@@Abigdummy4life It's an endgame command though, and since Command Melds aren't random, you have to either get really lucky and have the powerful commands in the first place, or already know the recipe itself.
I love that there’s a corner of the internet that still has passionate conversations about kingdom hearts and im so glad you’ve been able to foster this RUclips niche talking about all the things we love/hate about the KH series
Probably the only KH youtuber to actually praise Re:Coded for what it does right and critique it for what it does wrong, while also bringing up the true problems with the Command Deck. If more people were like you, instead of just blindly praising/hating games without any thought, KH would be good again.
People just do not talk about the small games much. I mean, it is pretty obvious how much people actually care for days for example when people claim only KH1, 2 and 3 have the commandmenu and only remember this poor ds game for the things they hated about it xD Except maybe the story, but I mean the game as a game. Actually, the same is true for recoded. People only remember that they disliked it being a selfcontained story(even tho the overarching story is kinda crap) and never talk about the game itself. I hit the games myself where they deserve it, but they really deserve more clear evaluations.
@@onimaxblade8988 Then nobody should have been able to talk about 3d before 2.8 because one needs a 3ds for that without that collection and the 3ds can run the ds games. It is just that nobody bothered, though now the train is gone as the 3ds is dead and I would recommend emulation over actually buying it sadly.
Pretty much. It was the minigamemess of osakateam games except fun. Though the RPG-section was pretty meh. It did not feel like they designed the system well at all.
@@Stefanoabed05 I love using LionHeart. Sonic Arts along with Attack Haste, and Triple Pursuit/Chain Rave means a stunlock for the Invisibles in high level system sectors!
I'm surprised you didnt mention the comparative lack of story importance on why Re:coded isnt brought up anywhere near as often as the others, alongside the fact that they didnt remaster Re:coded in the HD collections (which is also tied to the previous point) makes it so that if you didnt play re:coded when it came out or specifically wanted to *play* all the KH game as a newcomer, you'll more than likely skip it.
That is not exactly a factor considering people literally bought 3ds systems for 3d and that game was talked about in the years between the first release and the HD release. And....recoded can be played on the same system.
Re:coded had quite a large story signifigance, mainly being the fact that mickey learns that the wayfinder trio and the twillight trio can be brought back. This info that mickey gave to yen sid is what prompted the mark of mastery exam, which was the secret movie in re:coded. They havent remastered re:coded yet due to the fact that its incredibly difficult to do. Re:coded along with Dayz both had lower screens that held info or things that involved gameplay. To take something that was on a ds handheld with 2 screens is a difficult task, unlike bbs with its singular screen.
@@awildkuribohappears5834 What about KH3D? Sure, what they did was pretty much bs because they put the map you need in full into a small minimap, but it still proves that they are ready to do that stuff.
@@lpfan4491 DDD was made newer gen, and was probably already being made for other consoles when it was released. The 2 other ds games werent, and were turned into movie versions due to limitations
Days was because limitations to time, not limitations as to how they are supposed to do it. That is why certain inengine cutscenes are also included, they were just planning a remake for 1.5 that never came to be.
Re:coded getting some love, good to see. The bosses you could fight normaly was few, but they were great. The fights against Data Dark Riku and Roxas are awesome.
Hmmmm, while I do agree that command deck system isn’t inherently bad, I still think having preset combo chains like how KH2 & KH3 did would still be a better design decision for future entries in the series. I think having individual cooldowns for each ability in action games is a mechanic that shouldn’t be encouraged, simply because I don’t think it is that elegant of a limiter on your powerful combat options. Having a resource meter where multiple combat options are tied to (like the MP bar) is still more preferable as it helps to centralize mechanics while allowing opportunities for certain dynamics such as making risky decisions like say, perfect dodges to gain more meter; The concept of cooldowns can still be applied to the resource meter (which is exactly how the MP bar works) instead of making players fuss over each individual cooldown timer of their multiple abilities.
Drive Forms are a more elegant solution, but lack the sheer variety of unique moves that command decks can provide. DDD's spirit links could have been a nice compromise, but it took way too long to charge one up and you can't stock more than 1 so it barely happens at all compared to drives. I do think the Command Deck system can be tweaked further. Just spitballing but: -Commands are generally weaker, capped at around Fission Firaga level. -Remove reload, but reintroduce MP costs -The combination of commands you equip determines what drive forms you have access to, and the drive forms have less unique combos but contain the more powerful finisher commands like magnet spiral or balloonga. -Maybe remove the command fusing system entirely, and just unlock them the way KH1 unlocked special moves -Different keyblades give you alternate square combos that transform the keyblade into another weapon for a few hits. ex1. equipping Strike Raid and Aeroga unlocks the Judgement Drive, with Judgement Triad as a finisher. ex2. using the Toy Story keyblade lets you cancel a ground combo into a spinning yoyo attack and cancel an air combo into a hammer drop
I would want to point out that there was one more game in the series that used preset combo chains: Days. Honestly, that combat system was only seen as bad because of the mission system and RIDICULOUS amounts of HP.
benedict I was thinking how certain command moves from BBS/DDD/ReCoded could be implemented as a move/magic variation in some combo chains of Keyblade formchanges, as a way to spice them up. Although I wouldn’t mind being able customize preset combo chains before battle with said commands. There are other games like God Hand or Tales of Graces F where they sort of allow you to customize your combo chains.
I think cooldowns can be appropriate depending on the purpose of the MP bar. I think we should take note of how the MP bar in KH2, once depleted, has a cooldown system before it's restored. In KH1, MP was restored through physical combat which served as a cooldown of sorts, whereas being struck by foes when you had MP Rage "reduced the cooldown" that was incurred. I thought KH2's system was somewhat ugly in that you had a duration to mash out spells, and then you were basically magically incapable for a time unless you started popping healing items. MP Prizes did very little overall for reducing the cooldown without summons. It was a very inelegant alternative to KH1's almost equally rough system that also punished you for not going in for physical combos (or chugging ethers) often. The problem still remains that in BBS many command deck moves were not thought out in terms of power by the developers. I will concede that they have less chance to screw up a more vague solution like KH2's system.
TOYSIPO2 I think the way KH2 handled the MP recharge cooldown still had some interesting room of unique gameplay dynamics, as being in that state made your Drive gauge regenerate faster. It was interesting how you can choose to lock yourself out of a certain set of options (including Cure) for an alternative buff instead for a set period of time. Maybe in future entries the MP recharge time shouldn’t be as slow, or make it so there are more opportunities to make it recharge faster, like entering a guard state that is still vulnerable to enemy attacks to increase MP recovery rate.
Hi BB, even though it’s not really a true Command Board, I would like to touch upon Chain of Memories in relation to some of the points you made, if you don’t mind. As you’ve said before, and I double checked, COM was made by Osaka Team. People have brought up that Sleights seem to be the equivalent to broken-strong commands in BBS and DDD. Since I’m not a super in-depth guy I can’t confirm that myself, but I wouldn’t be surprised. But here’s what IS interesting, and why I bring this up. Sleights are a time when Osaka Team actually DID try to balance your commands similar to what you mention about Coded. For one, there’s the CP system which limits Sora’s deck, both in size and amount of stronger cards. Second, many of the stronger Sleights have more specific number and card combos, Zantetsuken being a good example. This means not only are they harder to find cards for to set up, but easier for opponents to Break. Is this system perfect, I’m gonna guess no, but I bring all this up because it feels like COM was Osaka Team’s big attempt at balancing commands, and on their first KH game too. So why didn’t they try this again? Well we can only speculate I guess. Maybe they felt putting so many limits on movesets took away from fun, maybe they just wanted to try the BBS style and they just liked it more. Anyway, in conclusion, I feel like it would be VERY interesting even if Osaka Team’s next Command Deck was announced, but also attempt balance again, because we at least know it’s happened once before. Thanks for Reading.
the issue with that is Osaka didn't do original CoM, they only did the remake so I wouldn't count it much since all they had to do was copy the original system as best they could into 3D
And even then, they broke the gamedesign because certain things suddenly became dominant in rechain, the dodgesystem works less good and the introduction of lethal frame at all. Plus that they did not optimise the gameplaystyle for 3d at all, they just gave it weird controls compared to the original and slapped the system made for 2d ontop of a modified KH1. Osakateam is just not in it when it cones to gamedesign. Though I guess tokyo team is not completely innocent either as all of their games seem to be defeated by chugging items like a dang potionlauncher.
CoM has a better framework for the battle system, but I think Re:CoM is more fun, especially since... Re:CoM isn't just brain dead easy? Have people who praise CoM played it recently? Enemies basically do chip damage on you starting from halfway through the game. That alone makes Re:CoM better imo.
i did that too and while the gameplay holds up the blue and red fake computer designs are burned into the back of my mind i never wanna see those rooms again as long as i live
My problem with that is it’s the command deck that enables that sort of imbalance. Because of the deck, there’s no cost attached to the abilities, and with the ability to stack copies of commands without penalty, you create a system that makes it harder to balance abilities.
If you aren't overpowered then the secret bosses become unviable to fight. You can't blame a player for spamming when they're trying to beat mysterious figure with a character like Terra, the versatility just isn't there.
Re:Coded is getting the shoutout it deserves (besides Olympus). After the story/world mechanics were finished, the battle system was good enough to where I racked up about 90 hours on the game as a whole getting all the trophies (not counting the multiple weeks of waiting for more spotpass stages to appear) If they somehow ported it, I'd probably do it again tbh, the commands felt that good.
I think The World Ends With You games are proof positive of this as well. Like it is a deck of commands you pick out and use on cooldowns, it just contextualizes it as pins. The difference is how everything is seamlessly built around it, with enemy drops giving you even more to play with. Hell, Neo making pins associated to an individual button even helped the combo potential, and h.a.n.d helped make it. I really hope the KH team take what they learned from TWEWY and add more of it into KH. The Leveling System especially is really fun and I'd love it to be used to encourage Level 1 runs and more use of the Systhesis system.
That's a great idea! You could even make it so that crits restore more so that it doesn't get boring with just restoring the same amount every hit. The only problem I could see with it is when you're down to 1 HP and you want to play really defensive until you get a cure back you would be forced to hit the enemy in order to heal, but if you can figure out a way around that it would be great!
That is basically just a xenoblade without autoattacks, which is.....yeah, square should just do somethibg better with xenogears dangit.(offtopic, but important.)
@@superlombax1561 yeah, I have a tendency to forget that items exist because I hardly ever use them. Even though they're are natural part of the game for some reason using items makes me feel like I cheated
@edgeofultima7483 I feel like that issue is something that would be punted down to the enemy/encounter design. Every enemy should be designed so if you are on 1 HP, you can play defensively and find an opening to build back the cure. Tbh that was one of the funnest things in my recent proud mode Kh1 run. Getting down to 1 HP and just desparately dodging and blocking everything from several enemies until I finally found my opening and could build up the bit of MP I needed to heal then go on the full offense to finish it. The sense of achievement and relief when I finally got the single MP back and whooped ass was 10/10 Also, I think forcing people to fight to heal can be a good thing. It's better that players are engaged with the combat instead of endlessly dodge rolling in the corner waiting for the recharge.
Re:Coded has legit the BEST Command Deck and Battle system compared to BBS and DDD. It helps that Re:Coded was not developed by Osaka team and it has an interesting skill and combo Growth with the Keyblades' level up system which improve the basic combat! The Keyblades in BBS and DDD are just stat increase equipment! It still amaze me how much I enjoyed it, too bad the annoying Gimmick areas overshadowed it :/ I remember being in those annoying Gimmick worlds and I kept thinking "GET ME OUT OF HERE ASAP, I'm NOT enjoying this, i want to go back to game's main combat"
I still remember the pain when they put keybladelevels into KH3 but used the weird KHUX-system instead of the recoded system. It just feels like a logical thing:You use the weapon more, the weapon gets better.
Osaka team worked on Re:Coded too. This game isn't as broken as the other two because the devs had to work around the DS limitations, meaning they had to flesh out the only two mechanics they could afford (comands and melee). The only problem I see with BBS and DDD is that the devs tried to hard to experiment there and couldn't find a good balance because of that. That, and Re:Coded nailed it with the command deck limit.
@@Mario_KHX I have not seen osaka team credited anywhere for recoded. Not to mention that it feels a lot more like days than it does BBS or 3d. Days being the previous game that specific devteam(H.A.N.D) worked on.
@@lpfan4491 Both teams worked on it. IIRC, H.A.N.D. asked Osaka Team for help because they had experience with the command deck. Just don't ask me where I found this, because I don't remember. 😅
I wish the command deck had a limit on how many of any certain kind of deck command you could have in your deck at once. Imagine if you could only have 2 of each kinda spell such as only 2 cure spells, 2 surges, 2 balloon, 2 fire, etc. Would not only limit command deck spam but would also encourage diversity with your moves.
Re:Coded was actually my first KH game and what got me into the series, ofc after playing the rest I understood Y a lot of people don't like it, but the combat was still very enjoyable. Also, Am loving these KH talks, neat idea executed perfectly; more of it please :).
Because the plot of most other KH games is not dumb. And ironically, most bosses that were in the regular gameplaystyle sucked more then those in the other gameplaystyles.
Re:Coded's plot isn't more or less dumb than most other KH games, it's just incredibly unnecessary. There's maybe 4-5 important cutscenes throughout the entire game and the rest can be easily skipped. The gameplay is a lot of fun, but it's by far the most "Watch the cutscenes on RUclips" entry in the series imo.
Really loving this kh talk series, like everyone knows that kh has its good and bad moments. But we never had something like this series that analyses kh properly. Keep it up bb!
Delicious, finally some good fucking Re:coded representation. (I still did enjoy the Coliseum section's turn based stuff but you're still right) so many times though I've just been like, Wow I know Re:coded's version of commands is so much nicer to use but I can't explain why, fully, beyond "you get unique combos for keyblades, are encouraged to use basic combos to add to your clock gauge, and commands feel snappy and easy to use". And boom, here is some just, well explained details on why it worked. Lovin' it. Was hoping you were gonna bring up Re:coded in a positive light and you did, blessings upon you.
I think it's not only an issue of busted moves. You're quite accurate when you speak of the lack of technical aptitude the player is allowed to use (with many attacks being disjointed). It's also an issue of enemy design. BBS has many bosses who feel as though they were designed to show off their moveset, and the player just has to "figure out" what to do against them, without good thought put into what kind of thought processes players might put into them. Take for example, Terra's final story fight. Xehanort even uses Ars Solum as one of his combo strings, except when he uses it, he has total superarmor. You really don't get the same luxury. Even if you did (or if I'm forgetting that it does actually give you some armor), the dissonance between enemy and player HP and damage would lead to you being melted. Ars Solum for Terra also eats two slots and has a pretty lengthy cooldown too. As such, Ars Solum is pretty exclusively a "just for fun" trash-cleanup tool in a game where it's already minimally punchy to dispatch enemies compared to KH1 and KH2. It's also inferior to say Thundaga and Magnega, which are fast-reloading, single-slot, high-damage options that quickly, efficiently, and seamlessly get the job done better in every possible way. In other action games, the variety of options is easy to advocate because of either varying utility or because of the equality of options vs. thought processes that go into them. In Devil May Cry, while you could main one weapon or style, you're encouraged to switch weapons as Dante, to get familiar with all of their nuances, and to put them to use both for variety, familiarity and utility. It very much rewards familiarity and giving the game some time for you to learn it. In Yakuza 0 and Yakuza Kiwami, the various "styles" in their ideal states outside of the janky progression system can give you different ways of achieving the same outcome (winning a fight, doing damage) but the key difference is that they give you different entire playstyles with which to become intimate with. You're given more things to do, more decisions to make, and you're not usually expressly denied from picking interesting options. In KH: BBS specifically, trying to exercise variety with lesser-value commands just feels pointless. It can fail to be stimulating even against normal foes, and at worst against bosses you're just outright told that it's not going to fly. Dueling Xehanort with your sword, or even matching his Ars Solum with yours? Yeah, we can't have that. That's too easy. It has to be "hard". As such, people could reasonably start to argue that such pointless command just shouldn't exist or that the game should revert back to a more linear attack style like KH2. I don't find that BBS has a very stimulating idea of difficulty, either. Success against bonus bosses, while there are multiple avenues to doing so, is still predictable enough for me to feel like I've gotten the same experience just watching people do it. It feels very much like an RPG that catered towards the combat just sort of "being there" rather than being an intellectual component to it. Part of this is because the majority of players succeeding in combat encounters against superbosses in BBS can be largely attributed to the existence of various commands that the development team did not think over the utility of by comparison to the """bigger tools""" the player is offered. I can say "the majority of players" because it should be understood that most casual players who went so far as to tackle the superbosses weren't necessarily the all-knowledgable masters of how the dodges and guards worked, but they probably knew to Google how to do it and then put it into practice. I put """bigger tools""" in multiple quotes, because anything two slots or higher seems like it's generally treated as a horribly inefficient meme, because the people who designed the bosses seemed to make a marked point to make sure the bosses were immune to anything beyond a certain power threshold. See, I wanted to assume there was no cohesion between enemy designers and the command deck designers, but then I remembered that they intentionally designed most bosses to gimp the bigger options. Could we not have made the bigger options- or at least, the options with an illusion of "being bigger" than the others more involved instead of irrelevant? Take the bike in Devil May Cry. It's big, has great range, and even gives you mild superarmor (which even protects your style ranking!). However, it's very slow. They got around it being slow and bad by giving you something to do in the middle of its attacks. If you strike foes, and the bike glows, you can press again for a faster follow-up, and every attack the bike has works like this. This makes it feel very aggressive and mean to use while also being big and slow. It has advantages, it has disadvantages, it's not great for every situation, but it's workable, and if you wanted to force it often, if you were intimate with it you probably could. Beast Style in unmodded Yakuza 0 and Yakuza Kiwami is kind of a joke because of how poorly they balanced it and paced it. However, with its more brain-on skills enabled through some of their mods, it forces you to make a lot of interesting economic decisions regarding your Heat (basically a cross between a style gauge and MP). Your superarmor basically works through being past a certain MP threshold, but you can lose it through taking damage or missing certain finishers, or you can expend it on powerful command grab-like cinematics that deal big damage. There's a whole host of variety and interesting tough options, including timing your guards to totally parry enemies, charging attacks for increased force (which also feels really good to play), positioning and evade play (especially because you're so slow)... See, both those games have heavy styles that can actually be really intelligent and aggressive to play that don't set them above the other options. Continued ->
In BBS however, Terra gets nothing smart to play with. He's slow, and it sucks because he also has no priority, which means he's just totally weak. He's a weakling, he gets pushed around. All his unique abilities are on a layer beyond style over substance, they're all given boss-like animation and cinematics, and it totally falls flat because it's all so horribly useless compared to the busted options that probably weren't even nearly as thought over by the animators or the conceptual designers. Thematically, this can hurt, because while it can be fine for Ventus and Aqua to be largely evasive, Terra is really played up as something powerful, especially in KH2. Terra was hyped up for years. When we get him, we find that once again action game designers have a hard time with heavy boss-like styles of combat. They chose to make Terra just really weak compared to the bosses he fights. Not only is he slow, but he's weak and lacks weight. He gets no benefits to make up for his slowness, and he doesn't feel powerful, he just feels wasteful and hard to control, which also makes him frustrating to play. He ended up being the antithesis of powerful in-game. It also doesn't help that, as a whole, Kingdom Hearts has ebbed towards Bullet Hell / Dark Souls-y player motive design philosophy; not in that they're punishing, but in that there's a really high failure rate. There's a neutral encounter state, but things are always very stacked against the player, especially on the higher difficulties. Whereas in Devil May Cry, while the damage ramps up, you have many evasive options and are always relatively safe. You're discouraged from playing numb-and-dumb; if you combo the boss more or do more intuitive things or just play more evasively as a whole (or know the boss better as a whole), you'll find success with relative practice. In Yakuza the HP economy is by and large exponentially more forgiving. Even if HP isn't a worry, you can still worry about looking lame because of getting hit in certain styles, whereas for other styles the more fair HP economy enables a more responsive duel-like environment on a more even playing field. Kiwami's ability to seamlessly switch between styles enables you to play far more evasively with most tools blended together. For the thematic-focused people who can't get the idea of dying being ultimately not-stylish out of their head (as opposed to practicing and beating a boss with one clean take), they're allowed healing items to smooth out whatever they think are rough edges. in Kingdom Hearts on higher difficulties, entire encounters can be decided in just a couple missed reflects, guards, or dodges. One could argue this fits Sora since he's not necessarily played up to be a big badass or anything, and it's not a bad gameplay loop in KH1 and KH2 because those options at least feel really tight. In BBS, however, there's a lack of basic polish on even those more position-y basics making the experience feel much more cheap. You don't get many options, and of the options you do get, a lot of the basic go-tos feel like crap unless you start studying the game harder to use the skills the developers seemed to have patently not thought of. It's like, you get more variety than in KH1 and KH2, and then immediately you're disappointed because, under the illusion of difficulty, they made half the options crap. Then, in their wisdom, they also made a lot of really weak attacks that ended up being actually really hilariously broken compared to all the options they had to make crappy to make their bosses seem """difficult""" in the first place, and, like... it feels so poorly orchestrated, and the vision they were going for was far shallower than it could've been to begin with. I know how fickle design decisions in these creative studio environments can be, so I have no doubt in my mind that it was just very not thought out, and us players are putting- astronomically- more thought into the game design than they really did. The best case scenario is that they really cared but were just really confused as to how players should play a game, and the worst case scenario would be that they were fully confident in some completely backwards and player autonomy-unfriendly design philosophies. They considered the act of playing the game a lot less valuable than the fans and say Bizkit here does, considering the amount of thought and time he seems to put into these games. Additionally, there's the implication in BBS that they just wanted to give you a headache with the bonus bosses because that's very cool and interesting and not because they actually wanted to make something fun to play, which is totally something edgy teenagers would do for their first video game. Considering the way Kingdom Hearts' plot has slowly spiraled out of control into symbology, I'd definitely argue that's about where their narrative and theme-crafting skills could've rested, especially at this time. Ultimately I'd call Kingdom Hearts, Yakuza and Devil May Cry all "easy to play, hard to master", but in very different ways. But, yeah, I think the lack of thought put into busted commands is just the tip of the iceberg of whatever could've really been going through the designer's minds as they balanced BBS.
This was a fun read! I don't have the source, but there's an interview floating around about BBS's development stating that they made the enemy and boss design annoying and unfair ON PURPOSE because of the humongous pool of Commands you can use. One could assume bosses like Terranort were purposefully designed to punish you for using your flashy boss-like commands, like Terra's Ars Solum and the like.
I just played BBS for the first time this year. The command deck was interesting. The commands were bad. I loved the idea of players finding synergies but most of the attacks in the game just don’t work in serious battles. But in theory the command deck concept provides numerous options for different play styles. It’s sad that isn’t realized in the game.
Think you kinda missed out on talking about the original command deck game: the world ends with you. You can in fact use combos while using the command deck the whole time. It allowed for these flashy commands without having magic haste so it was back in 2 seconds. And every enemy was balanced around it. I think one of the issues of bbs is trying to copy that but then building a whole kh game on top of it. That's how you get just 8 flat commands (6 in twewy) or no comboing with commands (which didn't matter in twewy because your combo character was separate from your command deck character). Making cure from a limited use command to a refresh command makes sense when you try to kh-ify it, stuff like that.
Honestly I don't think this is an apt comparison at all. Since Twewy's abilities aren't given to you in a list, you have instance access to any of the pins by way of input, not by activation input.
Just gonna comment this before seeing the video: The problem I had with command deck was the fact the you could use them for absolutely free (minus items) and the melding worses the situation when you stack skills like Magic haste. If command deck had some sort of cost esource it would be way better imo (and phsycical hits actually being useful)
Re:Coded HD would be an absolute blessing imo. I loved that game so much and the command system was super fun to use, but was a little clunky due to the DS being not the best system for KH games. Overall though I agree that it definitely had the best interpretation of the command deck
Do I want another KH game with a command deck? Not really. Would I play it anyway? Yes because my love of the series overrides pretty much everything. I've been invested in this story for almost 20 years and it's influenced every single console purchase I've made.
"I would replace KH3s combat[...] with recoded" And I thought I was the only one lol. I was really oofed when the game did not manage to beat that old DS game and people started praise xD
@@aldebaran2643 Because fuck us. Appearently they ran out of time to make a daysremake for 1.5, which is why we only have cutscenes. But recoded was intentionally left out most likely because they actually made it a movie, with fightscenes and even accurate representations of how long certain normal enemies take to beat(which feels like bs because datasora claps all bosses in one hit, but eh)
i still prefer the KH2 keyblade abilities and would rather have the combo modifiers from Days as abilities it's a neat idea but it means you can't switch to a new weapon without having to learn it, and weapons already have a couple of different properties, like crit rate and reach
Brah playing recoded on an emulator with inf command memory cheat enabled was such a fucking blast , one of the only problems with recoded was that you didn't have enough command memory late game to actually equip all of the late game commands that you had (rightfully) earned at that point
additional note for recoded. it fixes the invincibility issue thunder surges and similar commands have with in recoded all commands have no invincibility UNLESS you use the command as a counter after blocking than ALL commands have invincibility(note you need a accessory for the command counter but still)
Re:coded became my second favorite KH game when I inputed a cheat to remove cooldown on the commands. (I increased difficulty everywhere else to balance it) The combat suddenly becomes so fluid and fun. It's like KH2-2
The issue I had with the command deck was leveling and combining the commands. Having to level like 9 fires to combine into other stuff or whatever was just kind of annoying and unnecessary grinding.
Couldn't agree more. The fact you could preview and even try a combination of commands before making a fusion permanent was also way better than in BBS.
I think most people just want a less obtuse way to know how much revenge value the enemy has. Fighting Games use special meter and let the player choose when to combo break, but KH needs something like color flashing or voice quotes.
@@benedict6962 The game outright tells you. You know when you hit their RV cap, because they break out of your combo, and it's the same value for almost every boss, and it's the same for any given boss every time. How is that at all obtuse? Sounds like a matter of pattern recognition to me.
@@Art_Izon Yeah uh, I would like a little more advanced notice, thanks. Dark Inferno's may have been long enough for players who pay attention, but it's not really a method that scales to every single possible boss.
@@benedict6962 I didn't notice it before the dlc, but I know that in re mind when an enemy hits their Revenge value there's a black circle that shows up right before they recover, similar to the red circle that shows up when you're hit by an unblockable attack.
Have a meter for RV, or make Forced Revenge cause the boss to teleport away instead of counterattack. Or both. I'd also have variable RV for every boss so some bosses can break out of combos sooner than others.
I don't understand why many said it is bad game. I know the story is boring, but the combat and the customisation are fun. Although I didn't go too deep into understanding the combat system.
We can already use it to compare. BBS and DDD did not change much on PS4 and recoded is already better overall even tho it has faults. And if the devs actually care, it could become even better. Just don't let Osaka touch the port or remake lol.
Never gonna happen. As a different dude in this comment section stated: Osaka Team won't let people remember that they were one-upped by h.a.n.d., a bunch of side-jobbers from the boonies of Japan.
I think it's much harder to balance command decks. If you have a broken move, you can throw it out from neutral, while if you have a broken combo finisher (KH2 Explosion, for example), you actually have to finish the combo to get it, you can't just throw it out and save you.
This is something everyone should know: when it comes to game design there are rarely bad ideas, just incompetent designers or designers who lack the mentality or creativity to find how to make something work.
I also love in recoded something you didn't bring up was the ability to freely jump, guard, and roll out of your attack and command animations. Something very VERY few kh games incorporate, and even when they do, none of them have given you the "cancel freedom" that Re Coded did, having each cancel reset your combo and just added even more utility to attacks that aren't Command deck related! God i love Re:Coded. SUCKS that the game puts Platinum Games to shame with the sheer amount of unrelated pace breaking gimmick sections. .....that and the story but um....we don't talk about that.
@@lpfan4491 it depends Kingdom hearts 3 was always going to tie up the Xehanort saga.people expected one big game of battles when that would only last 30mins. The organization members are told not to engage any battles until the meeting at keyblade graveyard since if they lose any members it will ruin Master Xehanort's plans.people excepted 1 vs 1 fights in every Disney world against the organization but if any organization members lost that would ruin Master Xehanort's plan at the keyblade graveyard it's not like master xehanort to make a plan to send his pawns on a suicide mission making him lose.kingdom 3 plot is not bad it is just the kingdom hearts fans who do not dig deep enough that master xehanort will not use his pawns in any conflict outside keyblade graveyard since he knows loseing any of them would be his downfall.
@@1BadAssArchAngelvs14 Nah, that does not fly with me. I did not want just a 30 minute gauntlet, but I was still really underwhelmed with the story. It actually manages to open up NEW questions regarding the xehanortsaga, like why ansem seeker of dankness interrogated ansem the wise about the disappearance of subject x and in some places, the tieups were so poor that it felt more like literally just throwing the characterarcs and plotlines from a cliff. Not to mention that a lot of plotpoints do not correspond to what is explained in BBS and there was no real keyblade war going on, just a few dudes and kairi having a pathetic backgroundfight until sora showed up. And do not say that the explanations from BBS like vanitas saying that people from every world will fight for KH is obviously fake and rediculous, because it is a lot more epic then what actually happened.
Nice Ted Talk, BB. No seriously, I agree with you. Re: Coded is definitely the best handheld KH game, in terms of combos and most of the gameplay system, it's just that most of the worlds never really took advantage of that. Which is why I found it a missed a opportunity when SE didn't try to bring it to HD consoles, for both this game and Days. I guess it's sort of understandable, but still. Want to add something. Re: Coded also figured out the best way to cycle through the command deck. While you hold the L button, the X and B buttons basically cycles it Up and Down, and A basically uses the commands. And you can still move around with the D-Pad. It was born out of necessity, since the DS only has a D-Pad, but it is certainly way less awkward than KH 3D. For some reason the developers thought the Circle Pad and The D-pad are enough. They're not. You have to outright stop to cycle through your commands in the 3DS, it's even more awkward than BBS.
That is because recoded is basically the product of the entire series up to that point and was ready to learn new tricks. In KH3d, they only based it on BBS and did not care about actual practicality.
BBS and DDD also limited strong comnands, you have 8 slots and some commands cost 2, 3, maybe even 4 slots. The issue is that the weak commands (1 slot) in practice are more effective than the suposed stronger commands.
ReCoded and 358/2 really need proper remakes instead of being cutscene'd. They were so goddamn good. Imagine proper online co-op mission mode for 358, it'd be so chill
I actually really liked the command deck a lot. The streamlining of not having to scroll through menus and the variety of unique setups as well as the options it opened to you that hadn’t been seen prior to its existence in terms of customization made it easy enough for me to overlook its flaws. I do recognize there are some major drawbacks, and there’s other ways to achieve a relatively customizable gaming experience that is relatively streamlined, but I think, especially in theory, the command deck had a lot to offer. I agree that in actual practice, it suffered pretty heavily, but I have a lot of appreciation for what they at least attempted to do with it. Side bar: I’ve actually never played re:coded. Once I started playing more of the “side” games, by the time I was ready to play re:coded, 2.5 was just about to drop, and so I figured I’d just experience it that way.
I'm glad someone finally said it. As well as talking about recoded being better then some give it credit for. Not great mind you but at least it did something right.
What's funny is that the random changes in gameplay in ReCoded is part of why I love it so much. ZeroOne has been my favorite keyblade for years because its low key broken. Heavy Blade, All Critical, Attack Upgrade, AND Targeting Scope. That shit is disgustingly good
Targeting Scope is kinda op from a fundamental view. Like you can just hit in the air near the opponent and it will still connect. But please tell me if I'm wrong about that
@@klickklack_pron9504 Oh no you're 100% correct. The only check to that power is that you have to stay at lvl 3 to keep that going. If you hit max you have to do the little finisher. Only enemy you cant kill with targeting scope is the Defender
Even though Re:coded has lots of gimmicks, the system sectors just about make up for it. They add so much more combat to the base game in such a great way. Especially in the optional sectors. To get the Ultima Weapon in KH2, you have to scour the world for orichalcum+ in a pretty boring way. To get the Ultima Weapin in Re:Coded, you have to go through a 13-floor gauntlet completing combat challenges, all leading up to a fight with a supercharged Roxas. That, in my opinion, gives you more than enough time to use the command deck and combat system to its full potential.
"Lack of Synergy" Magnera + Mine Square/thundaga would like a word Seriously, I've been playing through BBS lately and I've been finding combos (mostly with Magnega or zero gravitaga)
Never in 10,000 years would I have thought I'd see this. I actually like the command deck in moderation. I've played every kh game essentially and I enjoy it, but I recognize its flaws.
I'd like to also display a Re:Coded combo in action with fairly peak performance and utilizing almost every mechanic in the game (footage isn't the best because recorded on an actual 3DS). Also you can jump cancel a lot of stuff on hit in Re:Coded. Even attacks and finishers of GROUND combos are jump cancellable. twitter.com/FrozenCavern/status/1298827015873851394 Also, I believe Re:Coded's command deck bosses include: Darkside, Jafar, Pete, Riku, Data Anti-Sora, Roxas, and Tidus (if we're REALLY gonna count him)
Thank you! I really love the Command Deck system, or at least I love its concept. When I even mention CD in the comments, they'd tell me how wrong I was for liking it. What I love about the CD system is that it *symmetrizes* your active abilities into a single deck. (Attack abilities like Sliding Dash, Magic like Homing Firaga, and ITEMS) Basic "Attack" now has upgraded varieties like Sliding Dash and Blitz as active commands rather than as equipped abilities. Magic is more than just Fire, Fira, Firaga. It can be Triple Firaga, Fire Surge, Raging Storm. (I was kinda bothered that Attacks have modifier abilities but Magic doesn't.) Though it didn't solve the Cure VS Potions problem. Plus, Cure is just Cure. There's no Regen or Healing Circle or Drain Strike or something like that. (Boring)
TBH despite how broken and disjointed a lot of the moves in BBS may be, I can't bring myself to dislike it just due to the sheer ability to customize my character's fighting style and moves. Like a Magic Only Terra is actually a really fun build to make work if you don't go the default "Magnet+Thunder".
Would like to see a KHUX/DR/ML remake on console that uses a fixed command deck while keeping the medals/cards from the mobile games (I am assuming ML will have something similar given the trailer).
One of the things the lack of synergy made me think of is the way sacrifice and limit storm interacted. Limit storm on it's own is slow, and doesn't do much damage, but if you activate sacrifice and then limit storm in quick succession, limit storm's activation is much faster and does damage, as well as it's vfx changing to look more like sacrifice. Why only this one? As far as I'm aware it's the only combination like this and it's only available on one character. BBS would've been a lot more fun with more interactions like this
I’d like to see a kh talk on the idea and sorta myth/legend of Osaka team. Cause I can’t find a lot of info on a set team that gets all this blame for issues in the series.
Because companies in general don't really give a lot of distinction to internal departments. Osaka Team made Re:CoM, BbS, DDD and KH3, every single game having some severely busted mechanic and lack of synergy between different battle mechanics (there's plenty of Ultimania interviews to prove that Osaka Team worked on these 4). Sure, h.a.n.d. may have made Days, but they also made Re:Coded, which is unironically the best mobile KH game. Then there's the original CoM, made by Jupiter, same dudes that made TWEWY. Decent, apart from the first half of Sora's story not really preparing you properly for the latter one in terms of difficulty. Having a miss FOUR different times? Lemme put it like this: if you have a buddy that has been kicked out of 4 different pubs, is it probably the pubs fault, or his own?
@@aldebaran2643 What I'm saying is that the idea of there's this one team that stayed the same that created all of these games, is highly unlikely. There are also people that don't think that Osaka developed the Re:Mind DLC. In fact the lead programmer for Re:Mind is the same as BBS, so I would like to know what the deal is. I personally think it's just a quick and easy scapegoat, but I'd like to see what BB makes of it
@@chasegreyson685 >lead programmer of BbS same as Re:Mind BbS was also made by Osaka Team, once again. Elaborated on in some Ultimania interviews. Fun fact, BbS was the first KH game Osaka Team worked on, back when it was still being developed for the PS2. Oh yeah, that happened. Then they had to abandon most of THAT code cuz they had to work on Re:CoM, their first RELEASED KH game.
I appreciate you making a positive video concerning the Kingdom Hearts series. It kind of made my day. My response to people saying that the command isn't balanced is to say that just like you can stack your Command Deck full of Thunder surges or balloonras, you could also level to level 99. Either way you're going out of your way to make the game easier so that's kind of a dull argument to use against it in my opinion
i really wish people working on KH saw more of BBs criticisms on the game... i honestly agree with how frustrating it was to play on bbs because it was always the same cheese strats and such ... after i discovered baloonra on ddd ... i felt the same way... the thing was that with recoded.. i actually had a really enjoyable time playing even with gimmicks and such.. (except for OC... )
I think that each Osaka Team game is better than the last, and they deserve praise for it. Despite its flaws DDD is much snappier than BBS and cut out a LOT of the fat from BBS's commands, mainly in the fact that reload times have been more than doubled for almost all commands. Although I may be in the minority since I actually really like the Dream Eater system.
donovan roberts I'm aware that balloon is way too strong, but I think that commands overall had a more diverse structure in DDD. Not to mention the greater damage and snappier nature of regular combos made them at least usable unlike the sluggish cherry-taps of BBS.
The issue is that the bosses did not really change, so the changed stuff only really was in the bame of kicking the player in the nuts instead of in the name of balance. Not to mention that they got a bit too cuthappy and removed melding entirely and that was one of the few fun things BBS had going for it.
I've been saying this from the beginning: Re:Coded was the BEST spin off in turns of combat. Taking 358/2's story and slapping on the Re:Coded combat would have made it a perfect game.
Since I started playing through all the kh games, I actually found I preferred the command deck over the regular command menu. I just found it much easier to manage and basically process when I was fighting since I tend to panic and button mash in some fights. Even with the shortcuts for the command menu, it just felt I had the different spells and abilities more at my fingertips with the deck. I think the only real flaw to me is that, in the ps4 versions, they didn't stick with the same buttons to scroll through the deck between bbs and ddd.
*Hokkaido Artists' Network and Development* _h.a.n.d._ for short. A small-time studios from Japan's boonies (let's face it, anything outside the Tokyo Metropolitan area gets treated as such) that worked primarily on GBA/DS side-games before KH, and 3DS/mobile side-games afterwards. In all the big games they worked on, it was either programming assistance (Jojo Eyes and Naruto Storm 4) or porting (Digimon Cyber Sleuth for Switch and PC) Comparing Osaka to Tokyo is unfair, that much I'll agree on, but this changes nothing when Osaka gets one-upped by the side-jobbers. (Heck, just the fact that this comparison is being made is already a sign that something is not right) P.S. Did anyone notice that h.a.n.d.'s games were the only ones not to get Remastered? It's almost as if Osaka was afraid people might remember they got one-upped by jobbers or something...
Eh, I think it's more because they were legitimately troubled games that would have required a huge amount of work to make playable either as a remaster or a remake. Days legitimately sucked to play, especially late-game bosses, and Re:Coded may have had fun combat, but you only used it half the time. I'd love for them to get proper Re:CoM level remakes, especially if Days wanted to retcon in a bunch of character development and relationships with Roxas for the actual Organization members given their new importance, but the chance grows slimmer by the day and most say they bought into Days for the story anyways. Still, if they ever wanted to revisit it and make it proto-KH2, Im down.
@@lpfan4491 3D is functional in the same way BBS is functional. It's not great, and I'd prefer Coded and KH 1,2, and 3 over them, but it wasn't fundamentally broken and was a demonstrably easy project to uprez and port.
Actually, I think that BBS *is* broken, more than 3d or days could ever be. Just that I mentioned 3d instead because that was a remake instead of a mediocre remaster, so there was more fixingopportunity. And because of its existance, I kinda have the fear that when days/recoded remake is happening, they will just not address the flaws that can be fixed(the gimmicks in recoded are not one of those. That is like taking out the gummiship because people appearently dislike it)
i planned on doing a replay of re:coded some time because as much as i think that the story for that game was mid even in comparison to BBS, god DAMN did the (regular) gameplay go hard as hell (also, just wanted to see if the story really was as bleh as i remember)
Personally, I absolutely love the gimmicks in Re:Coded. Its one of my favorite games (possibly of all time). 2D Traverse Town, Rail Shooter Wonderland, I loved them. I appreciaiate everything thats different about Re:Coded, like every keyblade having a special set of abilities and combo system. Like Olympia and Metal Chocobo were heavy types, so they had slow Terra swings that had lengthy animations but dealt massive damage that lead into Dodge Slash (which was actually fucking based in this version)
I think having MP over the independent cooldowns of a Command Deck System is preferable (although I enjoy RE:COM). But if they’re going to reuse the KH2/KH3 Command Menu/combo-based System with shortcuts, then I think that MP should work like stamina.
I wonder if the lack of synergy was due to technical limitations of the psp or intentional design or the intentional design came from the system limitations of the psp.
I still loved the Command Deck system with DDD and especially BBS. I understood there were really strong options...and I didn't care because I wanted to feel like a Keyblade Master, not a person optimizing the fun out of the game. It would be much better with synergy and commands being costed properly, but I still just love the system at its base level.
I absolutely love these deep talks into the mechanics of the Kingdom Hearts games BB. I've been mentioning on and off for years how Re:Coded does the command system better than BBS and DDD! It still holds up as one of my favorite handheld games ever. (Then again, I'm very bias when it comes to Kingdom Hearts...)
I'm fine with the command deck, the issue is that the base combat is pretty lackluster. If it stayed a ps2 game, it probably would've been amazing. If 0.2 had the exact same combat, but had the command deck for special moves while letting you change to your items with left or right... it woulda been pretty good EDIT: YES, RE:CODED'S COMBAT WAS GREAT
I think somehow merging the Command Deck with the Panel System is something with high potential to be good, if done right; could also be pretty horrible if done wrong, but still. The Panel System already had magic, so including a wider variety of commands in it could easily be done. Gear panels could be split into Weapon Ability panels and Combo Modifier panels, each with different size and shape like the Gear panels had. Only one copy of each command in the game should be available, to avoid unnecessarily necessitating command grinds while also properly gating when the player can access what commands. Varying Deck panels with different effects associated with each of their slots; such as command level, (reload/cost) reduction, and possibly more; could be used to have the player make more involved decisions about their command setup. Modifier Points (MP) could be used to restrict combo power, while Command Points (CP) could be used as the command resource meter; both of these resources could be linked to Stat panels, which would take the place of Level panels but still be used to determine net "level". As long as the system is done right, all that's left is for the commands to be balanced right and for the battle system to allow synergies. Any confusions about any of my wording for that system description? Any criticisms of the system I'm putting forth? Anything to add to it?
*Lack of synergy* was #1 worst part for me. Try to beat Julius in Dream Drop Distance with Sora, (after playing some Tales games and 2D anime fighters) to realize the best I could do with an opening was *Attack x 6 >> Reverse Air Slide >> Sliding Sidewinder.* Beating him isn’t required for the platinum/PSN 100% on PS4, but it is required to get the Ultima Weapon Keychain for the in-game 🏆 Keyblade Conqueror trophy.
Dude I fucking love your content. You are hands down the best kh content creator out there. And yes that is a shot at others. You actually know what you’re talking about instead of just bitching about Disney
I don't mind Re:Coded I'm just really annoyed with trying to get past the guards in Wonderland when they're sped up, once I get past that point, I'd be happy with it
In my honest opinion if done well the command deck can be the best system the series has had It’s usually just poorly balanced, the commands usually restrict you/can’t be used freely used as combo tools and hurt by the floaty combat But when done right like in coded it can just be a a system that gives me more control over my specific attacks I do with my combos beyond the usual hitting or magic. It’s a fun system
I own re:coded. I like re:coded. I consider it the opposite of Chain of Memories in many ways. What CoM did wrong, Re:coded did right, but what Re:coded did wrong, CoM did right. Similarity 1: You can customize Sora to your wants. In Re:coded you can level Sora up however you want using stat chips. The easiest way is typically mostly strength, some magic and some defense to exploit the strongest attacks and abilities, but that's not the only way. CoM is similar, but unlike Re:coded, the best option is usually to level up your deck capacity or sleights and only level HP when you need it or don't need capacity or sleights, the game is beatable without leveling any stat technically, but it's unfairly punishing if you don't. In re:coded any way is perfectly viable. High HP Tank? Fine. Fragile Mage? Yep. Fragile Fighter Mage? Go ahead! Lucky Mage Wall? Weird, but sure! The somewhat easier difficulty is a good thing as it allows you to play however you want if you have the skill, and that's only half of the customizability. You don't need to neglect certain stats as much, as leveling up is basically a free+2 to every stat. Re:coded also allows you to adjust certain things with cheats. Difficulty, item drop rate, you can even get stronger dodge roll, though I find level 1 dodge roll is usually good enough. If you can't get through some segments, lower the difficulty at any time. Still can't? Level up a little and get a few extra stat points. CoM isn't fun gameplay wise, it involves too much strategy for an action RPG. Similarity 2: Retreads of KH1. CoM's story is important to the overall plot to say the least, and the self contained story isn't bad either. Re:coded... well, I don't what I can say. We get to learn the contents of the letter from the end of KH2! We also learned that there was something unique about Sora, aside from his normal uniqueness... Compare that to the game that introduced Namine, Organization XIII, Axel, Castle Oblivion... yeah, no contest. If you've skipped to the end here, here's a simple and clean recap: Re:coded has way better gameplay, CoM has the better and more important story.
Re:Coded's command deck system is my favorite combat system. Just wish it were harder, since for a trophy you need to beat the game at level 15 or less, and I did it on Critical mode easily. Edit: KH2 and KH3 are tied if not better imo, but still Re: Coded's command deck is really really good
Re:Coded was my first, only, and favorite KH game and I LOVED it! Yeah, it's one of the weakest games in the series, but back then for me, It was awesome and it got me invested in the series. It was sad for me to see everyone else look over or even say the game was bad. This video really made me happy to see Re:Coded get some recognition and even learned I didn't even know myself. But I will agree with you on the flaws though. While I did enjoy those switch-up segments, it is debatably bad game design.
BBS shouldn't have had commands in general 'cause it undercuts the design idea of each of the characters playing in vastly different ways. By making a bulk of their potential movesets the same outside a few high level commands, it really undercuts really showing what makes each special. This, like most things, is not the fault of the command deck itself. Re:Coded is a joke but it definitely is peak Mobile KH game in terms of gameplay with the chip board and command fusion systems. It's a shame DDD got so gimmicky with pet sims and forced character swaps, and that 3 never adopted this to even a limited capacity, unlike a lot of other gimmicks from the past few games.
That designidea seems completely wrong anyways. Terra is weaker than ventus and aqua and aqua is faster than ventus. The way it could have worked is if commandstyles just never existed and the characters were based on the styles to begin with. Critical impact makes terra actually strong and fun(and dark impulse could be the BBS equivalent of a driveform), a modified version of fever pitch that does not miss the target half the time seems like what ventus should be(and lightblades could be his drive) and I have no idea about aqua. Maybe the magicstyle modified to be shooting like wisdomform and....bladecharge as a driveform? I just do not see it because that is a physical style, even if it fits the story because she uses somethibg similar to damage the x blade.
@@lpfan4491 Aqua should probably have more magic options than the rest, including some of the newer and more advanced versions of regular magic. That would leave more elementally-imbued or just general attack moves to the other two, with some overlap so as to not overly polarize their movesets.
Attacking in the air and doing an immediate buzzsaw attack (can't remember the exact command name) was life in Re:Coded, among other snappy combo options. But ya the gimmick areas and boss minigames are the main reasons I favor DDD and BBS a little more than Re:Coded. Combat wise, it's the golden standard for command deck, but the whole of the game's parts is just less enjoyable. Even with their flashy, spamy combat flaws, DDD and BBS can still be enjoyed for majority of the time. If they go back to command deck on console for a side game, hope they take note of and build upon Re:Coded's version.
I have to assume that most of the shortcomings in terms of cancelling, comboing, etc was due to engine limitations on the psp. I would not be surprised if the game would straight up glitch out if you could do too many things at the same time.
Okay I am no expert on battle systems and canceling and stuff but when I look at how awsome the battles in Dissidia 012 and Kid Icarus Uprising are I can not excuse the boring and unsatisfaying battles in BBS with limitet hard ware. I know those 2 are rather different games, Dissidia being a 1 vs 1 arena fighter and Kid Icarus Uprising being a mixture of a shooter with hack and slash elements. But still those games have such great combat on the PSP and 3DS.
@@mizzix Yeah but they straight up said the whole reason capes weren't in the game was the engine couldn't handle it so who knows how many limitations it had.
Its nice to see people actually praise recoded every once in a while. I still am one of the few people who don't mind most of the random gimicks the game added and I think the fact the story is completely worthless is a strong point for the game because it was the first time in a while that I was playing a KH game and I didn't have to worry about what convoluted BS they were going to add to the story because No matter how hard the series might try to make it seem important, the fact that Mickey decided to plug in a book to a computer will never be important to the over all story, and I like that.
Yeah, the self contained story is ight, but not necessary. A true spin-off that does better than the other games that are in the same category but have more going on when it comes to story
My boy ReCoded finally getting the praise it deserves.
Someone had to say it
For real, it's so underrated!
Judgment Triad is busted tho
@@Abigdummy4life
It's an endgame command though, and since Command Melds aren't random, you have to either get really lucky and have the powerful commands in the first place, or already know the recipe itself.
@@reddodeado301 true.
But I still feel a little guilty for having to spam it in the final bug sector against that bug Roxas.
I love that there’s a corner of the internet that still has passionate conversations about kingdom hearts and im so glad you’ve been able to foster this RUclips niche talking about all the things we love/hate about the KH series
I kinda miss these videos.
Kingdom hearts is a masterclass in one step forward two steps back
Probably the only KH youtuber to actually praise Re:Coded for what it does right and critique it for what it does wrong, while also bringing up the true problems with the Command Deck. If more people were like you, instead of just blindly praising/hating games without any thought, KH would be good again.
yeah that's why I liked Re:coded command deck than BBS and DDD
People just do not talk about the small games much. I mean, it is pretty obvious how much people actually care for days for example when people claim only KH1, 2 and 3 have the commandmenu and only remember this poor ds game for the things they hated about it xD Except maybe the story, but I mean the game as a game. Actually, the same is true for recoded. People only remember that they disliked it being a selfcontained story(even tho the overarching story is kinda crap) and never talk about the game itself.
I hit the games myself where they deserve it, but they really deserve more clear evaluations.
@@lpfan4491 Well a big reason, esp for those two titles: Many of us haven't and can't play them. Not even with the .5s and .8
@@onimaxblade8988 Then nobody should have been able to talk about 3d before 2.8 because one needs a 3ds for that without that collection and the 3ds can run the ds games. It is just that nobody bothered, though now the train is gone as the 3ds is dead and I would recommend emulation over actually buying it sadly.
KH was always good. Some games more than others.
Re:Coded besides the command deck also imo had the best platforming and shooting sections.
Pretty much. It was the minigamemess of osakateam games except fun. Though the RPG-section was pretty meh. It did not feel like they designed the system well at all.
Re:Coded was pretty damn fun
Also the combos, especially the olympia ones, felt that they packed a huge punch, also the different combos for every keyblade were genius
@@Stefanoabed05
I love using LionHeart. Sonic Arts along with Attack Haste, and Triple Pursuit/Chain Rave means a stunlock for the Invisibles in high level system sectors!
@@reddodeado301 you reminded me that in re coded you knew which commands you got before losing the ones you used, again, genius
I'm surprised you didnt mention the comparative lack of story importance on why Re:coded isnt brought up anywhere near as often as the others, alongside the fact that they didnt remaster Re:coded in the HD collections (which is also tied to the previous point) makes it so that if you didnt play re:coded when it came out or specifically wanted to *play* all the KH game as a newcomer, you'll more than likely skip it.
That is not exactly a factor considering people literally bought 3ds systems for 3d and that game was talked about in the years between the first release and the HD release. And....recoded can be played on the same system.
Re:coded had quite a large story signifigance, mainly being the fact that mickey learns that the wayfinder trio and the twillight trio can be brought back. This info that mickey gave to yen sid is what prompted the mark of mastery exam, which was the secret movie in re:coded. They havent remastered re:coded yet due to the fact that its incredibly difficult to do. Re:coded along with Dayz both had lower screens that held info or things that involved gameplay. To take something that was on a ds handheld with 2 screens is a difficult task, unlike bbs with its singular screen.
@@awildkuribohappears5834 What about KH3D? Sure, what they did was pretty much bs because they put the map you need in full into a small minimap, but it still proves that they are ready to do that stuff.
@@lpfan4491 DDD was made newer gen, and was probably already being made for other consoles when it was released. The 2 other ds games werent, and were turned into movie versions due to limitations
Days was because limitations to time, not limitations as to how they are supposed to do it. That is why certain inengine cutscenes are also included, they were just planning a remake for 1.5 that never came to be.
Re:coded getting some love, good to see. The bosses you could fight normaly was few, but they were great. The fights against Data Dark Riku and Roxas are awesome.
Hmmmm, while I do agree that command deck system isn’t inherently bad, I still think having preset combo chains like how KH2 & KH3 did would still be a better design decision for future entries in the series. I think having individual cooldowns for each ability in action games is a mechanic that shouldn’t be encouraged, simply because I don’t think it is that elegant of a limiter on your powerful combat options. Having a resource meter where multiple combat options are tied to (like the MP bar) is still more preferable as it helps to centralize mechanics while allowing opportunities for certain dynamics such as making risky decisions like say, perfect dodges to gain more meter; The concept of cooldowns can still be applied to the resource meter (which is exactly how the MP bar works) instead of making players fuss over each individual cooldown timer of their multiple abilities.
Drive Forms are a more elegant solution, but lack the sheer variety of unique moves that command decks can provide.
DDD's spirit links could have been a nice compromise, but it took way too long to charge one up and you can't stock more than 1 so it barely happens at all compared to drives.
I do think the Command Deck system can be tweaked further. Just spitballing but:
-Commands are generally weaker, capped at around Fission Firaga level.
-Remove reload, but reintroduce MP costs
-The combination of commands you equip determines what drive forms you have access to, and the drive forms have less unique combos but contain the more powerful finisher commands like magnet spiral or balloonga.
-Maybe remove the command fusing system entirely, and just unlock them the way KH1 unlocked special moves
-Different keyblades give you alternate square combos that transform the keyblade into another weapon for a few hits.
ex1. equipping Strike Raid and Aeroga unlocks the Judgement Drive, with Judgement Triad as a finisher.
ex2. using the Toy Story keyblade lets you cancel a ground combo into a spinning yoyo attack and cancel an air combo into a hammer drop
I would want to point out that there was one more game in the series that used preset combo chains: Days. Honestly, that combat system was only seen as bad because of the mission system and RIDICULOUS amounts of HP.
benedict I was thinking how certain command moves from BBS/DDD/ReCoded could be implemented as a move/magic variation in some combo chains of Keyblade formchanges, as a way to spice them up. Although I wouldn’t mind being able customize preset combo chains before battle with said commands. There are other games like God Hand or Tales of Graces F where they sort of allow you to customize your combo chains.
I think cooldowns can be appropriate depending on the purpose of the MP bar. I think we should take note of how the MP bar in KH2, once depleted, has a cooldown system before it's restored. In KH1, MP was restored through physical combat which served as a cooldown of sorts, whereas being struck by foes when you had MP Rage "reduced the cooldown" that was incurred.
I thought KH2's system was somewhat ugly in that you had a duration to mash out spells, and then you were basically magically incapable for a time unless you started popping healing items. MP Prizes did very little overall for reducing the cooldown without summons. It was a very inelegant alternative to KH1's almost equally rough system that also punished you for not going in for physical combos (or chugging ethers) often.
The problem still remains that in BBS many command deck moves were not thought out in terms of power by the developers. I will concede that they have less chance to screw up a more vague solution like KH2's system.
TOYSIPO2 I think the way KH2 handled the MP recharge cooldown still had some interesting room of unique gameplay dynamics, as being in that state made your Drive gauge regenerate faster. It was interesting how you can choose to lock yourself out of a certain set of options (including Cure) for an alternative buff instead for a set period of time. Maybe in future entries the MP recharge time shouldn’t be as slow, or make it so there are more opportunities to make it recharge faster, like entering a guard state that is still vulnerable to enemy attacks to increase MP recovery rate.
Hi BB, even though it’s not really a true Command Board, I would like to touch upon Chain of Memories in relation to some of the points you made, if you don’t mind.
As you’ve said before, and I double checked, COM was made by Osaka Team. People have brought up that Sleights seem to be the equivalent to broken-strong commands in BBS and DDD. Since I’m not a super in-depth guy I can’t confirm that myself, but I wouldn’t be surprised. But here’s what IS interesting, and why I bring this up. Sleights are a time when Osaka Team actually DID try to balance your commands similar to what you mention about Coded.
For one, there’s the CP system which limits Sora’s deck, both in size and amount of stronger cards. Second, many of the stronger Sleights have more specific number and card combos, Zantetsuken being a good example. This means not only are they harder to find cards for to set up, but easier for opponents to Break.
Is this system perfect, I’m gonna guess no, but I bring all this up because it feels like COM was Osaka Team’s big attempt at balancing commands, and on their first KH game too. So why didn’t they try this again? Well we can only speculate I guess. Maybe they felt putting so many limits on movesets took away from fun, maybe they just wanted to try the BBS style and they just liked it more. Anyway, in conclusion, I feel like it would be VERY interesting even if Osaka Team’s next Command Deck was announced, but also attempt balance again, because we at least know it’s happened once before.
Thanks for Reading.
the issue with that is Osaka didn't do original CoM, they only did the remake so I wouldn't count it much since all they had to do was copy the original system as best they could into 3D
And where the original COM was mostly bakanced, leave it to Osaka team to muck it all up in the remake.
And even then, they broke the gamedesign because certain things suddenly became dominant in rechain, the dodgesystem works less good and the introduction of lethal frame at all. Plus that they did not optimise the gameplaystyle for 3d at all, they just gave it weird controls compared to the original and slapped the system made for 2d ontop of a modified KH1. Osakateam is just not in it when it cones to gamedesign. Though I guess tokyo team is not completely innocent either as all of their games seem to be defeated by chugging items like a dang potionlauncher.
CoM has a better framework for the battle system, but I think Re:CoM is more fun, especially since... Re:CoM isn't just brain dead easy? Have people who praise CoM played it recently? Enemies basically do chip damage on you starting from halfway through the game.
That alone makes Re:CoM better imo.
@@onimaxblade8988 Just spam fire and jaffarsleights and you get 0 damage instead of chipdamage.(discounting axel)
And that's why I felt like Re:coded was BORING until I started the system sector post-game... And then it was amazing, I felt kinda addicted!
i did that too and while the gameplay holds up the blue and red fake computer designs are burned into the back of my mind
i never wanna see those rooms again as long as i live
Firstly, hooooboy I can already tell this is gonna piss people off somethin fierce. Secondly. KH Talks are the best and we need more of them.
I think the fact that I actually really enjoyed Re:Coded and want to go back to it says a lot about it's quality
He's right you are only overpowered if you want to be technically, its kind of a smart idea but its the balancing of abilities that break it
My problem with that is it’s the command deck that enables that sort of imbalance. Because of the deck, there’s no cost attached to the abilities, and with the ability to stack copies of commands without penalty, you create a system that makes it harder to balance abilities.
If you aren't overpowered then the secret bosses become unviable to fight. You can't blame a player for spamming when they're trying to beat mysterious figure with a character like Terra, the versatility just isn't there.
Kyriolexical Dino true, but that really isn’t a complaint towards the deck. It’s more a complaint towards badly made boss fights.
Re:Coded is getting the shoutout it deserves (besides Olympus). After the story/world mechanics were finished, the battle system was good enough to where I racked up about 90 hours on the game as a whole getting all the trophies (not counting the multiple weeks of waiting for more spotpass stages to appear) If they somehow ported it, I'd probably do it again tbh, the commands felt that good.
even olympus itself wasn't terrible, i just wish they didn't completely change the way your commands worked in that world.
BB is attorney AND detective?
We're living in Phoenix Wright now. I can dig it
I love these!!! Hope you can manage to do them whenever you're comfortable
I think The World Ends With You games are proof positive of this as well. Like it is a deck of commands you pick out and use on cooldowns, it just contextualizes it as pins. The difference is how everything is seamlessly built around it, with enemy drops giving you even more to play with. Hell, Neo making pins associated to an individual button even helped the combo potential, and h.a.n.d helped make it.
I really hope the KH team take what they learned from TWEWY and add more of it into KH. The Leveling System especially is really fun and I'd love it to be used to encourage Level 1 runs and more use of the Systhesis system.
Loving these KH talks. Nothing like this on youtube.
Instead of timing-based cooldown, it would be cool if commands recharged when you attacked like the MP in KH1.
That's a great idea! You could even make it so that crits restore more so that it doesn't get boring with just restoring the same amount every hit. The only problem I could see with it is when you're down to 1 HP and you want to play really defensive until you get a cure back you would be forced to hit the enemy in order to heal, but if you can figure out a way around that it would be great!
That is basically just a xenoblade without autoattacks, which is.....yeah, square should just do somethibg better with xenogears dangit.(offtopic, but important.)
@@edgeofultima7483 Well, they do have Potions and stuff for that, even in KH1.
@@superlombax1561 yeah, I have a tendency to forget that items exist because I hardly ever use them. Even though they're are natural part of the game for some reason using items makes me feel like I cheated
@edgeofultima7483 I feel like that issue is something that would be punted down to the enemy/encounter design. Every enemy should be designed so if you are on 1 HP, you can play defensively and find an opening to build back the cure.
Tbh that was one of the funnest things in my recent proud mode Kh1 run. Getting down to 1 HP and just desparately dodging and blocking everything from several enemies until I finally found my opening and could build up the bit of MP I needed to heal then go on the full offense to finish it. The sense of achievement and relief when I finally got the single MP back and whooped ass was 10/10
Also, I think forcing people to fight to heal can be a good thing. It's better that players are engaged with the combat instead of endlessly dodge rolling in the corner waiting for the recharge.
It is good to see recoded finally getting the spot light after everyone was shitting on it for years
Re:Coded has legit the BEST Command Deck and Battle system compared to BBS and DDD.
It helps that Re:Coded was not developed by Osaka team and it has an interesting skill and combo Growth with the Keyblades' level up system which improve the basic combat! The Keyblades in BBS and DDD are just stat increase equipment!
It still amaze me how much I enjoyed it, too bad the annoying Gimmick areas overshadowed it :/
I remember being in those annoying Gimmick worlds and I kept thinking "GET ME OUT OF HERE ASAP, I'm NOT enjoying this, i want to go back to game's main combat"
I still remember the pain when they put keybladelevels into KH3 but used the weird KHUX-system instead of the recoded system. It just feels like a logical thing:You use the weapon more, the weapon gets better.
@@lpfan4491 It's not like Ratchet and Clank has a monopoly/copyright on weapons that evolve with use. Guess someone didn't fill them in lmao.
Osaka team worked on Re:Coded too. This game isn't as broken as the other two because the devs had to work around the DS limitations, meaning they had to flesh out the only two mechanics they could afford (comands and melee).
The only problem I see with BBS and DDD is that the devs tried to hard to experiment there and couldn't find a good balance because of that.
That, and Re:Coded nailed it with the command deck limit.
@@Mario_KHX I have not seen osaka team credited anywhere for recoded. Not to mention that it feels a lot more like days than it does BBS or 3d. Days being the previous game that specific devteam(H.A.N.D) worked on.
@@lpfan4491 Both teams worked on it. IIRC, H.A.N.D. asked Osaka Team for help because they had experience with the command deck.
Just don't ask me where I found this, because I don't remember. 😅
I wish the command deck had a limit on how many of any certain kind of deck command you could have in your deck at once. Imagine if you could only have 2 of each kinda spell such as only 2 cure spells, 2 surges, 2 balloon, 2 fire, etc. Would not only limit command deck spam but would also encourage diversity with your moves.
Re:Coded was actually my first KH game and what got me into the series, ofc after playing the rest I understood Y a lot of people don't like it, but the combat was still very enjoyable.
Also, Am loving these KH talks, neat idea executed perfectly; more of it please :).
Sometimes I forget how much Recoded did right. We all sleep on it cause the plot was kinda dumb and the bosses sucked
Because the plot of most other KH games is not dumb. And ironically, most bosses that were in the regular gameplaystyle sucked more then those in the other gameplaystyles.
Re:Coded's plot isn't more or less dumb than most other KH games, it's just incredibly unnecessary. There's maybe 4-5 important cutscenes throughout the entire game and the rest can be easily skipped. The gameplay is a lot of fun, but it's by far the most "Watch the cutscenes on RUclips" entry in the series imo.
@@andrewkos5560 And not the games that are dreadful to play? I personally do not see the logic behind that.
Really loving this kh talk series, like everyone knows that kh has its good and bad moments. But we never had something like this series that analyses kh properly. Keep it up bb!
Delicious, finally some good fucking Re:coded representation.
(I still did enjoy the Coliseum section's turn based stuff but you're still right)
so many times though I've just been like, Wow I know Re:coded's version of commands is so much nicer to use but I can't explain why, fully, beyond "you get unique combos for keyblades, are encouraged to use basic combos to add to your clock gauge, and commands feel snappy and easy to use". And boom, here is some just, well explained details on why it worked. Lovin' it. Was hoping you were gonna bring up Re:coded in a positive light and you did, blessings upon you.
I think it's not only an issue of busted moves. You're quite accurate when you speak of the lack of technical aptitude the player is allowed to use (with many attacks being disjointed).
It's also an issue of enemy design. BBS has many bosses who feel as though they were designed to show off their moveset, and the player just has to "figure out" what to do against them, without good thought put into what kind of thought processes players might put into them.
Take for example, Terra's final story fight. Xehanort even uses Ars Solum as one of his combo strings, except when he uses it, he has total superarmor. You really don't get the same luxury. Even if you did (or if I'm forgetting that it does actually give you some armor), the dissonance between enemy and player HP and damage would lead to you being melted. Ars Solum for Terra also eats two slots and has a pretty lengthy cooldown too.
As such, Ars Solum is pretty exclusively a "just for fun" trash-cleanup tool in a game where it's already minimally punchy to dispatch enemies compared to KH1 and KH2. It's also inferior to say Thundaga and Magnega, which are fast-reloading, single-slot, high-damage options that quickly, efficiently, and seamlessly get the job done better in every possible way.
In other action games, the variety of options is easy to advocate because of either varying utility or because of the equality of options vs. thought processes that go into them. In Devil May Cry, while you could main one weapon or style, you're encouraged to switch weapons as Dante, to get familiar with all of their nuances, and to put them to use both for variety, familiarity and utility. It very much rewards familiarity and giving the game some time for you to learn it.
In Yakuza 0 and Yakuza Kiwami, the various "styles" in their ideal states outside of the janky progression system can give you different ways of achieving the same outcome (winning a fight, doing damage) but the key difference is that they give you different entire playstyles with which to become intimate with. You're given more things to do, more decisions to make, and you're not usually expressly denied from picking interesting options.
In KH: BBS specifically, trying to exercise variety with lesser-value commands just feels pointless. It can fail to be stimulating even against normal foes, and at worst against bosses you're just outright told that it's not going to fly. Dueling Xehanort with your sword, or even matching his Ars Solum with yours? Yeah, we can't have that. That's too easy. It has to be "hard". As such, people could reasonably start to argue that such pointless command just shouldn't exist or that the game should revert back to a more linear attack style like KH2.
I don't find that BBS has a very stimulating idea of difficulty, either. Success against bonus bosses, while there are multiple avenues to doing so, is still predictable enough for me to feel like I've gotten the same experience just watching people do it. It feels very much like an RPG that catered towards the combat just sort of "being there" rather than being an intellectual component to it.
Part of this is because the majority of players succeeding in combat encounters against superbosses in BBS can be largely attributed to the existence of various commands that the development team did not think over the utility of by comparison to the """bigger tools""" the player is offered. I can say "the majority of players" because it should be understood that most casual players who went so far as to tackle the superbosses weren't necessarily the all-knowledgable masters of how the dodges and guards worked, but they probably knew to Google how to do it and then put it into practice.
I put """bigger tools""" in multiple quotes, because anything two slots or higher seems like it's generally treated as a horribly inefficient meme, because the people who designed the bosses seemed to make a marked point to make sure the bosses were immune to anything beyond a certain power threshold.
See, I wanted to assume there was no cohesion between enemy designers and the command deck designers, but then I remembered that they intentionally designed most bosses to gimp the bigger options. Could we not have made the bigger options- or at least, the options with an illusion of "being bigger" than the others more involved instead of irrelevant?
Take the bike in Devil May Cry. It's big, has great range, and even gives you mild superarmor (which even protects your style ranking!). However, it's very slow. They got around it being slow and bad by giving you something to do in the middle of its attacks. If you strike foes, and the bike glows, you can press again for a faster follow-up, and every attack the bike has works like this. This makes it feel very aggressive and mean to use while also being big and slow. It has advantages, it has disadvantages, it's not great for every situation, but it's workable, and if you wanted to force it often, if you were intimate with it you probably could.
Beast Style in unmodded Yakuza 0 and Yakuza Kiwami is kind of a joke because of how poorly they balanced it and paced it. However, with its more brain-on skills enabled through some of their mods, it forces you to make a lot of interesting economic decisions regarding your Heat (basically a cross between a style gauge and MP). Your superarmor basically works through being past a certain MP threshold, but you can lose it through taking damage or missing certain finishers, or you can expend it on powerful command grab-like cinematics that deal big damage. There's a whole host of variety and interesting tough options, including timing your guards to totally parry enemies, charging attacks for increased force (which also feels really good to play), positioning and evade play (especially because you're so slow)...
See, both those games have heavy styles that can actually be really intelligent and aggressive to play that don't set them above the other options.
Continued ->
In BBS however, Terra gets nothing smart to play with. He's slow, and it sucks because he also has no priority, which means he's just totally weak. He's a weakling, he gets pushed around. All his unique abilities are on a layer beyond style over substance, they're all given boss-like animation and cinematics, and it totally falls flat because it's all so horribly useless compared to the busted options that probably weren't even nearly as thought over by the animators or the conceptual designers.
Thematically, this can hurt, because while it can be fine for Ventus and Aqua to be largely evasive, Terra is really played up as something powerful, especially in KH2. Terra was hyped up for years. When we get him, we find that once again action game designers have a hard time with heavy boss-like styles of combat. They chose to make Terra just really weak compared to the bosses he fights. Not only is he slow, but he's weak and lacks weight. He gets no benefits to make up for his slowness, and he doesn't feel powerful, he just feels wasteful and hard to control, which also makes him frustrating to play. He ended up being the antithesis of powerful in-game.
It also doesn't help that, as a whole, Kingdom Hearts has ebbed towards Bullet Hell / Dark Souls-y player motive design philosophy; not in that they're punishing, but in that there's a really high failure rate. There's a neutral encounter state, but things are always very stacked against the player, especially on the higher difficulties.
Whereas in Devil May Cry, while the damage ramps up, you have many evasive options and are always relatively safe. You're discouraged from playing numb-and-dumb; if you combo the boss more or do more intuitive things or just play more evasively as a whole (or know the boss better as a whole), you'll find success with relative practice.
In Yakuza the HP economy is by and large exponentially more forgiving. Even if HP isn't a worry, you can still worry about looking lame because of getting hit in certain styles, whereas for other styles the more fair HP economy enables a more responsive duel-like environment on a more even playing field. Kiwami's ability to seamlessly switch between styles enables you to play far more evasively with most tools blended together. For the thematic-focused people who can't get the idea of dying being ultimately not-stylish out of their head (as opposed to practicing and beating a boss with one clean take), they're allowed healing items to smooth out whatever they think are rough edges.
in Kingdom Hearts on higher difficulties, entire encounters can be decided in just a couple missed reflects, guards, or dodges. One could argue this fits Sora since he's not necessarily played up to be a big badass or anything, and it's not a bad gameplay loop in KH1 and KH2 because those options at least feel really tight. In BBS, however, there's a lack of basic polish on even those more position-y basics making the experience feel much more cheap. You don't get many options, and of the options you do get, a lot of the basic go-tos feel like crap unless you start studying the game harder to use the skills the developers seemed to have patently not thought of.
It's like, you get more variety than in KH1 and KH2, and then immediately you're disappointed because, under the illusion of difficulty, they made half the options crap. Then, in their wisdom, they also made a lot of really weak attacks that ended up being actually really hilariously broken compared to all the options they had to make crappy to make their bosses seem """difficult""" in the first place, and, like... it feels so poorly orchestrated, and the vision they were going for was far shallower than it could've been to begin with.
I know how fickle design decisions in these creative studio environments can be, so I have no doubt in my mind that it was just very not thought out, and us players are putting- astronomically- more thought into the game design than they really did. The best case scenario is that they really cared but were just really confused as to how players should play a game, and the worst case scenario would be that they were fully confident in some completely backwards and player autonomy-unfriendly design philosophies. They considered the act of playing the game a lot less valuable than the fans and say Bizkit here does, considering the amount of thought and time he seems to put into these games.
Additionally, there's the implication in BBS that they just wanted to give you a headache with the bonus bosses because that's very cool and interesting and not because they actually wanted to make something fun to play, which is totally something edgy teenagers would do for their first video game. Considering the way Kingdom Hearts' plot has slowly spiraled out of control into symbology, I'd definitely argue that's about where their narrative and theme-crafting skills could've rested, especially at this time.
Ultimately I'd call Kingdom Hearts, Yakuza and Devil May Cry all "easy to play, hard to master", but in very different ways.
But, yeah, I think the lack of thought put into busted commands is just the tip of the iceberg of whatever could've really been going through the designer's minds as they balanced BBS.
This was a fun read!
I don't have the source, but there's an interview floating around about BBS's development stating that they made the enemy and boss design annoying and unfair ON PURPOSE because of the humongous pool of Commands you can use. One could assume bosses like Terranort were purposefully designed to punish you for using your flashy boss-like commands, like Terra's Ars Solum and the like.
@@Bl00dyBizkitz That sounds awful. I hope they never do anything like that again.
I just played BBS for the first time this year. The command deck was interesting. The commands were bad. I loved the idea of players finding synergies but most of the attacks in the game just don’t work in serious battles. But in theory the command deck concept provides numerous options for different play styles. It’s sad that isn’t realized in the game.
Think you kinda missed out on talking about the original command deck game: the world ends with you. You can in fact use combos while using the command deck the whole time. It allowed for these flashy commands without having magic haste so it was back in 2 seconds. And every enemy was balanced around it.
I think one of the issues of bbs is trying to copy that but then building a whole kh game on top of it. That's how you get just 8 flat commands (6 in twewy) or no comboing with commands (which didn't matter in twewy because your combo character was separate from your command deck character). Making cure from a limited use command to a refresh command makes sense when you try to kh-ify it, stuff like that.
Honestly I don't think this is an apt comparison at all. Since Twewy's abilities aren't given to you in a list, you have instance access to any of the pins by way of input, not by activation input.
@@TheDbzthedgehog there's obviously differences but I think it's a clear evolution from twewy pins to bbs command deck
the command deck is literally a streamlined version of what KH:CoM had going on
Just gonna comment this before seeing the video: The problem I had with command deck was the fact the you could use them for absolutely free (minus items) and the melding worses the situation when you stack skills like Magic haste. If command deck had some sort of cost
esource it would be way better imo (and phsycical hits actually being useful)
Re:Coded HD would be an absolute blessing imo. I loved that game so much and the command system was super fun to use, but was a little clunky due to the DS being not the best system for KH games. Overall though I agree that it definitely had the best interpretation of the command deck
Do I want another KH game with a command deck? Not really. Would I play it anyway? Yes because my love of the series overrides pretty much everything. I've been invested in this story for almost 20 years and it's influenced every single console purchase I've made.
So happy you acknowledged recoded
Re: Coded is our lord and savior. I would replace KH3's combat and levelling with Re: Coded, and just add Days' variance in keyblade combos.
Honestly, the 2 DS KH games had a lot of potential, and its a shame they both got demoted to movies in the bundles.
"I would replace KH3s combat[...] with recoded"
And I thought I was the only one lol. I was really oofed when the game did not manage to beat that old DS game and people started praise xD
Yes! This, unironically.
Seriously, why the fucking movies, man.
@@aldebaran2643 Because fuck us. Appearently they ran out of time to make a daysremake for 1.5, which is why we only have cutscenes. But recoded was intentionally left out most likely because they actually made it a movie, with fightscenes and even accurate representations of how long certain normal enemies take to beat(which feels like bs because datasora claps all bosses in one hit, but eh)
i still prefer the KH2 keyblade abilities and would rather have the combo modifiers from Days as abilities
it's a neat idea but it means you can't switch to a new weapon without having to learn it, and weapons already have a couple of different properties, like crit rate and reach
every time i get a chance i tell people to atlest play recoded even ifthey skip all the cutscenes, because man did i enjoy the combat
Brah playing recoded on an emulator with inf command memory cheat enabled was such a fucking blast , one of the only problems with recoded was that you didn't have enough command memory late game to actually equip all of the late game commands that you had (rightfully) earned at that point
additional note for recoded. it fixes the invincibility issue thunder surges and similar commands have with in recoded all commands have no invincibility UNLESS you use the command as a counter after blocking than ALL commands have invincibility(note you need a accessory for the command counter but still)
The gameplay clips are on point. Good job TeaRacer.
Thanks m9 :)))
I think one way to fix the command deck is to only have one type command in the deck. So only one cure and one fire for example.
Re:coded became my second favorite KH game when I inputed a cheat to remove cooldown on the commands. (I increased difficulty everywhere else to balance it) The combat suddenly becomes so fluid and fun. It's like KH2-2
The issue I had with the command deck was leveling and combining the commands. Having to level like 9 fires to combine into other stuff or whatever was just kind of annoying and unnecessary grinding.
Couldn't agree more. The fact you could preview and even try a combination of commands before making a fusion permanent was also way better than in BBS.
I'd really love to hear your take on the pros and cons of Revenge Value and alternatives that aren't "oh just let the boss break out whenever lol".
I think most people just want a less obtuse way to know how much revenge value the enemy has. Fighting Games use special meter and let the player choose when to combo break, but KH needs something like color flashing or voice quotes.
@@benedict6962 The game outright tells you. You know when you hit their RV cap, because they break out of your combo, and it's the same value for almost every boss, and it's the same for any given boss every time. How is that at all obtuse? Sounds like a matter of pattern recognition to me.
@@Art_Izon Yeah uh, I would like a little more advanced notice, thanks. Dark Inferno's may have been long enough for players who pay attention, but it's not really a method that scales to every single possible boss.
@@benedict6962 I didn't notice it before the dlc, but I know that in re mind when an enemy hits their Revenge value there's a black circle that shows up right before they recover, similar to the red circle that shows up when you're hit by an unblockable attack.
Have a meter for RV, or make Forced Revenge cause the boss to teleport away instead of counterattack. Or both.
I'd also have variable RV for every boss so some bosses can break out of combos sooner than others.
After watching this video, I really want a remake of ReCoded for PS4/PS5 so that we can use it to compare with BBS/DDD.
I don't understand why many said it is bad game. I know the story is boring, but the combat and the customisation are fun. Although I didn't go too deep into understanding the combat system.
We can already use it to compare. BBS and DDD did not change much on PS4 and recoded is already better overall even tho it has faults. And if the devs actually care, it could become even better. Just don't let Osaka touch the port or remake lol.
Never gonna happen. As a different dude in this comment section stated: Osaka Team won't let people remember that they were one-upped by h.a.n.d., a bunch of side-jobbers from the boonies of Japan.
I think it's much harder to balance command decks. If you have a broken move, you can throw it out from neutral, while if you have a broken combo finisher (KH2 Explosion, for example), you actually have to finish the combo to get it, you can't just throw it out and save you.
This is something everyone should know: when it comes to game design there are rarely bad ideas, just incompetent designers or designers who lack the mentality or creativity to find how to make something work.
I also love in recoded something you didn't bring up was the ability to freely jump, guard, and roll out of your attack and command animations. Something very VERY few kh games incorporate, and even when they do, none of them have given you the "cancel freedom" that Re Coded did, having each cancel reset your combo and just added even more utility to attacks that aren't Command deck related! God i love Re:Coded. SUCKS that the game puts Platinum Games to shame with the sheer amount of unrelated pace breaking gimmick sections.
.....that and the story but um....we don't talk about that.
Still a better story than KH3.
@@lpfan4491 it depends Kingdom hearts 3 was always going to tie up the Xehanort saga.people expected one big game of battles when that would only last 30mins. The organization members are told not to engage any battles until the meeting at keyblade graveyard since if they lose any members it will ruin Master Xehanort's plans.people excepted 1 vs 1 fights in every Disney world against the organization but if any organization members lost that would ruin Master Xehanort's plan at the keyblade graveyard it's not like master xehanort to make a plan to send his pawns on a suicide mission making him lose.kingdom 3 plot is not bad it is just the kingdom hearts fans who do not dig deep enough that master xehanort will not use his pawns in any conflict outside keyblade graveyard since he knows loseing any of them would be his downfall.
@@1BadAssArchAngelvs14 Nah, that does not fly with me. I did not want just a 30 minute gauntlet, but I was still really underwhelmed with the story. It actually manages to open up NEW questions regarding the xehanortsaga, like why ansem seeker of dankness interrogated ansem the wise about the disappearance of subject x and in some places, the tieups were so poor that it felt more like literally just throwing the characterarcs and plotlines from a cliff. Not to mention that a lot of plotpoints do not correspond to what is explained in BBS and there was no real keyblade war going on, just a few dudes and kairi having a pathetic backgroundfight until sora showed up. And do not say that the explanations from BBS like vanitas saying that people from every world will fight for KH is obviously fake and rediculous, because it is a lot more epic then what actually happened.
Nice Ted Talk, BB.
No seriously, I agree with you. Re: Coded is definitely the best handheld KH game, in terms of combos and most of the gameplay system, it's just that most of the worlds never really took advantage of that. Which is why I found it a missed a opportunity when SE didn't try to bring it to HD consoles, for both this game and Days. I guess it's sort of understandable, but still.
Want to add something. Re: Coded also figured out the best way to cycle through the command deck. While you hold the L button, the X and B buttons basically cycles it Up and Down, and A basically uses the commands. And you can still move around with the D-Pad. It was born out of necessity, since the DS only has a D-Pad, but it is certainly way less awkward than KH 3D. For some reason the developers thought the Circle Pad and The D-pad are enough. They're not. You have to outright stop to cycle through your commands in the 3DS, it's even more awkward than BBS.
That is because recoded is basically the product of the entire series up to that point and was ready to learn new tricks. In KH3d, they only based it on BBS and did not care about actual practicality.
BBS and DDD also limited strong comnands, you have 8 slots and some commands cost 2, 3, maybe even 4 slots.
The issue is that the weak commands (1 slot) in practice are more effective than the suposed stronger commands.
ReCoded and 358/2 really need proper remakes instead of being cutscene'd. They were so goddamn good. Imagine proper online co-op mission mode for 358, it'd be so chill
Liking this vid so Bizkitz can get that RUclips check to support whatever baby sits in that, baby chair thing.
Awesome video and cool presentation
I actually really liked the command deck a lot. The streamlining of not having to scroll through menus and the variety of unique setups as well as the options it opened to you that hadn’t been seen prior to its existence in terms of customization made it easy enough for me to overlook its flaws. I do recognize there are some major drawbacks, and there’s other ways to achieve a relatively customizable gaming experience that is relatively streamlined, but I think, especially in theory, the command deck had a lot to offer. I agree that in actual practice, it suffered pretty heavily, but I have a lot of appreciation for what they at least attempted to do with it.
Side bar: I’ve actually never played re:coded. Once I started playing more of the “side” games, by the time I was ready to play re:coded, 2.5 was just about to drop, and so I figured I’d just experience it that way.
PLAY IT. Seriously.
Alde Baran I’ve been debating it. Once I have the money to spend I probably will.
Do you have a 3DS/2DS? If so, just hack it (great guide available online at 3ds.hacks.guide ) and install TwiLightMenu++ along with a ROM of Re:Coded.
Me:*thinks there will be a more detailed analysis of the faults of recoded*
The video:"shitty gimmicks"
Me:"Hey, I love the railshooter!" xD
I'm glad someone finally said it. As well as talking about recoded being better then some give it credit for. Not great mind you but at least it did something right.
What's funny is that the random changes in gameplay in ReCoded is part of why I love it so much. ZeroOne has been my favorite keyblade for years because its low key broken. Heavy Blade, All Critical, Attack Upgrade, AND Targeting Scope. That shit is disgustingly good
Targeting Scope is kinda op from a fundamental view. Like you can just hit in the air near the opponent and it will still connect. But please tell me if I'm wrong about that
@@klickklack_pron9504 Oh no you're 100% correct. The only check to that power is that you have to stay at lvl 3 to keep that going. If you hit max you have to do the little finisher. Only enemy you cant kill with targeting scope is the Defender
Even though Re:coded has lots of gimmicks, the system sectors just about make up for it. They add so much more combat to the base game in such a great way. Especially in the optional sectors. To get the Ultima Weapon in KH2, you have to scour the world for orichalcum+ in a pretty boring way. To get the Ultima Weapin in Re:Coded, you have to go through a 13-floor gauntlet completing combat challenges, all leading up to a fight with a supercharged Roxas. That, in my opinion, gives you more than enough time to use the command deck and combat system to its full potential.
"Lack of Synergy"
Magnera + Mine Square/thundaga would like a word
Seriously, I've been playing through BBS lately and I've been finding combos (mostly with Magnega or zero gravitaga)
Indeed, Magnega + just about anything is a true combo.
Never in 10,000 years would I have thought I'd see this.
I actually like the command deck in moderation. I've played every kh game essentially and I enjoy it, but I recognize its flaws.
I'd like to also display a Re:Coded combo in action with fairly peak performance and utilizing almost every mechanic in the game (footage isn't the best because recorded on an actual 3DS). Also you can jump cancel a lot of stuff on hit in Re:Coded. Even attacks and finishers of GROUND combos are jump cancellable.
twitter.com/FrozenCavern/status/1298827015873851394
Also, I believe Re:Coded's command deck bosses include: Darkside, Jafar, Pete, Riku, Data Anti-Sora, Roxas, and Tidus (if we're REALLY gonna count him)
Thank you! I really love the Command Deck system, or at least I love its concept.
When I even mention CD in the comments, they'd tell me how wrong I was for liking it.
What I love about the CD system is that it *symmetrizes* your active abilities into a single deck. (Attack abilities like Sliding Dash, Magic like Homing Firaga, and ITEMS)
Basic "Attack" now has upgraded varieties like Sliding Dash and Blitz as active commands rather than as equipped abilities.
Magic is more than just Fire, Fira, Firaga. It can be Triple Firaga, Fire Surge, Raging Storm. (I was kinda bothered that Attacks have modifier abilities but Magic doesn't.)
Though it didn't solve the Cure VS Potions problem. Plus, Cure is just Cure. There's no Regen or Healing Circle or Drain Strike or something like that. (Boring)
TBH despite how broken and disjointed a lot of the moves in BBS may be, I can't bring myself to dislike it just due to the sheer ability to customize my character's fighting style and moves. Like a Magic Only Terra is actually a really fun build to make work if you don't go the default "Magnet+Thunder".
Would like to see a KHUX/DR/ML remake on console that uses a fixed command deck while keeping the medals/cards from the mobile games (I am assuming ML will have something similar given the trailer).
One of the things the lack of synergy made me think of is the way sacrifice and limit storm interacted. Limit storm on it's own is slow, and doesn't do much damage, but if you activate sacrifice and then limit storm in quick succession, limit storm's activation is much faster and does damage, as well as it's vfx changing to look more like sacrifice. Why only this one? As far as I'm aware it's the only combination like this and it's only available on one character. BBS would've been a lot more fun with more interactions like this
The merit of BBS' command deck is that melding was really good and there was really good customisation all throughout the game compared to recoded
But what does it matter when alot of those commands are rendered useless by endgame?
Recoded kinda has an insane melding and the only "negative" diffrence is that you cannot put abilities into your commands.
But...Re:Coded has melding too, and a more logical system at that? WeirdChamp indeed.
@@lpfan4491 I liked the approach with BBS because you could use two cures to make cura and other things like that.
I’d like to see a kh talk on the idea and sorta myth/legend of Osaka team. Cause I can’t find a lot of info on a set team that gets all this blame for issues in the series.
Because companies in general don't really give a lot of distinction to internal departments. Osaka Team made Re:CoM, BbS, DDD and KH3, every single game having some severely busted mechanic and lack of synergy between different battle mechanics (there's plenty of Ultimania interviews to prove that Osaka Team worked on these 4). Sure, h.a.n.d. may have made Days, but they also made Re:Coded, which is unironically the best mobile KH game. Then there's the original CoM, made by Jupiter, same dudes that made TWEWY. Decent, apart from the first half of Sora's story not really preparing you properly for the latter one in terms of difficulty.
Having a miss FOUR different times?
Lemme put it like this: if you have a buddy that has been kicked out of 4 different pubs, is it probably the pubs fault, or his own?
@@aldebaran2643 You mean Re:Chain instead of Re:Coded, right?
@@lpfan4491 shit, yes, fixed. Thanks dude.
@@aldebaran2643 What I'm saying is that the idea of there's this one team that stayed the same that created all of these games, is highly unlikely. There are also people that don't think that Osaka developed the Re:Mind DLC. In fact the lead programmer for Re:Mind is the same as BBS, so I would like to know what the deal is. I personally think it's just a quick and easy scapegoat, but I'd like to see what BB makes of it
@@chasegreyson685 >lead programmer of BbS same as Re:Mind
BbS was also made by Osaka Team, once again. Elaborated on in some Ultimania interviews. Fun fact, BbS was the first KH game Osaka Team worked on, back when it was still being developed for the PS2. Oh yeah, that happened. Then they had to abandon most of THAT code cuz they had to work on Re:CoM, their first RELEASED KH game.
I appreciate you making a positive video concerning the Kingdom Hearts series. It kind of made my day.
My response to people saying that the command isn't balanced is to say that just like you can stack your Command Deck full of Thunder surges or balloonras, you could also level to level 99. Either way you're going out of your way to make the game easier so that's kind of a dull argument to use against it in my opinion
i really wish people working on KH saw more of BBs criticisms on the game... i honestly agree with how frustrating it was to play on bbs because it was always the same cheese strats and such ... after i discovered baloonra on ddd ... i felt the same way... the thing was that with recoded.. i actually had a really enjoyable time playing even with gimmicks and such.. (except for OC... )
Days is still the best. It has such a neat combo system with multiplayer. Hopefully the KH community brings it back as an actual multiplayer option.
I think that each Osaka Team game is better than the last, and they deserve praise for it. Despite its flaws DDD is much snappier than BBS and cut out a LOT of the fat from BBS's commands, mainly in the fact that reload times have been more than doubled for almost all commands. Although I may be in the minority since I actually really like the Dream Eater system.
But......ballon, so they really didn't improve that much until kh3
donovan roberts I'm aware that balloon is way too strong, but I think that commands overall had a more diverse structure in DDD. Not to mention the greater damage and snappier nature of regular combos made them at least usable unlike the sluggish cherry-taps of BBS.
The issue is that the bosses did not really change, so the changed stuff only really was in the bame of kicking the player in the nuts instead of in the name of balance. Not to mention that they got a bit too cuthappy and removed melding entirely and that was one of the few fun things BBS had going for it.
I've been saying this from the beginning:
Re:Coded was the BEST spin off in turns of combat. Taking 358/2's story and slapping on the Re:Coded combat would have made it a perfect game.
Since I started playing through all the kh games, I actually found I preferred the command deck over the regular command menu. I just found it much easier to manage and basically process when I was fighting since I tend to panic and button mash in some fights. Even with the shortcuts for the command menu, it just felt I had the different spells and abilities more at my fingertips with the deck. I think the only real flaw to me is that, in the ps4 versions, they didn't stick with the same buttons to scroll through the deck between bbs and ddd.
*Hokkaido Artists' Network and Development*
_h.a.n.d._ for short.
A small-time studios from Japan's boonies (let's face it, anything outside the Tokyo Metropolitan area gets treated as such) that worked primarily on GBA/DS side-games before KH, and 3DS/mobile side-games afterwards. In all the big games they worked on, it was either programming assistance (Jojo Eyes and Naruto Storm 4) or porting (Digimon Cyber Sleuth for Switch and PC)
Comparing Osaka to Tokyo is unfair, that much I'll agree on, but this changes nothing when Osaka gets one-upped by the side-jobbers. (Heck, just the fact that this comparison is being made is already a sign that something is not right)
P.S. Did anyone notice that h.a.n.d.'s games were the only ones not to get Remastered?
It's almost as if Osaka was afraid people might remember they got one-upped by jobbers or something...
Nice to know what H.A.N.D is. Though I honestly wish they returned for at least one more KH game because fuck osaka team quite honestly.
Eh, I think it's more because they were legitimately troubled games that would have required a huge amount of work to make playable either as a remaster or a remake. Days legitimately sucked to play, especially late-game bosses, and Re:Coded may have had fun combat, but you only used it half the time. I'd love for them to get proper Re:CoM level remakes, especially if Days wanted to retcon in a bunch of character development and relationships with Roxas for the actual Organization members given their new importance, but the chance grows slimmer by the day and most say they bought into Days for the story anyways. Still, if they ever wanted to revisit it and make it proto-KH2, Im down.
@@kundlas100 Except 3d also is a troubled game and these guys did not fix it in the slightest when remaking it for ps4.
@@lpfan4491 3D is functional in the same way BBS is functional. It's not great, and I'd prefer Coded and KH 1,2, and 3 over them, but it wasn't fundamentally broken and was a demonstrably easy project to uprez and port.
Actually, I think that BBS *is* broken, more than 3d or days could ever be. Just that I mentioned 3d instead because that was a remake instead of a mediocre remaster, so there was more fixingopportunity. And because of its existance, I kinda have the fear that when days/recoded remake is happening, they will just not address the flaws that can be fixed(the gimmicks in recoded are not one of those. That is like taking out the gummiship because people appearently dislike it)
this just makes me really what Square Enix to make up the proper recoded remake because I've been replaying it recently and it holds up really well
With all these KH talks it would be interesting to see you replay the side games
i planned on doing a replay of re:coded some time because as much as i think that the story for that game was mid even in comparison to BBS, god DAMN did the (regular) gameplay go hard as hell
(also, just wanted to see if the story really was as bleh as i remember)
Personally, I absolutely love the gimmicks in Re:Coded. Its one of my favorite games (possibly of all time). 2D Traverse Town, Rail Shooter Wonderland, I loved them. I appreciaiate everything thats different about Re:Coded, like every keyblade having a special set of abilities and combo system. Like Olympia and Metal Chocobo were heavy types, so they had slow Terra swings that had lengthy animations but dealt massive damage that lead into Dodge Slash (which was actually fucking based in this version)
I think having MP over the independent cooldowns of a Command Deck System is preferable (although I enjoy RE:COM). But if they’re going to reuse the KH2/KH3 Command Menu/combo-based System with shortcuts, then I think that MP should work like stamina.
I wonder if the lack of synergy was due to technical limitations of the psp or intentional design or the intentional design came from the system limitations of the psp.
I still loved the Command Deck system with DDD and especially BBS. I understood there were really strong options...and I didn't care because I wanted to feel like a Keyblade Master, not a person optimizing the fun out of the game. It would be much better with synergy and commands being costed properly, but I still just love the system at its base level.
I absolutely love these deep talks into the mechanics of the Kingdom Hearts games BB. I've been mentioning on and off for years how Re:Coded does the command system better than BBS and DDD! It still holds up as one of my favorite handheld games ever. (Then again, I'm very bias when it comes to Kingdom Hearts...)
I'm fine with the command deck, the issue is that the base combat is pretty lackluster. If it stayed a ps2 game, it probably would've been amazing. If 0.2 had the exact same combat, but had the command deck for special moves while letting you change to your items with left or right... it woulda been pretty good
EDIT: YES, RE:CODED'S COMBAT WAS GREAT
I think somehow merging the Command Deck with the Panel System is something with high potential to be good, if done right; could also be pretty horrible if done wrong, but still. The Panel System already had magic, so including a wider variety of commands in it could easily be done. Gear panels could be split into Weapon Ability panels and Combo Modifier panels, each with different size and shape like the Gear panels had. Only one copy of each command in the game should be available, to avoid unnecessarily necessitating command grinds while also properly gating when the player can access what commands. Varying Deck panels with different effects associated with each of their slots; such as command level, (reload/cost) reduction, and possibly more; could be used to have the player make more involved decisions about their command setup. Modifier Points (MP) could be used to restrict combo power, while Command Points (CP) could be used as the command resource meter; both of these resources could be linked to Stat panels, which would take the place of Level panels but still be used to determine net "level".
As long as the system is done right, all that's left is for the commands to be balanced right and for the battle system to allow synergies. Any confusions about any of my wording for that system description? Any criticisms of the system I'm putting forth? Anything to add to it?
*Lack of synergy* was #1 worst part for me.
Try to beat Julius in Dream Drop Distance with Sora, (after playing some Tales games and 2D anime fighters) to realize the best I could do with an opening was *Attack x 6 >> Reverse Air Slide >> Sliding Sidewinder.* Beating him isn’t required for the platinum/PSN 100% on PS4, but it is required to get the Ultima Weapon Keychain for the in-game 🏆 Keyblade Conqueror trophy.
Dude I fucking love your content. You are hands down the best kh content creator out there. And yes that is a shot at others. You actually know what you’re talking about instead of just bitching about Disney
I prefer bbs's command system from the melding system bc it feels so good when you discover a really cool command
I don't mind Re:Coded I'm just really annoyed with trying to get past the guards in Wonderland when they're sped up, once I get past that point, I'd be happy with it
In my honest opinion if done well the command deck can be the best system the series has had
It’s usually just poorly balanced, the commands usually restrict you/can’t be used freely used as combo tools and hurt by the floaty combat
But when done right like in coded it can just be a a system that gives me more control over my specific attacks I do with my combos beyond the usual hitting or magic. It’s a fun system
Thank you for the Re:Coded love.
You can also combo out of Quick Blitz. ;)
Nice, a new kh talk
I own re:coded. I like re:coded. I consider it the opposite of Chain of Memories in many ways. What CoM did wrong, Re:coded did right, but what Re:coded did wrong, CoM did right.
Similarity 1: You can customize Sora to your wants. In Re:coded you can level Sora up however you want using stat chips. The easiest way is typically mostly strength, some magic and some defense to exploit the strongest attacks and abilities, but that's not the only way. CoM is similar, but unlike Re:coded, the best option is usually to level up your deck capacity or sleights and only level HP when you need it or don't need capacity or sleights, the game is beatable without leveling any stat technically, but it's unfairly punishing if you don't. In re:coded any way is perfectly viable.
High HP Tank? Fine. Fragile Mage? Yep. Fragile Fighter Mage? Go ahead! Lucky Mage Wall? Weird, but sure! The somewhat easier difficulty is a good thing as it allows you to play however you want if you have the skill, and that's only half of the customizability. You don't need to neglect certain stats as much, as leveling up is basically a free+2 to every stat. Re:coded also allows you to adjust certain things with cheats. Difficulty, item drop rate, you can even get stronger dodge roll, though I find level 1 dodge roll is usually good enough. If you can't get through some segments, lower the difficulty at any time. Still can't? Level up a little and get a few extra stat points. CoM isn't fun gameplay wise, it involves too much strategy for an action RPG.
Similarity 2: Retreads of KH1. CoM's story is important to the overall plot to say the least, and the self contained story isn't bad either. Re:coded... well, I don't what I can say. We get to learn the contents of the letter from the end of KH2! We also learned that there was something unique about Sora, aside from his normal uniqueness... Compare that to the game that introduced Namine, Organization XIII, Axel, Castle Oblivion... yeah, no contest.
If you've skipped to the end here, here's a simple and clean recap: Re:coded has way better gameplay, CoM has the better and more important story.
Re:Coded's command deck system is my favorite combat system. Just wish it were harder, since for a trophy you need to beat the game at level 15 or less, and I did it on Critical mode easily.
Edit: KH2 and KH3 are tied if not better imo, but still Re: Coded's command deck is really really good
Re:Coded was my first, only, and favorite KH game and I LOVED it! Yeah, it's one of the weakest games in the series, but back then for me, It was awesome and it got me invested in the series.
It was sad for me to see everyone else look over or even say the game was bad. This video really made me happy to see Re:Coded get some recognition and even learned I didn't even know myself. But I will agree with you on the flaws though. While I did enjoy those switch-up segments, it is debatably bad game design.
BBS shouldn't have had commands in general 'cause it undercuts the design idea of each of the characters playing in vastly different ways. By making a bulk of their potential movesets the same outside a few high level commands, it really undercuts really showing what makes each special. This, like most things, is not the fault of the command deck itself.
Re:Coded is a joke but it definitely is peak Mobile KH game in terms of gameplay with the chip board and command fusion systems. It's a shame DDD got so gimmicky with pet sims and forced character swaps, and that 3 never adopted this to even a limited capacity, unlike a lot of other gimmicks from the past few games.
That designidea seems completely wrong anyways. Terra is weaker than ventus and aqua and aqua is faster than ventus. The way it could have worked is if commandstyles just never existed and the characters were based on the styles to begin with. Critical impact makes terra actually strong and fun(and dark impulse could be the BBS equivalent of a driveform), a modified version of fever pitch that does not miss the target half the time seems like what ventus should be(and lightblades could be his drive) and I have no idea about aqua. Maybe the magicstyle modified to be shooting like wisdomform and....bladecharge as a driveform? I just do not see it because that is a physical style, even if it fits the story because she uses somethibg similar to damage the x blade.
@@lpfan4491 Aqua should probably have more magic options than the rest, including some of the newer and more advanced versions of regular magic.
That would leave more elementally-imbued or just general attack moves to the other two, with some overlap so as to not overly polarize their movesets.
Attacking in the air and doing an immediate buzzsaw attack (can't remember the exact command name) was life in Re:Coded, among other snappy combo options. But ya the gimmick areas and boss minigames are the main reasons I favor DDD and BBS a little more than Re:Coded. Combat wise, it's the golden standard for command deck, but the whole of the game's parts is just less enjoyable. Even with their flashy, spamy combat flaws, DDD and BBS can still be enjoyed for majority of the time. If they go back to command deck on console for a side game, hope they take note of and build upon Re:Coded's version.
Re:Coded was a lot of fun to play, even if the story wasn't great; I'm glad to see it getting praised!
how about a comparison video between the kh3 combat from day 1 and the patches/updates of now
I have to assume that most of the shortcomings in terms of cancelling, comboing, etc was due to engine limitations on the psp. I would not be surprised if the game would straight up glitch out if you could do too many things at the same time.
Okay I am no expert on battle systems and canceling and stuff but when I look at how awsome the battles in Dissidia 012 and Kid Icarus Uprising are I can not excuse the boring and unsatisfaying battles in BBS with limitet hard ware. I know those 2 are rather different games, Dissidia being a 1 vs 1 arena fighter and Kid Icarus Uprising being a mixture of a shooter with hack and slash elements. But still those games have such great combat on the PSP and 3DS.
This literally makes no sense considering recoded exists and its on the ds of all things...
@@mizzix Yeah but they straight up said the whole reason capes weren't in the game was the engine couldn't handle it so who knows how many limitations it had.
Its nice to see people actually praise recoded every once in a while. I still am one of the few people who don't mind most of the random gimicks the game added and I think the fact the story is completely worthless is a strong point for the game because it was the first time in a while that I was playing a KH game and I didn't have to worry about what convoluted BS they were going to add to the story because No matter how hard the series might try to make it seem important, the fact that Mickey decided to plug in a book to a computer will never be important to the over all story, and I like that.
Yeah, the self contained story is ight, but not necessary. A true spin-off that does better than the other games that are in the same category but have more going on when it comes to story
Re:Coded is amazing it's only issue was the gimmicks for boss fights like it's dumb fun but they didn't need to be like that