HeyMouseSayCheese 1,133 Posted March 10, 2015 It's easy to say that you don't like something, and almost as easy to say why you don't like it. So let's do something harder and talk about what we would do differently if we were magically in charge of what went into KH games. (Partly because of the poll where like half of everyone hated on Re:Coded, partly because I want an excuse to talk about BBS.) One thing that's really been bugging me playing BBSFM is how every world feels so short and featureless (I can barely tell the difference between Enchanted Dominion and Dwarf Woodlands, for example). There's so little that actually gets accomplished outside of Radiant Garden that you could easily just drop any of the Disney worlds and the story wouldn't be affected in any way. So I would have a lot fewer worlds in general- basically, cut out half the worlds (no Neverland, no Deep Space, no Olympus Coliseum, no Mysterious Tower, maybe keep Disney Town as a mini-game world, like 100 Acre Wood). Focus on the worlds that the Princesses of Heart come from- Enchanted Dominion, Castle of Dreams, Dwarf Woodlands, Radiant Garden- and Land of Departure and Keyblade Graveyard at the beginning and end, respectively. Expand on each of those worlds and make each playable character's segments unique and never overlap. The worlds would feel a lot more memorable if TAV each experienced them differently rather than just at different times (Ventus going through Castle of Dreams at mouse size is a good example of that). Related to that: make Land of Departure an actual beginning tutorial world. Remember how in KH1 and 2, you'd start in Destiny Islands or Twilight Town and run around learning the controls and just messing around for a while? Not only were both of those worlds good tutorials (and they both had huge cool boss battles), they gave time to actually connect with the characters you're meeting for the first time. We get a feel for Sora, Riku and Kairi and how they get along with each other and spend their time before being tossed into the outside world. We get a feel for how lonely Roxas is and how his world slowly crumbles around him for reasons he doesn't understand. In BBS, all we get is a basic control tutorial and a handful of short cutscenes. Can you imagine of KH1/2 did that? If everything on Destiny Islands is just a few cutscenes and you actually get to start playing in Traverse Town? Or if all of Roxas' segments were cutscenes and you just start the game as Sora? It'd be awful, I'd have no reason to give a shit about any of the related characters. I don't know them at all, why should I care what happens to them in their journey? That's arguably the biggest problem I have with BBS- the game did a piss poor job introducing these apparently integral characters to the series. I don't care about any of these assholes and their stupid story, I don't know who they are. So enough ranting on my end, let's hear you rant about your choice. (If you just say something like "I'd make it not suck!" or "I'd never make it in the first place lol!", you have an ugly soul and an even uglier sense of humor.) 1 irinasi reacted to this Quote Share this post Link to post Share on other sites
Sora 2,184 Posted March 10, 2015 (edited) By taking the DAMN cards out of it Edited March 10, 2015 by Sora 1 qwertywarrior16 reacted to this Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted March 10, 2015 By taking the DAMN cards out of it Okay, that's great- and replace them with what? What battle system would work better on a limited GBA cartridge? Quote Share this post Link to post Share on other sites
hatok 6,413 Posted March 10, 2015 Okay, that's great- and replace them with what? What battle system would work better on a limited GBA cartridge? personally I'd say keep the cards and make it turn based, but a lot of KH fans probably wouldn't like that Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted March 10, 2015 personally I'd say keep the cards and make it turn based, but a lot of KH fans probably wouldn't like that If they'd have made CoM more like the Megaman Battle Network games, I'd be totally fine with that style. The isometric action card game it is now just firetrucking kills me. Quote Share this post Link to post Share on other sites
Aqua7KH 5,395 Posted March 10, 2015 Okay, that's great- and replace them with what? What battle system would work better on a limited GBA cartridge?Any battle system. In Re:Chain it's much better since it's an actual console game. Honestly, I would've never released a game like that for gameboy and just kept it for PS2. The card system and basically every other game mechanic is just horrible on the gameboy. Quote Share this post Link to post Share on other sites
Isaix 924 Posted March 10, 2015 My least favorite KH is Recoded. I'd change the story completly,no Data Sora and if they want to reuse worlds that were in previous games,they have to mix them with some new worlds as well like KH2,BBS and DDD. Quote Share this post Link to post Share on other sites
Firaga 5,947 Posted March 10, 2015 The best way to make Days better is to just take out Xion and give Namine more screentime. Easy fix. 1 hazzlie reacted to this Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted March 10, 2015 Any battle system. In Re:Chain it's much better since it's an actual console game. Honestly, I would've never released a game like that for gameboy and just kept it for PS2. The card system and basically every other game mechanic is just horrible on the gameboy. That I can agree with, the GBA was not a good system for any KH game. The series belongs on consoles. My least favorite KH is Recoded. I'd change the story completly,no Data Sora and if they want to reuse worlds that were in previous games,they have to mix them with some new worlds as well like KH2,BBS and DDD. I can also partially agree with that- there should have been more worlds from more KH games, it would have been a lot more unique that way. The best way to make Days better is to just take out Xion and give Namine more screentime. Easy fix. I agree with that on every level. 1 Firaga reacted to this Quote Share this post Link to post Share on other sites
BlankShell 638 Posted March 10, 2015 Kind of a tough question. If you don't like something fundamental about a game, it's hard to "change" it rather than just abolishing it entirely. That said, I'd probably extend Re:CoM and make the overall structure less repetitive. Fight through a floor, beat a boss, cutscene, Org battle, repeat; got old pretty quickly. Riku's side did a good job of turning that sequence on its head, but it was too late at that point. Maybe intercut Riku and Sora to give emphasize their parallel journeys more? Also more secret bosses for cool cards or sleights or whatever. Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted March 10, 2015 Kind of a tough question. If you don't like something fundamental about a game, it's hard to "change" it rather than just abolishing it entirely.That said, I'd probably extend Re:CoM and make the overall structure less repetitive. Fight through a floor, beat a boss, cutscene, Org battle, repeat; got old pretty quickly. Riku's side did a good job of turning that sequence on its head, but it was too late at that point. Maybe intercut Riku and Sora to give emphasize their parallel journeys more?Also more secret bosses for cool cards or sleights or whatever. Well yeah, I know it's hard, that's why I said that in my op. I liked the way Sora and Riku's stories were set up they way they were; it was really cool to me to suddenly see Riku's side of things after seeing the way Sora's side went, and to cut back and forth between them would have ruined that alternate angle aspect I think, not to mention the whiplash you'd get from the different play styles. But yes, secret/extra bosses would have been nice, especially since Re;Com came out after KH2 and they easily could have added other Org. members to fight or even brought back some secret bosses from KH1. Quote Share this post Link to post Share on other sites
outbackjim21 83 Posted March 10, 2015 It's easy to say that you don't like something, and almost as easy to say why you don't like it. So let's do something harder and talk about what we would do differently if we were magically in charge of what went into KH games. (Partly because of the poll where like half of everyone hated on Re:Coded, partly because I want an excuse to talk about BBS.) One thing that's really been bugging me playing BBSFM is how every world feels so short and featureless (I can barely tell the difference between Enchanted Dominion and Dwarf Woodlands, for example). There's so little that actually gets accomplished outside of Radiant Garden that you could easily just drop any of the Disney worlds and the story wouldn't be affected in any way. So I would have a lot fewer worlds in general- basically, cut out half the worlds (no Neverland, no Deep Space, no Olympus Coliseum, no Mysterious Tower, maybe keep Disney Town as a mini-game world, like 100 Acre Wood). Focus on the worlds that the Princesses of Heart come from- Enchanted Dominion, Castle of Dreams, Dwarf Woodlands, Radiant Garden- and Land of Departure and Keyblade Graveyard at the beginning and end, respectively. Expand on each of those worlds and make each playable character's segments unique and never overlap. The worlds would feel a lot more memorable if TAV each experienced them differently rather than just at different times (Ventus going through Castle of Dreams at mouse size is a good example of that). Related to that: make Land of Departure an actual beginning tutorial world. Remember how in KH1 and 2, you'd start in Destiny Islands or Twilight Town and run around learning the controls and just messing around for a while? Not only were both of those worlds good tutorials (and they both had huge cool boss battles), they gave time to actually connect with the characters you're meeting for the first time. We get a feel for Sora, Riku and Kairi and how they get along with each other and spend their time before being tossed into the outside world. We get a feel for how lonely Roxas is and how his world slowly crumbles around him for reasons he doesn't understand. In BBS, all we get is a basic control tutorial and a handful of short cutscenes. Can you imagine of KH1/2 did that? If everything on Destiny Islands is just a few cutscenes and you actually get to start playing in Traverse Town? Or if all of Roxas' segments were cutscenes and you just start the game as Sora? It'd be awful, I'd have no reason to give a shit about any of the related characters. I don't know them at all, why should I care what happens to them in their journey? That's arguably the biggest problem I have with BBS- the game did a piss poor job introducing these apparently integral characters to the series. I don't care about any of these assholes and their stupid story, I don't know who they are. So enough ranting on my end, let's hear you rant about your choice. (If you just say something like "I'd make it not suck!" or "I'd never make it in the first place lol!", you have an ugly soul and an even uglier sense of humor.)Man, why do i always get stuck with the icky jobs, i always have to white knight BBS. Okay i know this is a how to make your least favorite game better and i will get to that, but first i need to defend some points that you made regarding BBS. First off to any person who has played the original games and then final mix, i have a strong feeling that most of the people who already experienced destiny islands and especially twilight town grew bored of it a as a turtorial worldthe second time through.Thats why LoD is so short, heck even allows you to skip the entire tutorial itself. When the main gameplay of the game is taught, there is no need to drag out the exposition, the only reason that its done in KH1/2 is because we need to see how SKR get along, and in KH2 we need to discover the mystery that is roxas, but with BBS all of that is taken care of in flashbacks and the characters actually progressing through the story while constantly thinking of each other. to quote my main man hayner "whats important isnt how often we see each other, but how often we think about each other." To not know how they care about each other is just belligerently ignoring half of their internal monologues (something that from my current knowledge is a first for the series) hell if you payed attention to the one battle that they had in RG where all three stories intersect at one point, it shows the tragedy and flaws in their choices, if they had just worked together instead of seperately, things would have probably worked out better for them. That was just a giant slap to the players face making it so damn obvious, but they choose not to...fricking eraqus, the root of half the problems in the KH series.When it comes to nothing happening in disney worlds,...thats kind of a thing within the series, the events in the disney worlds arent meant to effect the main story, sora, or whoever is traversing that world is simply meant to learn something regarding themselves or about the main events. The only worlds off the top of my head that actually progressed the main storyline in a KH game are monstro and neverland(KH1) and thats only because riku appeared in both, and i suppose space paranoids aswell, but other than those nothing signifcant happens in any other disney world aside from princesses being captured or organization members being shown, but if you consider that fundamental then the mere finding of the princesses in BBS should be substantial enough to make the worlds in BBS relevant.And as for uniqueness between worlds, terra ven and aqua did get seperate access to various worlds, they each got to fight unique disney bosses, off the top of my head, terra got the magic mirror, aqua got dragon malificent, and ven got lucifer the cat from cinderella. Aqua was also the only one to traverse malificent's castle and fought her minions. But honestly, how else would the characters not be able to have their stories overlap, they are literally chasing after each other, so one would see the effects of what another character did just before traveling there themselves. That doesnt make much sense. It was also a plot point as to how aqua saw(or atleast thought she saw) terra doing bad things while traveling which is why they got into a fight and split up again in the first place. What youre asking for is for the characters to not interact whatsoever and do their own thing with absolutely no consequences for the other characters, might as well add time travel...And in what way was roxas lonely, he had friends and he had rivals and the entire town seemed to care for him, even if none of it was real, it was real to him. Though it did come crashing down, during those 7 days, you can argue that they were some of the happiest days of his lifeThat'll do donkey, that'll do *lets white horse run into the sunset* im done white knighting, now ill discuss how i can make my least favorite games better.Honeslty its a three way tie between recoded, 3d and chi. Each one mostly for the story, but for chi it would because the way the story is presented, and for 3d, the way the story is written, and some aspects of the gameplay (screw flowmotion, keep it out of kh3, too OP) Anyway, for recoded, it was an unneccessary filler meant to tide fans over until the true sequel titles came out (BBS, 358) data sora's chances of having any relevance are so small that he might as well never should have existed, i still doubt that we will even be getting multiple playable characters aside from sora and riku, just because of how vast the possibilites are at this point, so to add data sora to that would just spread the already cumbersome finale of the saga to thin. His entire "even systems can grow a heart" has been done to death by other characters such as repliku, tron, and even xion (even though she came later, her growth was more pronounced). Honestly, it would have been better spent if the story revolved around searching the hearts of the world to find the location of ven aqua and terra, having it so that data sora was able to see things from the perspective of the world, be it the past or possible future (Chi reference) they can keep the stuff about hurt in place, but actually show scenes from the( at the time) upcoming games that caused that hurt, show me ventus meeting vanitas on DI, show me terra holding a dying eraqus, show me aqua lamenting on giving sora a keyblade, especially show me roxas talking to xion (he would be talking toempty space since she cant be remembered) would have set up the next games quite nicely imo. The story for each disney world is okay, theres not much that can be done since plot demands that it rehash the plot of the disney worlds from the first KH. For 3d...where do i begin exnay on the time travel for starters, at first it was cool in how ansem SOD wasnt a throwaway character in the broadview of KH, but now its just, tacky. Instead of time travel, ansem SOD should have been placing heart pieces(or rather seeds) in all of the organization's members that would grow alongside the nobodies newly forming heart (roxas would be impervious to this due to ven's heart, and riku would have gained a resistence to it because Ansem SOD failed the first time) and once they were slain, the kingdom hearts of people's hearts was destroyed, and they were reformed into a somebody again the heart seeds would wrest control of the heart away from the person giving xehanort complete control, its not the best alternative, but its better than time travel. And it would also make the kingdom hearts of people's heart more relevant to the main series as it would be a chest of sorts for xehanort to store his 13 darknesses away for the next 10 years while the light side found their 7 As for gameplay, get rid of flowmotion, yes everything looks nice at a distance while youre traveling, but more often than not youre not doing any of the polevaulting FM moves, it actually takes the worst aspects of BBS world layout and expands it into more wide open areas except with stuff full of nothing but grind rails...i feel like im playing sonic 06. It is also heavily overpowered, one FM was able to take down half a health bar of the monkey boss in TT, its just too much with no draw back to spamming it. Now im about to white knight for quick second though on one gameplay aspect *white horse comes back from the sunset* the drop gauge, if you have the nerve to complain about that, quit playing video games for the rest of your life, honestly, once you are able to buy drop me nots, that shouldnt even be a concern, you should never drop unless you want to/have to. You should have more problems dodgeing dragon malificent fire/tail attacks while trying to navigate your menu looking for potions than scrambling to use a drop me not when the screen is literally almost the size of your hand, i dont want to hear "i wasnt paying attention to it" thats your own fault then, dont blame the mechanics...rant about the drop gauge done... *white horse gallops away*.Now we come to chi...oh god chi, literally took the most badass lore piece in KH history and turned it into a fairytale for children.when the words KH MMO aresaid, the first thing that should come to mind is badass pvp keyblade duels, awesome raids involving teams of 20 keyblade wielders fighting one or three darksides. And story segments that make fans ooooo and gasp (weve been getting those recently, but not on the scale of information we should be getting regarding the keyblade war, something that even xehanort covets in regards ro information) first things first, give it the dragon ball xenoverse treatment, DBXV has done a STUPENDOUS job on making an MMO type game work for the console (even though it borrows heavily from assets in dragonball online) it would be hardly difficult to translate textures of previous games into a Chi remake with KH graphics. Atleast when it comes to enemies. The only awkward thing would be changing the gameplay so that it actually required a team effort (something DBXV failed to do, unless your teamwork is on some world tournament level). Other than that i have no true qualms with Chi, i hate the very fact that its canoncity is directly tied to KH3 seeing as its a lite version of what must have been a bloodsoaked war involving so many casualties, but its too late for that, the die has been cast, i just hope it actually turns into an mmo seeing as its the only way (lore wise) we will ever see a KH MMO.Okay sorry for the long diatribe, to those who read all the way through and discovered the hidden message within the text, post it and you will get a reward. 1 AlixtheMagi13 reacted to this Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted March 10, 2015 i always have to white knight BBS I mean... you don't have to. Also, Ileft a lot of problems I have with BBSs story because I don't want to just write a huge essay on the game, so I didn't get to fully explain my point, but suffice to say I never got that initial connection to the characters that I do in other KH games. We just get dropped in more or less, and that's not enough for me. In regards to your thoughts on Re:Coded, I don't even know that they fully thought out a lot of the scenes you're referring to when coded was first developed (Nomura never thinks that far ahead with the story, remember), so it obviously couldn't carry to the DS remake without basically making it a different game, and I can understand why SE would be reluctant to do that. You also seemed to have missed the main plot point in Re:Coded- it's not that "even systems can grow hearts", it's about the pain others feel and if Sora can shoulder that pain. Granted, DDD's story kinda firetrucked that whole thing up, like DDD tends to do for every game, but the storytelling in Re:Coded isn't the issue. As for DDD, I mostly agree with you about the story and gameplay points you brought up (your idea for the 13 darknesses is certainly a lot better than time travel). As for the Drop Gauge though... that was a terrible gameplay mechanic. Yes, you can buy Drop-Me-Nots, so hooray, the game lets you waste time to fix an issue that shouldn't exist to begin with. It hardly breaks the game, and I still had fun in DDD despite the Drop Gauge, but it's still a fine example of shit mecahnics and it's absolutely worth criticizing. And it's really pretty scummy of you to suggest I shouldn't be playing video games if I complain about crap video game design. Quote Share this post Link to post Share on other sites
outbackjim21 83 Posted March 10, 2015 I mean... you don't have to. Also, Ileft a lot of problems I have with BBSs story because I don't want to just write a huge essay on the game, so I didn't get to fully explain my point, but suffice to say I never got that initial connection to the characters that I do in other KH games. We just get dropped in more or less, and that's not enough for me. In regards to your thoughts on Re:Coded, I don't even know that they fully thought out a lot of the scenes you're referring to when coded was first developed (Nomura never thinks that far ahead with the story, remember), so it obviously couldn't carry to the DS remake without basically making it a different game, and I can understand why SE would be reluctant to do that. You also seemed to have missed the main plot point in Re:Coded- it's not that "even systems can grow hearts", it's about the pain others feel and if Sora can shoulder that pain. Granted, DDD's story kinda firetrucked that whole thing up, like DDD tends to do for every game, but the storytelling in Re:Coded isn't the issue. As for DDD, I mostly agree with you about the story and gameplay points you brought up (your idea for the 13 darknesses is certainly a lot better than time travel). As for the Drop Gauge though... that was a terrible gameplay mechanic. Yes, you can buy Drop-Me-Nots, so hooray, the game lets you waste time to fix an issue that shouldn't exist to begin with. It hardly breaks the game, and I still had fun in DDD despite the Drop Gauge, but it's still a fine example of shit mecahnics and it's absolutely worth criticizing. And it's really pretty scummy of you to suggest I shouldn't be playing video games if I complain about crap video game design.Coded was an episodic KH game, its final episode was released a couple of months before BBS was released and after 358 days i believe, there is no reason for there not to be a stronger foreshadowing emphasis on these two games, 358 did it very well in relation to BBS. I didnt miss the point i already mentioned the hurt part of the story being altered a tad, but the plot point of anything growing a heart even a program is still relevant to the main series. As for the drop gauge, its not a terrible mechanic. The plot made the mechanic necessary seeing as sora prepares to awaken riku is about to fall asleep vice versa, it adds to the meta/atmosphere of the game. I wasnt refering to you specficslly, just people who complained for the wrong reason and want their hands held, And i will swim through all the scum in the world rather than hear people complain about a game mechanic that places the gamer in control if they want to be in control, if there were no drop me nots, that'd be a different story, but my main complaint is about how people complain about how the drop gauge "sneaks up on them" its like saying "i didnt know my health was so low they should automatically pause the game and allow me to access potions if my health falls below 50%". Im sorry, but im a fan of plot adding to game mechanics, where people complain about the coop in the souls series, i fricking love it, it does nothing but add to the lore and atmosphere of the game. Quote Share this post Link to post Share on other sites
Jermaine 79 Posted May 27, 2015 2 simple fixes for BBS and Re:coded. Let Mickey be the main character. 1 HeyMouseSayCheese reacted to this Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted May 28, 2015 2 simple fixes for BBS and Re:coded. Let Mickey be the main character. Much as i like Re:Coded, oh god yes, that would be pretty sweet. Quote Share this post Link to post Share on other sites
Iris 223 Posted May 28, 2015 fixing Re:coded (I did not did not like the gaming system and I didn't bother playing it on the remastered one either.) Quote Share this post Link to post Share on other sites
venxas24 544 Posted May 29, 2015 I'd change chi by making it in English but since that's happening I'd add a postgame to COM, postgame is my favorite part of video games so I'd love it if they added that 1 HeyMouseSayCheese reacted to this Quote Share this post Link to post Share on other sites
Niko Collins 83 Posted May 31, 2015 (edited) To be honest...I would've done the following. 1) Gave Days a little more story 2) Made Re:Coded on the PS3 3) Gave every game a sort of online mode. BBS had a multiplayer version of Mirage Arena That's what I would've done Edited May 31, 2015 by Niko Collins Quote Share this post Link to post Share on other sites
MAtgS 70 Posted June 2, 2015 358/2 Days. 1st of all there's 2 great big problems that intertwine: 1. Story Mode is long & ridiculously tedious 2. Mission Mode has no exclusive missions The latter isn't brought up as much but I feel it reflects the overall shortsighted thinking Days' development had. Every mission there is to play in the Mission Mode is 1 the player has already beaten in Story Mode. Hell the player must complete them in SM to even unlock them in MM! So aside from goofing around as different characters there isn't anything new to actually do. MM needed exclusive missions not in the main story to give players extra incentive to play the mode. Lots more missions. Plus, since MM still has cutscenes (I.E. Holo-memory) they could've had extra story scenes not in SM giving even more new content. This in turn leads to how SM could be improved: cut some of the fat by moving it to MM. Theater Mode in 1.5 works as a template for this, it only covered the bare essentials of the plot. Everything else, including cut worlds like Pinocchio can be covered in MM. So in summary: -Story Mode only has the bare essential missions, using HD Theater as a frame of reference. -Mission Mode has more missions in comparison, if possible all 358 days. -If need be, exclusive worlds like Pinocchio in MM. 3. Basic combat mechanics Days was multiple steps backwards from KH2 when it comes to depth of combat. Pretty much the most interesting thing going for it is the roster of playable characters & yet we're restricted to just 1 character for the duration of the SM, squandering this feature. It would be cool to have missions in SM where we played other Org members & got their PoV or see what dastardly deeds they were up to behind the scenes, but noooo..... Past that, all there is to it is KH1 paced melee combat & a needlessly restrictive magic system. In contrast RE:Coded, which was released on the same system & by the same developers, had the Command Deck of BBS a far superior battle system. Days began development AFTER they started on BBS, so they probably had the basic design of CD already by then & yet they didn't use it for Days. Lame. Getting back to magic, limited uses may have made sense for SM, where Roxas could still fight worth a damn when he's out of magic, it really screws over the magic focused characters. Once someone like Zexion or Donald run out of magic (& they will, always) they become incredibly hampered by their inability to fight effectively anymore. CD would allow the mages to use a magic command heavy deck that'll get them through the entirety of a mission. Summary: -Let us play as characters besides Roxas in SM, if only briefly. -Utilize Command Deck for entire game. 4: EXTREMELY lacking in Disney presence 4.1: Number of playable Disney characters 4.2: Lack of Disney bosses 4.2.1: Overall enemy variety Days does the least of any KH with Disney characters, that's basically a fact. In-universe Roxas is told to stay of the way, presumably because of potential continuity issues that could come from characters in KH2 never mentioning anything that happens in Days. But when you get down to it, how much continuity headaches would there have been? Neverland: Was not in KH2. Pan would not have reason to mention meeting Roxas to Sora during the brief duration of a summon. No continuity to worry over. Wonderland: Did not appear in KH2. No continuity worries. Olympus Coliseum: Roxas DID interact with characters in this world & noting came of it. Beast's Castle: See below. Only real concerns are Twilight Town & Agrabah & the latter is only because I don't feel like looking up what Sora said about Org13 to Aladdin in that game so it may have been safe too. Plus there's Xion, who could literally be BFFs with the entire Disney universe & it wouldn't create issues because everyone will forget about her anyway, Square/HAND should've gone nuts with her. The only Disney bosses in the entire game were Pete & the 3 Halloween Town kids. That's it, that's the whole line-up. WTF? Ok I know they were somewhat limited in what villains were viable for a game wedged in between other titles, but I had a bunch of ideas months before the 358's release, most of which I still think would've worked. Snake Jafar: When Roxas & Xigbar first arrive at Agrabah, Axel is believed to be KIA. Imagine if they then found Jafar's lamp & Roxas tries to use his new found wishes to bring Axel back while both Xigbar & Jafar try to manipulate him into using those wishes for their own agendas. Roxas eventually gets fed up with the manipulations, realizes how evil Jafar is & the battle begins. I choose the snake form of Jafar simply because we haven't seen it yet in KH. Giant Queen of Hearts: After Roxas does something to anger the queen (which isn't hard) she drinks from the growth bottle becoming gigantic. Flying Captain Hook: Roxas & Peter Pan team up against Hook to rescue Tinkerbell. The 1st round in a repeat of the KH1 Hook battle but after that Hook uses the pixie dust he took from Tink to give himself the power of flight which begins the airborne 2nd round. Hades: Uses his flying chariot in battle. Honest John: A character cut along with the Pinocchio world. Would fight with his fangs & claws. Gaston: Ok, this is the biggest Disney related sore point with me. Gaston never appeared in KH2 & Beast turned back to human in the credits so it's now too late for him to ever appear. Days was the last chance & yet nothing. More baffling is they could've easily tied this in with the Xaldin sub-plot. After all, why does The Beast even listens to a single world Xaldin says to begin with? Beast ain't the most immediately trusting person around & Xaldin was basically telling him to turn on Belle & his servants. Xaldin had to have done something to earn the Beast's trust, something say saving his life from an attacker? Aside from Pete & the kids, the only other bosses we fight until the endgame are heartless, heartless, & more heartless. Most of whom are recolored minor enemies & not "true" bosses. More Disney villains were desperately needed to break up the monotony. Not as big of a deal but more playable Disney characters would've been nice. At the very least Jack Skellington, Aladdin, Hercules, & Beast since they all already have character models in the game. Disney permitted the inclusion of Mickey, the character they're the most protective of, how hard could it be to get more in? Summary: -Don't half-ass the use of Disney NPCs in SM -More Disney bosses -More playable Disney characters in MM. 5. Online multiplayer 'nuff said. Grand final summary: -Story Mode only has the bare essential missions, using HD Theater as a frame of reference. -Mission Mode has more missions in comparison, if possible all 358 days. -If need be, exclusive worlds like Pinocchio in MM. -Let us play as characters besides Roxas in SM, if only briefly. -Utilize Command Deck for entire game. -Let us play as characters besides Roxas in SM, if only briefly. -Utilize Command Deck for entire game. -Don't half-ass the use of Disney NPCs in SM -More Disney bosses -More playable Disney characters in MM. & may I point out that absolutely all of this was possible on DS hardware? The choice of platforms for the game was the least of its problems. It was plagued from beginning to end by short-sighted planning & design & was treated as an afterthought compared to the more important BBS when they could've done so much more. 1 HeyMouseSayCheese reacted to this Quote Share this post Link to post Share on other sites
Smithee 327 Posted June 5, 2015 Dream Drop Distance - No Forced Drops, time travel, or retcon-spamming. 1 HeyMouseSayCheese reacted to this Quote Share this post Link to post Share on other sites
HeyMouseSayCheese 1,133 Posted June 5, 2015 & may I point out that absolutely all of this was possible on DS hardware? The choice of platforms for the game was the least of its problems. It was plagued from beginning to end by short-sighted planning & design & was treated as an afterthought compared to the more important BBS when they could've done so much more. I agree with everything you said except this. It being on the DS caused more than few issues for me- movement limited to eight directions, shit camera controls and lock on mechanics, lack of actual cutscenes due to space- that all could have been avoided if they'd made it on the PS2 (like every KH game should have been. ) That said, yeah, the majority of the game's problems stem from poor design and bad storytelling, and Re:Coded proved they can actually make a good KH game on the DS if they work more with those limitations (except lack of cutscenes), but if it weren't for the poor controls then I might have actually enjoyed the game in spite of its other flaws. Quote Share this post Link to post Share on other sites