Jump to content
View in the app

A better way to browse. Learn more.

KH13 · for Kingdom Hearts

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Posted

The first Kingdom Hearts used MP when casting spells, which, of course, limited your abilities with it and also made more than a few people shirk away from the Mage class at the begining (it also doesn't help that it takes a very long time to get the good spells). Days had something similar where you could only stock a select amount of spells, and if you burned out, you were done. This limitation might hamper the hack-and-slash style of KH, but I think it had a lot going for it. For starters, it gives a reason for the items to exist. You would actually want to stock up on ethers and elixers because you were screwed if you needed to cast Cure and couldn't. It meant that the player had to plan their game better than just mowing through without a hitch. It made you play smarter, especially in Days: would you use you magic on the enemies you encounter at the begining, or would you save it incase is would help against stronger enemies later on?

 

Not to mention that the added difficulty with watching your MP bar did just that: it added difficulty. The recharging magic in KHII, as well as the Command Bar structure of BBS and DDD, makes it almost too easy. If you're being beat up on by a boss, you can just cast Cura, run in circles for a minute, then cast it again. This goes double in DDD where you can just spam Balloonra and napalm the hell out of enemies as you go on your merry way. It makes powerful magic become bogusly easy to cast and takes a huge chunk of the challenge out of the game.

 

So, for casting your magic: MP Bar or Recharge?

Featured Replies

I actually liked KH MP style better.

But KH2's mp looked better.

tutti frutti. I would have to go with magic for KH1. It left you with more of a challenge when dealing with the enemy. You didn't have to find a safe location, and wait for your magic/commands to reload while sitting back and eating a sandwich before resuming the fight. You were literally forced to fight the enemy in order to restore magic outside of using ethers.

Because I'm a KH1 whore I have to go MP bar. But, commands are really just for show, when people QQ about KH2 and "Triangle to Win", they mostly don't realize that BBS made it far whore, because people can mash Triangle and all the enemies are gone and there is little danger (and a abundance of bull shit), where as in KH1/Days, you have to actually be somewhat more cautious, and when you die in KH1, you foqued up yourself. Okay Days wasn't programmed well either, but still, the strategizing in Days in way more interesting to me. IMO lolol

I liked KHII's mp recharge system, but I did not like that cure spells took ALL your damn MP. >=[

KH2 rcharge. Took me a while to i realized it charges xD

I really miss the KH MP bar... I also miss the original strike raid, it was such a strong and cool move back then :,)

I liked Kh1's mp bar the best. It just felt so much nicer to use.

Doesn't matter to me.

Command deck is the easiest form of Magic since you can upgrade the recharge time for commands. But I prefer the KH2 style of MP with recharge. I'm currently playing through KH1 again on critical and I am hating the MP style. I mean sure it adds to the challenge, but it's still irritating.

  • 2 weeks later...

The first Kingdom Hearts used MP when casting spells, which, of course, limited your abilities with it and also made more than a few people shirk away from the Mage class at the begining (it also doesn't help that it takes a very long time to get the good spells). Days had something similar where you could only stock a select amount of spells, and if you burned out, you were done. This limitation might hamper the hack-and-slash style of KH, but I think it had a lot going for it. For starters, it gives a reason for the items to exist. You would actually want to stock up on ethers and elixers because you were screwed if you needed to cast Cure and couldn't. It meant that the player had to plan their game better than just mowing through without a hitch. It made you play smarter, especially in Days: would you use you magic on the enemies you encounter at the begining, or would you save it incase is would help against stronger enemies later on?

 

Not to mention that the added difficulty with watching your MP bar did just that: it added difficulty. The recharging magic in KHII, as well as the Command Bar structure of BBS and DDD, makes it almost too easy. If you're being beat up on by a boss, you can just cast Cura, run in circles for a minute, then cast it again. This goes double in DDD where you can just spam Balloonra and napalm the hell out of enemies as you go on your merry way. It makes powerful magic become bogusly easy to cast and takes a huge chunk of the challenge out of the game.

 

So, for casting your magic: MP Bar or Recharge?

 

You sir are a genius. This is exactly what I've always thought!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.
Scroll to the top