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TopicCan somebody explain the whole Ansem/Xemnas/Xehanort thing to me
papercup
04/29/22 11:47:46 PM
#26:


Okay so thinking about all the problems KH games have, I have some ideas on how I would have designed BBS and DDD

BBS: Terra and Ventus's campaigns are out. Maybe Ventus can be a short post game campaign or something, like Riku's story in Chain of Memories. But the main focus of the story should be told from Aqua's perspective. Then restructure the story to make more sense told from her perspective. None of this "you have to see the same story bits from different perspectives" nonsense that just leaves a first campaign run through a disjointed mess. Maybe Terra can be a sidekick character, Aqua is trying to steer him from the path of Darkness while they're investigating the Unversed, but she ultimately fails.
Then for BBS combat, revenge values need to come back. Bosses being able to break out of combos for no reason and killing you doesn't feel good. Playing KH2, you'll most likely pick up that something is going on with bosses reacting to combos, but with more experience you'll master how it works and how to play with and around it. The way BBS works now, going from KH2 is jarring. Why fix what aint broke? And speaking of combos, make the combos feel more like KH2 combos. You don't have to get rid of the command deck entirely, but it feels like it's holding combat back. I actually like the idea of the command deck a lot, it can stay, but it needs serious streamlining. Melding the same commands over and over and over isn't fun, it's tedious. Maybe once you meld a command once, the moogle can sell you a level 1 version of it. That way the commands you need to master 5 times, don't also require you to master 10 or more other commands all over again.
Oh also because we made Aqua the only playable character, and she's more of a floaty, magicy charater than Sora or Riku, you can also expand the D-Link system to augment or change her abilities to make her play more like Sora if you want, or you can mix and match and experiment and find a play style that fits you. Kingdom Hearts is known for variety after all.
Then for DDD, get rid of Sora's story. Let Riku shine. In a lot of ways, he's a more interesting character than Sora. That way you also don't get the 3rd retread of KH1's story, and you get to experience these worlds from different perspective. Like what 358/2 did, but better. Also because Sora doesn't have a campaign now, the ridiculous, flow breaking Drop system is gone. You can focus on the Flow system, and integrating it more into the combat and combos. You can also bring over the command deck changes we made to BBS, and for the love of God, make more commands viable than just Balloon.
In addition, you can keep the Pokemon system, but it needs serious changes. First of all, get rid of the minigames. They're not fun, and they're just tedious busy work. The way the Pokemon should work is, their progression trees have 2 halves to them, shaped something like this <><= the first half has minor stat changes and spells, some can maybe be permanent upgrades and the middle point is definitely a permanent unlocked ability. Stuff like Leaf Bracer and Once More. Things you want and need. Everything on the right half of the board are only applicable when you have that specific Pokemon equipped. That way you can still try out a lot of different Pokemon, see how they all work, while also getting permanent progression and getting a taste of what each one has to offer. Then once you have all the abilities you want, you can then focus on progressing the Pokemon you actually want to use.

There, without really touching the overall plot of Kingdom Hearts, I fixed the side games that should be much better than they actually are.

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