explains how and why it can be for first time players who just ends up using the X and Triangle buttons
That like count tho.
This was a very interesting and detailed video and I really loved how you ended it you described it so well and put effort into this video as well as the game to experience it as well as take from other people's experiences and you explained in great detail it is more than just the X button.
I've always been a mage based kind of player. Whenever a game gives me an option/class to focus on long range magical abilities I often go for it. As such I did use magic more often than the average player, like using Blizzard new shot gun like effect for upclose crowd control and Thunder to pop people up for an aerial combo. Granted I too eventually fell into the dominant stragegy mentality of mashing x for flashy melees and finishers. While magic had its uses I never really pushed myself to do more as what I wanted was enough until I saw this crazy combo video of a guy using many different options including the fire spell which I felt was completely useless as a spell as I prefered its projectile form. I went home and turned on the game and started experimenting and it was like a whole new world opened up and I've been trying to incorporate as many abilities into my combo game as I can though later games don't do this nearly as well (glances at BBS) anyway great video dood you got a like and subscribe today.
really good explanation of the different game mechanics and why no run through of the game is exactly the same
the first time i got kh 2 final mix i played crit mode for the first time and i was really carefull and i tried new things
I went keys blazing the first time I played Critical
Somehow it worked
That's amazing!
Excellent presentation, excellent research and clip usage, and very funny in those parts where they were suppose to be funny.
Great Job Dax, loved every bit of it my man!!
as a player who beat Lingering will on critical mode lv1 kingdom key, USE EVERY TOOL YOU GET
Really enjoyed the video. It's part of the reason why I liked the handheld games so much. BBS, Re:Coded, and 3D involve a lot more automated and innovative styles of magic and spells that you can weave in between basic attack combos or chain together. Sometimes you'll get hitstun on the enemy and chain them further. Sometimes you achieve invincibility frames to avoid certain attack patterns. While the deck system might be more simplistic than the traditional system, I think it added a lot of flair to magic and was more inherent in teaching players to combo and strategize with them. The fact that you could have different decks was a prime example of that. Prepare for waveclear. Prepare for a specific boss. Prepare for long sustain. The list goes on. I never had the perspective you had on the depth of the traditional combat system before, so thanks for that. Just know that the handhelds deserve some praise of their own that solved the issues that players weren't utilizing the combat system to its fullest potential!
Could I mention one thing that helps in reinforcing the "button masher" idea is valor form being the absolute first one you get in the game? The fact you lose the ability to magic so early in is a nice way to tell the player magic means nothing.
Dawson Cloin magic is actually useful
Dawson Cloin They don't really even have magic at that point...it would feel really shitty to get wisdom and have only 1-2 magic options with it
This was such a great video. I enjoyed every moment of it. :D
And then they Made Kingdom Hearts 3 the exact thing people call 2
And now Critical Mode is out
Izzu Ziq Yeah, but critical is hard for a world or two but then you get links, Links breaks the game
@@calendarfactory8566 which is true, I admit (heck I ended up taking out 8 HP bars out of the Mother Gothel Heartless boss with a Ralph summon) but it does at least have its drawbacks for if you are being careless like being unable to use magic or potentially being open for easy kills when you get out of the animation.
It's not perfect but no game is
Well no not really. Its mostly a combination of shotlocks, links/summons, and magic along with some great movement tech. To that end i can't see it as mash x too win.
@@danieltinsleykhvsff9622 it's the same as 2 where you don't need to use those techs to be successful, mashing x is better
I like this review, you won a subscriber! Looking forward to more of these videos in the future!
+Lulcy same
lol. Laid-back button masher.
People who say that need to try Data battles on Level 1.
Data Battles on Critical are enough to make the point regardless of level.
Or rather, trying (and failing alot) only to see wiser peeps stomp them with loads of spells and skills they barely use is what gets the point across.
Jay Black no that's bullshit. If the game is gonna have all these extra features to it's combat, you should feel the need to use them regardless of what difficulty you're playing on. Tired of people saying "it's only a button masher cuz you're playing on the lowest difficulty" while I somewhat agree, at the same time though, I think that only playing on a higher difficulty to get actual use out of these options is dumb design. I feel a game should make you want to use everything regardless of what difficulty you're playing on so you can get the most out of the battle system. Most people who play games for the first and once and never again aren't gonna play it on the hardest difficulty so imo it's best to make the combat fun in all difficulty settings.
gamerprince1999 i mean you can still get every aspect of the game on easy difficulty, its the players fault if they dont use different elements of the game
only problem is that its not as rewarding to go through the pains as it should be. i mean if you beat the game crit lvl 1, you should be able to just play the game like a sandbox for fun. play as riku the whole way, break the game who cares play as shrek or something. like tony hawk. every little thing with a reward. why not ... oh yeah.. money. why make something 60$ that entertains for decades when you could make less and come out with something else the next year. thats why games are retrograding more and more xD sucks.
Brandon Mcdonald "retrograding"
Bruh this game came out in 2005. There ain't no going back more than that.
THANK YOU for making this definitive video that I can now point to whenever someone wants to know why I say they should play the game. I was gonna do it myself but I'm not good so again, THANK YOU.
I hate when people hate on a game for the Graphics, yet when I ask them what their favourite game is, they end up saying an old game - which has shit graphics...
This was a fantastic video man! You deftly summed up an entire monologue of words about KH1 & 2's gameplay that I've never been able to smoothly formulate on my own, and in a much more concise manner. I hope you keep making videos like this about games, and that you always make them about the games you want to talk about. Again, this was an absolutely awesome video! By the way, you've got a new subscriber for it :) Intelligent critiques, especially on subjects I love, deserve some kind of reward, even something as small as a subscriber on RUclips. God bless :)
Wow dude. Congrats on making such a great video and to having such great success. One thing that you didn't mention was doing a level 1 play through. Just look at the comments. We're all surprised you didn't mention it for being such a comprehensive video. Anyway I hope you have a chance to respond to at least ONE of the comments about level one play through. Because it's really a shame you didn't.
Actually I did give a couple of responses to comments about level 1 not long after I released this video, but after seeing so many people bring it up and ask why I didn't include it I've started considering making a short 5 minute video about level 1 Critical and how it applies to my points in the original video and why I didn't bother to really cover it. In retrospect I wish I had included my thoughts in Beyond the X Button, but oh well, hopefully an extra video will still be alright.
Finally someone that talks on this subject with a great analysis, research and passion. Thank you, i will share this video as much as I can
Agreed that square should give more incentive to explore the battle system. What happened to one mode gameplay?? So many games just have one difficulty and incentives to replay when you beat it. That seems like a winning formula to me
Demifire what? No, multiple difficulties (that are well thought out) is one of the things that I like the most, there's nothing like playing a game like bayonetta on normal and try hard for the first time only to you realize that you can't even finish the first fight, then you get better and can even beat the highest difficulty. When its well done it can feel like the extra difficulties are a extension of your first playthrough(and the normal difficulty feels like a tutorial)
I agree with this. I just feel like harder difficulty levels should be earned - with perhaps new abilities (as an example) that will be unlocked for greater gameplay experience.
Demifire I agree. This is also the problem with FFXV. There's a lot more to the combat of the game but it never fully explains it or the game never makes you actually need to use it probably to make it accessible. so it's passed off as a button masher or boring combat.
But at the same time, I can't blame Square for making their games that way. Chain of Memories was one of the few Square games to actually make it so that you need to use strategy and quick thinking to beat the bosses regardless of what difficulty you're playing on and because of that the game is dismissed as bad and lame a combat system by many people. Just because they suck and don't understand the system. (yeah I know you can spam Sleights but the average player probably won't know about that).
I’m surprised how much I enjoyed this, well done! Very informative!
Kingdom Hearts III could have done what Devil May Cry does and actually show you how all those unlovkable magics and abilities do, but nahz
I've just started to play FFVII Remake and one of the things I like about it already is that the game shows you what the magic and ability materias do as well as weapon abilities
True
This is the best video I've ever seen about Kingdom Hearts II's gameplay. Amazing job! Hopefully they fix the difficulty/tutorial issues in Kingdom Hearts III (especially since it looks like they're adding a lot to the gameplay).
Honestly this stuff really does apply only to complete casuals. Personally I always played with the mentality of "I HAVE utilize everything they've given me". Especially in final mix(critical mode), as I knew there was plenty new stuff to learn that if I didn't I'd be fucked towards the end/post game.But people going straight to mashing X/triangle or always using cure instead of items is understandable.
Amazing video :). First heard of you from the bonfire lit comfycast. Keep up the great work
should be called beyond the triangle button
Every time i hear that theme song i get chills. Kingdom Hearts is one of the first games ive ever played. When i was a kid i loved the game because of the story and characters, and when i replayed it when i was older i started to love it because of the combat. No other game can compare to kingdom heart's combat (at least that ive played) and it can be approached by many different ways like you said. Theres just simply too many different ways to play this game, like for instance, critical mode using only kingdom key, no potions, no magic, no cure, no drives, no triangle, no summons, no grinding, speedruns, etc. Its quite incredible and i cant wait to see how kingdom hearts 3 is going to be.
combat is this game is way better than it is in KH3
Realm Of Chaos idk about that
you cant do sonic blade + sonic blade + ars arcanum witch can then be fallowed up with a Ragnarok all in MID AIR with more options after than in kh2 can you last time i checked hell no
Shinso Percival try sonic blade follow up with any keyblade transformation combo follow up with magic and any shotlock command with one switch. 👍👍
@@miguelrivas8592 holy shit this is so good. the combat in kh3 is damn near legendary once crit mode comes out than everyone will see
Shinso Percival thanks for the sarcasm lol, but trust me, as much as I love KH3's gameplay, kh2fm's gameplay is a lot more grounded and gives you more to do with what you have.
Looking forward to what you put out next, Good Job Bro!!
P.S. This is why im glad nomura mentioned he didn't want reaction commands in the next game.
Saying KH2 combat is simple is like calling the storytelling of Souls series lazy
I mean, it can be lazy and still be good. Nothing much lazier than a story that tells itself lol. Chill it's a joke
Cool points for playing Nujabes in the background!
Buns sent me here. :P
KeyToAnime she did? What video?
Where?
earned yourself a sub my friend. This video has pushed me to make my Devil Summoner 2 video. I'll work on that script ASAP
Subbed because of this video. Felt like a Noah Caldwell-Gervais video, great work.
Amazing video, hope to see more in the near future.
Doing a critical level 1 run through was exactly how I found out about the depth of the gameplay possibilities. It sort of reshaped how I looked at it as a whole
Great video.
To me it's both, an easy button masher that allows you to just play through it without much effort and just enjoy the story and that amazing music (On my first playthrough I've probably spent 80% of the time in some area and just listened to the music while mashing buttons the rest of the time) and on the other hand it's a game that offers you as much room to grow and get better at as you would like to. I can't count how many times I've played through KH2 so far but I do know that I felt like I've improved my gameplay every single time and even though I enjoy improving my gameplay as much as possible it feels incredibly relaxing to me to know that whenever the game becomes to stressful I can just fall back to button mashing and enjoying the music. Which is one of the main reasons why KH is such a great game to me.
Fantastic video. I finally got my hands on the PS4 remasters and I am determined to play it properly and skillfully. Your video was very helpful!
This is among the best video game analysis videos I've seen, up there with SuperBunnyHop. Subbed, keep it up.
Fantastic analysis dude! I loved listening to you talk about kingdom hearts like this it’s refreshing to critically review it like this because it is more than just an X button game
I'm playing Critical Mode right now, and a couple of things that haven't changed from my usual playthroughs is that I don't use summons outside of those couple of Underworld tournaments (and I never used summons in KH1), and my favorite spell to use is Thunder (though I use Fire and Blizzard as needed, and I always use magic in general). What has changed is that I use Reflect and Limit Form a lot more and have had to change my usual strategies when fighting bosses like Roxas or Demyx, where I had to pay a lot more attention to what they were about to do.
I really like this video! I hope more people watch it and appreciate the variety in the battle system, even if they don't use all of it.
I loved kingdom hearts 1 and 2 as a young child, going back last year to play 2 again now that I actually knew how to read was a surreal and infinitely enjoyable experience
I appreciate you, and the work you put into this. Thanks dude!
Man, love these types of analytical videos that goes into depth. Would be awesome if you could do more of these and cover more franchises.
It's great finding other people who share how much I love KH2. I play a Kingdom Hearts game once a year (a least) and if there isn't a new game than I play KH2. It is absolutely my favorite game period and usually discover something new just about every time i play. I'm sure there's not much more to learn but seeing this video I did.
I've taken a knack at making my own analytical videos and currently working on one now (Nier is halting that progression) but I just so happen to have ideas on the franchise that really gets me pumped and at this point there is so much Lore and gameplay there is a lot that can be discussed.
Subscribed, I feel their will be great things for you dude.