I'm sorry to rain on anyone's parade here, but Dream Drop Distance's combat is just awful, especially on a higher difficulty. However, the second form Ansem battle is what truly opened my eyes to how bad it gets. I know people like this game, but both it & Birth By Sleep, which uses the same combat engine, have outright terrible gameplay when examined under a microscope. I spend 2 hours fighting Ansem in his second form (his first, though still tough, was easy enough to deal with) & it revealed to me how awful the Osaka team's philosophy before 0.2 actually was & why you should never expect KHII-quality gameplay from these people no matter how much they've improved in the last 7 years. Now, I know that they've been harkening back to KHII with KHIII, which I'm happy to see in the various trailers & gameplay videos that have been put out in the last almost a year, but whoever designed this messy, broken, disjointed combat system needs to be either fired, or moved to another position in the company away from gameplay design for everyone's sakes. That is legitimately how bad this gameplay is.
Now, the list, in no particular order, is as such...
Boss attacks being randomized a LOT with this game's RNG. Like, there's no rhyme or reason to their attack patterns. They just do whatever they want whenever they want. Best example with Ansem's second form. He starts off doing some normal energy attacks to try to chip away your health while you try to chip away his. All fine & dandy until he pushes you far away & you need to run back to him (which can happen pretty early in Critical Mode, since the bosses activate their desperation moves faster than normal). Then comes the bullshit. He brings up these 2 energy orbs. What they do depends on his hand & arm movements. If he raises them above them, he's just gonna shoot easily dodgeable energy attacks at you. You can dodge them or deflect them if you're fast enough to react to them. Fine. However, he can also point to you, which then activates 4 lasers shooting at you, which can 2-shot you on Critical Mode because of how much damage the enemies do to you. You CAN dodge these, but the problem is that they lock on to where you're going & not where you are & they always come out half a second later than you expect, & I mean "half". I timed it myself as I played this over & over for 2 hours. Then they can suddenly switch up attacks on a dime & you have 0 time to anticipate or react to something until it's already happened. Which leads me to my next point...
You NEEDING to be frame perfect with your dodges, or else you're not getting "I" frames, or are wasting the few you DO have. You are give little to NO "I" frames at all when dodging or jumping. I say jumping as well because, even though I timed my jumps enough to avoid his energy attacks at the start of the round, some of them STILL hit me every so often, even though there SHOULD be invincibility frames for more than a millisecond when I go into a jump, double jump, or dodge roll. When Ansem does that laser attack, you CAN roll out of it. You'll either take all the damage, because it aims where you're going & not where you are like I previously typed, none because you just barely have it not hit you, or half to way too much, but not all, which happens more often than not because of the god awful amount of "I" frames you're given. Then the next part...
Stagger. No boss in this game does that despite the fact that they SHOULD & you stagger TOO MUCH. This is only something I encountered in Re:COM, which I hated there too. You take TOO MUCH hitstun from enemies. Oh, sure, you're given a recovery...that never works ever because something's wrong with the button inputs, so you can't get out of a boss' attacks long enough to get a good shot out, or heal yourself. Which leads me to my next 2 points...
The enemy attacks doing a LOT of damage, & you doing jack all, & you move too slowly. This is especially noticeable on Critical, where your damage output is halved & the enemy damage output is doubled. Who designed THIS part? Because they deserve to be fired. I get taking more damage, but doing less? Who's THAT fun for when it's both at the same time? It's especially egregious when the enemies are damage sponges who have randomized attack patterns & you aren't. The enemies also still move like it's KHII, but you still move like it's KHI, or Sora in Limit Form, which is STILL better than this game's combat. Then there's the next point...
Flowmotion not giving you "I" frames. I thought this was part of the game's design. Turns out, NOPE! You still take damage if an enemy hits you in Flowmotion. Ain't that great? Never mind that you're enveloped in a purple energy moving at a fast speed, never mind that you have a LOT of attack power, never mind that you SHOULD be given some amount of good "I" frames. Flowmotion is USELESS as a means of defense. If an enemy hits you while you're in Flowmotion, your last kind of special attack in case you don't have any others, you're outta luck for a last line of defense. Hope you've got enough time to charge your command abilities.
Next, some serious things with the command decks. While a neat idea, it clearly was NOT intended for this kind of combat system, where the enemies are fast & frantic, while you aren't. It charges rather slowly unless you have the right Dream Eaters & doesn't fit a lot, since you only get a certain number of slots. The systems converging also has an unintended side effect, especially on higher difficulties. The games encourage you to cheese them, especially DDD. With how fast & frantic the bosses are, as well as how hard they can hit, it's almost requiring you to have higher level abilities than would normally in these games. However, this can get you into trouble. With physical combos also being next to useless, you NEED to rely on powerful abilities like these as well. See where I said the game encourages it? But, where BBS was fun to cheese, since you could experiment for a while with the commend melding system, DDD...doesn't. They took the melding system out...for stuff with the Dream Eaters. Stuff that isn't fun, if you catch my drift. I would've been more than glad if they kept in the melding system, but for the ingredients for the Dream Eaters if they were deadset on not letting us meld commands anymore like they seemed not to be. With how BBS was taken & how DDD was as well, I think it could've needed it.
There's also the attributes being tied to Dream Eaters. This makes no sense to me. In BBS, once you unlocked an attribute, that was it. It stayed on you when you got it. in DDD, only more permanent upgrades like Once More & the like stay, but the rest...don't for some reason. Instead, you need to keep certain Dream Eaters in your party...for some reason. I get that they're one of the new things for the game, but this is incredibly stupid, honestly. I don't get why they changed it.
The Dream Eaters are also somehow being even MORE useless than Donald Duck. Now, they're more flexible, since they can use different types of attacks from Donald, but they're somehow less useful. With Donald, I can at least count on him to do something other than chip damage, but the Dream Eaters really aren't that useful outside of maybe some slight chip damage on enemies. Otherwise, it's you putting in all the work.
All of these problems are also in BBS, but that game felt like it was programmed around the limitations of the gameplay for the most part, while DDD doesn't. Oh yeah, the boss arenas are also inconsistently scaled. Some of them are the right size (a decently-big area) for a boss fight, but then some areas can be HUGE with objects that block your attacks if an enemy hides behind them, then there are the areas that clearly weren't designed for boss battles that are too small & clausterphobic.
TL;DR: Disperate combat systems that don't work well together, limiting combat, terrible enemy AI, & just a mess of a system. How any of this passed game testing, I'll never know. All I can say is, I'm glad the Osaka team is hearkening back to KHII to base III off of because this system isn't good whatsoever. If you want flashy combat, do that. If you want randomized enemy attack patterns, do that. Don't just try to mash them together with no balance checking, especially for the higher difficulties.
I'm sorry to rain on anyone's parade here, but Dream Drop Distance's combat is just awful, especially on a higher difficulty. However, the second form Ansem battle is what truly opened my eyes to how bad it gets. I know people like this game, but both it & Birth By Sleep, which uses the same combat engine, have outright terrible gameplay when examined under a microscope. I spend 2 hours fighting Ansem in his second form (his first, though still tough, was easy enough to deal with) & it revealed to me how awful the Osaka team's philosophy before 0.2 actually was & why you should never expect KHII-quality gameplay from these people no matter how much they've improved in the last 7 years. Now, I know that they've been harkening back to KHII with KHIII, which I'm happy to see in the various trailers & gameplay videos that have been put out in the last almost a year, but whoever designed this messy, broken, disjointed combat system needs to be either fired, or moved to another position in the company away from gameplay design for everyone's sakes. That is legitimately how bad this gameplay is.
Now, the list, in no particular order, is as such...
Boss attacks being randomized a LOT with this game's RNG. Like, there's no rhyme or reason to their attack patterns. They just do whatever they want whenever they want. Best example with Ansem's second form. He starts off doing some normal energy attacks to try to chip away your health while you try to chip away his. All fine & dandy until he pushes you far away & you need to run back to him (which can happen pretty early in Critical Mode, since the bosses activate their desperation moves faster than normal). Then comes the bullshit. He brings up these 2 energy orbs. What they do depends on his hand & arm movements. If he raises them above them, he's just gonna shoot easily dodgeable energy attacks at you. You can dodge them or deflect them if you're fast enough to react to them. Fine. However, he can also point to you, which then activates 4 lasers shooting at you, which can 2-shot you on Critical Mode because of how much damage the enemies do to you. You CAN dodge these, but the problem is that they lock on to where you're going & not where you are & they always come out half a second later than you expect, & I mean "half". I timed it myself as I played this over & over for 2 hours. Then they can suddenly switch up attacks on a dime & you have 0 time to anticipate or react to something until it's already happened. Which leads me to my next point...
You NEEDING to be frame perfect with your dodges, or else you're not getting "I" frames, or are wasting the few you DO have. You are give little to NO "I" frames at all when dodging or jumping. I say jumping as well because, even though I timed my jumps enough to avoid his energy attacks at the start of the round, some of them STILL hit me every so often, even though there SHOULD be invincibility frames for more than a millisecond when I go into a jump, double jump, or dodge roll. When Ansem does that laser attack, you CAN roll out of it. You'll either take all the damage, because it aims where you're going & not where you are like I previously typed, none because you just barely have it not hit you, or half to way too much, but not all, which happens more often than not because of the god awful amount of "I" frames you're given. Then the next part...
Stagger. No boss in this game does that despite the fact that they SHOULD & you stagger TOO MUCH. This is only something I encountered in Re:COM, which I hated there too. You take TOO MUCH hitstun from enemies. Oh, sure, you're given a recovery...that never works ever because something's wrong with the button inputs, so you can't get out of a boss' attacks long enough to get a good shot out, or heal yourself. Which leads me to my next 2 points...
The enemy attacks doing a LOT of damage, & you doing jack all, & you move too slowly. This is especially noticeable on Critical, where your damage output is halved & the enemy damage output is doubled. Who designed THIS part? Because they deserve to be fired. I get taking more damage, but doing less? Who's THAT fun for when it's both at the same time? It's especially egregious when the enemies are damage sponges who have randomized attack patterns & you aren't. The enemies also still move like it's KHII, but you still move like it's KHI, or Sora in Limit Form, which is STILL better than this game's combat. Then there's the next point...
Flowmotion not giving you "I" frames. I thought this was part of the game's design. Turns out, NOPE! You still take damage if an enemy hits you in Flowmotion. Ain't that great? Never mind that you're enveloped in a purple energy moving at a fast speed, never mind that you have a LOT of attack power, never mind that you SHOULD be given some amount of good "I" frames. Flowmotion is USELESS as a means of defense. If an enemy hits you while you're in Flowmotion, your last kind of special attack in case you don't have any others, you're outta luck for a last line of defense. Hope you've got enough time to charge your command abilities.
Next, some serious things with the command decks. While a neat idea, it clearly was NOT intended for this kind of combat system, where the enemies are fast & frantic, while you aren't. It charges rather slowly unless you have the right Dream Eaters & doesn't fit a lot, since you only get a certain number of slots. The systems converging also has an unintended side effect, especially on higher difficulties. The games encourage you to cheese them, especially DDD. With how fast & frantic the bosses are, as well as how hard they can hit, it's almost requiring you to have higher level abilities than would normally in these games. However, this can get you into trouble. With physical combos also being next to useless, you NEED to rely on powerful abilities like these as well. See where I said the game encourages it? But, where BBS was fun to cheese, since you could experiment for a while with the commend melding system, DDD...doesn't. They took the melding system out...for stuff with the Dream Eaters. Stuff that isn't fun, if you catch my drift. I would've been more than glad if they kept in the melding system, but for the ingredients for the Dream Eaters if they were deadset on not letting us meld commands anymore like they seemed not to be. With how BBS was taken & how DDD was as well, I think it could've needed it.
There's also the attributes being tied to Dream Eaters. This makes no sense to me. In BBS, once you unlocked an attribute, that was it. It stayed on you when you got it. in DDD, only more permanent upgrades like Once More & the like stay, but the rest...don't for some reason. Instead, you need to keep certain Dream Eaters in your party...for some reason. I get that they're one of the new things for the game, but this is incredibly stupid, honestly. I don't get why they changed it.
The Dream Eaters are also somehow being even MORE useless than Donald Duck. Now, they're more flexible, since they can use different types of attacks from Donald, but they're somehow less useful. With Donald, I can at least count on him to do something other than chip damage, but the Dream Eaters really aren't that useful outside of maybe some slight chip damage on enemies. Otherwise, it's you putting in all the work.
All of these problems are also in BBS, but that game felt like it was programmed around the limitations of the gameplay for the most part, while DDD doesn't. Oh yeah, the boss arenas are also inconsistently scaled. Some of them are the right size (a decently-big area) for a boss fight, but then some areas can be HUGE with objects that block your attacks if an enemy hides behind them, then there are the areas that clearly weren't designed for boss battles that are too small & clausterphobic.
TL;DR: Disperate combat systems that don't work well together, limiting combat, terrible enemy AI, & just a mess of a system. How any of this passed game testing, I'll never know. All I can say is, I'm glad the Osaka team is hearkening back to KHII to base III off of because this system isn't good whatsoever. If you want flashy combat, do that. If you want randomized enemy attack patterns, do that. Don't just try to mash them together with no balance checking, especially for the higher difficulties.
Edited by Scsigs