Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.
Showing posts with label Kingdom Hearts. Show all posts
Showing posts with label Kingdom Hearts. Show all posts

Tuesday, December 3, 2013

Kingdom Hearts HD 1.5 Remix (2013)

Genre: RPG / Action  |  Players: 1  |  Developer: Square Enix

HD 1.5 Remix contians two full games and FMV from a third title. The two games are KH: Final Mix (an updated version of KH), KH: Re:Chain of Memories (an updated version of KH:CoM), and the FMV is from KH: 358/2 Days. Rather than deal with what each game is (and isn't), I’ll list the changes that have been made for those that want to decide if it's worth double-dipping.

KH: Final Mix:

  • The camera is now controlled via the right analogue stick, not the shoulder buttons. It feels more natural on a stick but it’s not without problems. It can be a struggle to get it where you want it and not have Goof’s giant head filling the screen. Plus, unless you have a third thumb it’s now no longer moveable when gliding, which is a real problem.
  • There's a handful of new Heartless to wrap your Keyblade around, and many of the usual ones have been recoloured.
  • There’s new weapons (including alternate Ultimate weapons), ten new abilities, over a dozen new accessories, additional Gummi ship missions (*cringe), new Ansem Reports, and even some new FMV both in story mode and related to the new optional bosses.

However, the tweak that'll change your gaming experience the most from how you remember it is the game difficulties, of which there are three:

  • Final Mix Beginner:  You begin with a Ribbon, an EXP Chain, 8 Power Ups, 8 Guard Ups and 4 AP Ups.
  • Final Mix:  I assumed this would be the equivalent of Normal from the original release so I chose it, but it isn't. The Gummi Ship takes twice as much damage and your attack power is cut by one third.
  • Final Mix Proud:  The Gummi Ship's attack is reduced by 1/2, and damage taken is increased by a factor of 4. Yikes.

KH: Re:Chain of Memories:

  • CoM is now in a 3D environment. You can move around as you would in the original KH, but the transition from GBA sprites into PS2 era polygons makes it less enjoyable for a time. It was easier to accept the restrictions/limitations of the card system when it was on a handheld, but seeing it so close to being something it isn't makes those limitations less bearable. I wanted to do away with the cards altogether and gain real control of the battle system.
  • Thankfully, attaining stronger ATK cards means that becomes less of an issue in the second half. The addition of new bosses and some really awesome Sleights (special moves) also helped it eventually surpass the original in many ways.
  • The soundtrack has been improved, there’s new FMV and voice work, but when clown shoes speaks he sounds like he’s in his mid-twenties.

KH: 358/2 Days:

  • The FMV from the DS title is included but contains no actual gameplay. It’s as if Jim Bowen has walked into your room and said, “You’re a loser, but let’s have a look at what you could've won!” I assume its inclusion was to help newcomers get up to speed with the *story* before the inevitable KH 2.5 Remix collection comes out. Prepare to hate Roxas.

4 arrogant dicks in black coats out of 5

Wednesday, July 17, 2013

Kingdom Hearts: 358/2 Days (2009)

Genre: RPG / Action | Players: One / Multi | Developer: Square Enix

358/2 Days is an interquel that begins around the time of the first game’s end, runs parallel with KH: Chain of Memories, and ends a short time before the beginning of KH II. It’s advisable to have played both KH and KH II if you’re to have any hope of following the half-assed story. If you bypass the others and pick this as your first KH experience you’ll be very, very confused. I've played both of them more than once and I was still confused.

Tetsuya Nomura was quoted as saying that if you want to know what the 358/2 means, you’ll need to finish the game. I did, and I still don’t know what it means. Finishing the game didn't answer many questions, it raised more. KH was already a convoluted mess, it didn't need this shit.

The biggest problem with the game is that it’s about Roxas. No one cares about Roxas. I'm aware that he’s supposed to be defined by his lack of personality, but that doesn't give the player anything to connect with. Being Roxas is as dull as licking magnolia paint... in the dark.

You’ll visit familiar worlds and see familiar faces, but once there missions are tedious. Kill Heartless. Collect hearts. Kill Heartless. Collect hearts.

Happily, there are some positives. The gameplay is polished and the controls are responsive. There are a lot of different moves mapped to the DS’s limited number of buttons. There’s even some doubling-up, so it’ll take a while to be able to effectively replenish your Limit (powerful attack), use items or cast magic if you haven’t got what you need assigned to a short-cut.

There’s something called a Panel System that lets you customise your weapon, armour, magic, items, abilities and character level if you have the appropriate slot filler. During missions you can use only the items, spells, etc, that you equipped on your panels prior to setting out. You’ll have to think carefully about what to position where, because things are shaped like Tetris blocks.
As you progress your panel will get larger enabling more items to be attached. It’s an interesting if occasionally frustrating system.

I'm constantly amazed at the visual splendour that devs like Ninty and Square are able to squeeze into such a small screen; it really is beautiful to look at, but I see no reason why it was exclusive to the DS. I didn't use the stylus once. It could easily have been ported to the PSP.

One tip: Before you go for the final boss battle, make sure you've plenty of battery power, because it’ll be a long time before you can save your game.

2½ ice creams out of 5

Sunday, June 2, 2013

Kingdom Hearts: Birth By Sleep (2010)


Genre: Action RPG | Players: 1 - 6 | Developer: Square Enix

The Kingdom Hearts series has what many thought would be a ridiculous premise; A crossover mash-up of Disney characters and those of Final Fantasy. It is in some ways very ridiculous, but it works if the player just lets it play out. Birth By Sleep is the prequel entry in the series, taking place 10 years prior to the first game. It follows the 3 main protagonists in separate, but concurrent journeys going through different Disney worlds to battle the forces of darkness which manifests as varying monsters called the Unversed.

The combat is smooth action with a touch of RPG leveling that is very satisfying at times, but may be a little daunting for new players as there are a myriad of options and menus to navigate to make the combat effective. There is the command deck that must be stocked with commands akin to the card system of Kingdom Hearts: Chain of Memories (slightly streamlined), the action commands that are used outside of battle and the shotlock command which can only be used with the focus gauge. Players have up to 3 decks that can be modified to suit different situations. All these commands also themselves level up and can be melded together to form new commands and modified with crystals to give various equip-able abilities. There is also the Dimension Link which allows players to use the commands of various characters they encounter along their journey as well as the command board which is a minigame that lets players level up their commands in a monopoly-type board game. It's a lot to take in, but with practice the battles become even more exciting and engaging.

Cons are a somewhat easy difficulty even on the harder settings since it is very easy to spam all the options listed above until they recharge which works even on bosses. This entry hardly features any Final Fantasy characters and despite 3 different character stories to go through, is rather short. But a lot is packed into such a small portable package with some excellent animation and voice work (mostly) as I suppose it should be given Disney is an animation studio. The multiplayer is ad-hoc wireless only, but has both competitive and co-op modes and can support up to six players. A wonderful entry in the series that shows the series' progression and yet is still familiar.

Buyer's Guide:
Available for PSP on both UMD and PSN.

4 spoilers given away in the opening animation out of 5

Sunday, December 23, 2012

Kingdom Hearts: Chain of Memories (2004)

Genre: Action / RPG  |  Players: 1 |  Developer: Square Enix

Chain of Memories takes place between the original Kingdom Hearts and Kingdom Hearts II, both on PS2. Unlike those games, it uses a card-based combat system that'll take some time to explain fully. It isn't turn based. The cards dictate the kind of attack you do and the power of that attack, which is then carried out in real-time when you press the attack button. You can cycle through cards to choose attack, heal, etc, when needed. If your opponent simultaneously draws a higher card than you, your attack will be deflected. If your opponent draws a lower card than you, your attack will deal damage. That's the boring basics.

During combat you’ll run out of cards, but they can be replenished. Doing so leaves you vulnerable for a time; it’s usually then that you’ll get your ass handed to you. Each subsequent time your cards need replenished the longer it'll take.

You can customise, rename and save decks to suit each situation, up to a maximum of three; once customised they aren't set in stone so you can modify them easily. This is further complicated by requiring you to have adequate Card Points. Each card has a unique CP value, so you’ll have to decide which is the best combination at any given time. As you level up you can increase your maximum CP to create a stronger deck and kick more Heartless ass.

There are other modifiers and abilities granted by equipping secondary cards, but they cost a lot of CP. If your head is beginning to melt, don't worry. It’s complicated to describe but makes sense in practice. It's like the difference between tying your shoelaces and describing to someone else how to do it.

A high degree of tactics is involved initially, but once you gather a decent deck it’ll be the usual KH method of repeated button-bashing; except during boss battles, many of whom you'll recognise from earlier games. KH fans should enjoy it. KH haters should enjoy hating it. It's business as usual but with cards.

3½ Keyblades in your dark parts out of 5