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Well every artwork I've ever seen of it definitely does anyways

I know, but kh2 final form is mostly represent in the renders by those keyblades like how Valor, Wisdom, and Master seem to always had the kingdom key in each render

bc it just FITS perfectly

even everglow made sora unlock it in the battle with roxas in his timeline

so um
unknown.png

can anyone teII me why even the interior of the mansion in kh 2 has a unique command menu

they fr went way too hard

cuz nomura felt like it lol laughsinnomura

Maybe originally was meant to be a placeholder for a haunted mansion type level I think, but no sure that or the mansion was probably supposed to be big enough to be its own world like the Keyblade graveyard

idk
considering the fact that even the computer room basement AND singuIar room has a unique command menu (the CoM menu) l'm starting to think it's just cuz they wanted to give roxas a bit extra

he gets 4 command menus, sora gets Iike, 12

and then we get the kh1 style menu in transparent version for between and betwix and another for yen sid tower. both areas are part of twilight town

I'm surprised there are as many UI variations as there are. It's a lot of effort for something most people probably won't care about.

i think these variations depend more on the environment than the world itself
olympus did the same. there is a menu for underworld and another one for the coliseum

That makes the most sense

It's a shame The Underworld itself is so visually boring. It's just like "Dark caves. That's it."

maybe it was intentional since it looks like that in the movie

Possibly. But given that KH2's level design is pretty lackluster in general, I'm erring on the side of skepticism.

I mean, KH2 is very combat-heavy, so I get that, but it does lead to most of the locales feeling very fake.

true

l'II say this much, whiIe DDD makes me want to cry of sadness pIaying it, the IeveIs feeI pretty open without feeIing empty in most cases

Flowmotion helps with that a lot. Being able to zip around levels quickly makes them feel smaller than they really are.

I think they just wanted to show the player" hey man we got these now look at them lol"

I really liked KH3's vertically.

mmhmm

san fransokyo may be compIeteIy barren and depressing
but the rooftops are pretty sick

Funny how much you can add to a level simply by expanding the Y axis.

true

That's kinda the point. You're supposed to spend most of your time on the rooftops; as all the action goes on up there.

And pretend like anything below it doesn't exist I guess

But the enemies are way more varied on the street level 🥲

LOL

ALSO

how

how did a bug Iike this go through

it got patched, but now it's on the switch cIoud version

More reassurance I was justified in saving my money :)

The switch cloud version of these is such a trash tier product but a God tier meme

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