<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Kingdom Hearts on WISH</title><link>https://unix.dog/~wish/tags/kingdom-hearts/</link><description>Recent content in Kingdom Hearts on WISH</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Tue, 27 Oct 2026 13:24:12 -0400</lastBuildDate><atom:link href="https://unix.dog/~wish/tags/kingdom-hearts/index.xml" rel="self" type="application/rss+xml"/><item><title>Updates on my journey through Kingdom Hearts 3 Critical as a first-time player</title><link>https://unix.dog/~wish/posts/kh3_liveblog/</link><pubDate>Tue, 27 Oct 2026 13:24:12 -0400</pubDate><guid>https://unix.dog/~wish/posts/kh3_liveblog/</guid><description>&lt;h2 id="kh3-spoilers-ahead-mostly-mechanics"&gt;KH3 SPOILERS AHEAD (mostly mechanics)&lt;/h2&gt;
&lt;p&gt;After writing up my whole take on KH3D, which should be directly below this post, I realized that it might be a good idea to chronicle my first-time playthrough of KH3, mostly because I was playing it on Critical and felt I could discuss how it was on the gameplay end of things coming from lots of experience playing KH2 randomizer on Beginner and Proud, and hopefully eventually playing through the game again on Critical, something I&amp;rsquo;m very excited to return to. This will start with analysis of each zone as I come to it and end with me converting this into a total review of the game.&lt;/p&gt;</description><content>&lt;h2 id="kh3-spoilers-ahead-mostly-mechanics"&gt;KH3 SPOILERS AHEAD (mostly mechanics)&lt;/h2&gt;
&lt;p&gt;After writing up my whole take on KH3D, which should be directly below this post, I realized that it might be a good idea to chronicle my first-time playthrough of KH3, mostly because I was playing it on Critical and felt I could discuss how it was on the gameplay end of things coming from lots of experience playing KH2 randomizer on Beginner and Proud, and hopefully eventually playing through the game again on Critical, something I&amp;rsquo;m very excited to return to. This will start with analysis of each zone as I come to it and end with me converting this into a total review of the game.&lt;/p&gt;
&lt;h1 id="11526-monstropolis"&gt;11/5/26: Monstropolis&lt;/h1&gt;
&lt;p&gt;Most of this section was written three days earlier, when I got stalled on the world boss, but I just finished it now.&lt;/p&gt;
&lt;p&gt;God, Donald is written so much worse in this game. He&amp;rsquo;s just an asshole for no reason half the time. The whole &amp;ldquo;world order&amp;rdquo; thing never came up in any of the old games, and it feels so weird that it&amp;rsquo;s suddenly central here and in Toy Box; plus, his and Goofy&amp;rsquo;s interjections in the open world makes the game sound like those &amp;ldquo;KH if it was made in 2026&amp;rdquo; videos. I like the monster designs everywhere that&amp;rsquo;s not a menu, I&amp;rsquo;ll say, and the story is interesting enough for not being nearly 1:1 to the actual movie, what with starting after the movie and all, and the fact that Sulley actually did something was awesome. I am sad that they don&amp;rsquo;t seem to really recognize why Boo likes the violence in the dialogue, though, because those whole fights were&amp;hellip; weird? They were easily the worst part of the chapter.&lt;/p&gt;
&lt;p&gt;The Mirage Staff definitely makes combat more fun than it already is: It&amp;rsquo;s got so much flow, and it fits nicely in the lineup with Dead of Night and Shooting Star. Even its Shotlock feels powerful, fitting the role that Dead of Night is fitting for me and making it even better, and on top of the formchange, this thing is a beast. Even if Dead of Night has Magic Roulette already, the fact that it gets Aeroza means I don&amp;rsquo;t need to stress too much about grand magic access. I do hope some of the upcoming keyblades have some more interesting close-combat formchanges, though: Second Form is still nice, but it&amp;rsquo;s a bit high-maintenance.&lt;/p&gt;
&lt;p&gt;I really don&amp;rsquo;t get the complaints about Flowmotion in this game: Yes, it&amp;rsquo;s not KH3D Flowmotion, but it&amp;rsquo;s still incredibly fast, especially on maps like this one. It is exactly what it needs to be, and more, and it&amp;rsquo;s not overtuned. I do get that there are pretty common breaks in the movement, but for a mechanic that isn&amp;rsquo;t even supposed to be that major, especially considering how much Superjump was nerfed, it fits the game very well where it works. The movement minigames very much highlighted how good this game can feel when I&amp;rsquo;m not locked down in my movement: When it sucks, it really, really sucks.&lt;/p&gt;
&lt;p&gt;First thing I did when I got back was farm a level, but I don&amp;rsquo;t think I really needed that more than learning the game. That world boss was brutal. I&amp;rsquo;m kinda happy it was: I hated it at first, but a bit of learning made the health bar a lot less intimidating. Admittedly, I like that the health bars are so large: It does sit at odds with the whole storyline of Sora being Metroided, but it makes the battles feel more substantial, that Sora is stronger than he used to be and is fighting even stronger threats. I do wish Counter Kick did more damage on its own, honestly, as it&amp;rsquo;d be very useful if it was, especially when you&amp;rsquo;re guarding this often as you are in this game. It makes formchanges that aren&amp;rsquo;t Second Form awkward, as the dodge can only do so much without much invincibility.&lt;/p&gt;
&lt;h1 id="102726-kingdom-of-corona"&gt;10/27/26: Kingdom of Corona&lt;/h1&gt;
&lt;p&gt;There&amp;rsquo;s a trend set by this zone that I hate, because Toy Box literally didn&amp;rsquo;t do this and instead opted to do such an interesting story instead: Literally, what happened was the movie verbatim, except Sora, gang, and a member of the Organization are there, fighting in the background. Rapunzel doesn&amp;rsquo;t acknowledge the big Heartless, nor does she need to: Sora&amp;rsquo;s big bossfight is literally the B-plot of a story that half of the game&amp;rsquo;s runtime is exclusively centered around. It makes the story of the zone feel disappointing and weak in comparison, which sucks, because the only thing wrong with Toy Box was how Gigas-dependent it was.&lt;/p&gt;
&lt;p&gt;The combat in this world was very fun regardless of the plotline issues and let me really experiment with the system at large. The Nobody category (re?)-introduced here was a bit annoying with its i-frames, but they weren&amp;rsquo;t too bad, all things considered. The insight I got out of this zone, however, was centered around the flaws of this system, and furthermore reinforced to me that yes, I was right to just play in Critical for my first playthrough: Yes, so much of it is Y-button oriented, but there are so many possible actions that you can get on that Y button, especially given how good the Dead of Night is with grand magic: At one point, I had a grand magic, team attack, and attraction in the queue at once, and very notably, attractions are extremely good even without invincibility thanks to how hard to hit you are during them while dishing out good AoE (as are Links, to a lesser extent). Flare Force is incredibly strong, as always, and grand magic is still a great option when it comes up, so really, as long as you&amp;rsquo;re playing actively enough, there&amp;rsquo;s always going to be something just a little too good in the green menu. It&amp;rsquo;s a shame that banking on situation commands and Link is so much more effective than formchanges at this point in the game, because formchanges are a very fun mechanic, and I wonder if there&amp;rsquo;s a shift here.&lt;/p&gt;
&lt;p&gt;I think Shooting Star needs to be highlighted here thanks to just how good its full-charge shotlock was against the boss. Can&amp;rsquo;t airstep? Cash in some extra damage while you airstep anyways, but it does cost a major resource at the very least. The formchange on it is also really convenient, even against the midboss where it shouldn&amp;rsquo;t really work, just because you can air stall with it and not really have to worry about aiming all that much. It&amp;rsquo;s a shame that the Shooting Star and Kingdom Key/Dead As Night feel like the only important keyblades: I tried putting Favorite Deputy to use, but wasn&amp;rsquo;t able to get too much out of it, and despite its incredible finisher, I&amp;rsquo;ve kinda given up on Hero&amp;rsquo;s Origin just because the formchange itself isn&amp;rsquo;t fun and doesn&amp;rsquo;t really have much over the Dead As Night.&lt;/p&gt;
&lt;p&gt;Going back to that world boss, I&amp;rsquo;m very upset by the game design trend that&amp;rsquo;s been a thing since Birth By Sleep: The amount of crowd-control mechanics that get applied to the player in the modern games is infuriating. It&amp;rsquo;s not nearly as bad as it was even in KH3D, sure, but it&amp;rsquo;s still enough to be notable, and I doubt they&amp;rsquo;re ever going to stop.&lt;/p&gt;
&lt;p&gt;Shoutouts to the Kupo Coin, by the way. I&amp;rsquo;m gonna need it until Second Chance, which is at&amp;hellip; level 48? Or a minigame in San Fransokyo? It&amp;rsquo;ll be a little bit. Also Once More, but that&amp;rsquo;s level 28, so that&amp;rsquo;s not coming any soon either.&lt;/p&gt;
&lt;h1 id="102726-olympus-twilight-town-and-toy-box"&gt;10/27/26: Olympus, Twilight Town, and Toy Box&lt;/h1&gt;
&lt;p&gt;I&amp;rsquo;m glossing over Olympus and Twilight Town because I decided after starting a Proud save that I&amp;rsquo;d rather just straight up go for the Oblivion, so I restarted on Critical (with EZ codes enabled, just in case I end up getting ruined, though I don&amp;rsquo;t think that&amp;rsquo;ll ever be the case). The game definitely feels much easier when I have some of the tools to deal with things, especially Attractions and Shotlock, made more important by the fact that Links don&amp;rsquo;t have invincibility in exchange for an upfront heal attached to them. It feels like there&amp;rsquo;s so much going on in this game, but the fact that nearly all of that is coupled to the Situation Command system is honestly quite nice.&lt;/p&gt;
&lt;p&gt;Olympus is a pretty simple zone, which is fine as an introduction to everything and a rush to actually get Sora going on the plot, but personally, I don&amp;rsquo;t understand why it was stuck where it is. It&amp;rsquo;s a great tutorial and not much else: The zone boss was a bit weird, all things considered. I don&amp;rsquo;t even like the keychain that comes from it over Favorite Deputy, which literally just comes two zones later. When Hades&amp;rsquo; VA will come back literally every time he is called upon, though, I can get why Olympus keeps showing up: At the very least, they found a way to make it fresh this time.&lt;/p&gt;
&lt;p&gt;Twilight Town was interesting, if small. It is interesting seeing the renovations after the fact, but especially having played KH2 so recently, it&amp;rsquo;s upsetting that the place you&amp;rsquo;d historically frequently go to see the mansion got patched up, leading further to a whole remapping of the outside of the walls that doesn&amp;rsquo;t mean all that much. Remy being present here is honestly very fun: I do like seeing a zone with all of the extra characters, what with the Final Fantasy characters in Traverse Town in KH1 and Hollow Bastion in KH2, but it&amp;rsquo;s awkward that there&amp;rsquo;s never one place they can keep coming back to each game. It&amp;rsquo;s definitely also upsetting that the lore-important Final Fantasy characters straight up aren&amp;rsquo;t present in this game, and with what we know about KH4, I have a feeling that&amp;rsquo;s just going to keep happening. Not much to say about Twilight Town as a combat zone, all things considered, but at least it makes a fine hub, if claustrophobic.&lt;/p&gt;
&lt;p&gt;Toy Box was a nightmare to get through until I resigned to using a Gigas everywhere I could find one, because otherwise, enemy Gigas might as well be invincible: For a first zone after Olympus, combat feels so lopsided, and the fact that this world has a unique appearance for the main crew makes it feels like an even weirder standout for a first world, much like Land of Dragons from KH2 and very much unlike Traverse Town and Wonderland from KH1. It&amp;rsquo;s the same as Olympus in KH2 for me, where I just don&amp;rsquo;t get to play around with the main mechanic of the game where it counts, and so early at that: It&amp;rsquo;s a further shame that this happened for me again in KH2 in Pride Lands, and I really hope that this doesn&amp;rsquo;t stay a problem in this game and I can actually use the mechanics. This is the reason I found the world boss fun by comparison, though it could be hard to approach, and I did enjoy the miniboss as well because I could do so much of everything. Kingdom of Corona looks very promising so far in that regard, and I&amp;rsquo;m very excited for where the story goes, plus the fact that it&amp;rsquo;s much easier than Toy Box was, as far as I can tell.&lt;/p&gt;
&lt;p&gt;Looking forward to update this post the next time I get back to KH3.&lt;/p&gt;</content></item><item><title>Dream Drop Distance, my childhood KH game and the bosses I finally beat</title><link>https://unix.dog/~wish/posts/kh3d_review/</link><pubDate>Tue, 27 Oct 2026 12:07:39 -0400</pubDate><guid>https://unix.dog/~wish/posts/kh3d_review/</guid><description>&lt;p&gt;&lt;img src="https://unix.dog/~wish/img/khddd_hd.jpg" alt="A jacket for KH3D HD. Inside of a viewpoint, Sora and Riku hold their keyblades over their shoulders while looking out from on top of a building, with Sora leaning on a particularly rotund Dream Eater."&gt;&lt;/p&gt;
&lt;p&gt;Before I say anything about the content of the game: Only buy the 2.8 collection if you&amp;rsquo;re getting it as part of Integrum Masterpiece or I-III. Compared to the four games and two cutscene collections you&amp;rsquo;d get from 1.5+2.5, 2.8 offers one of the shortest games in the main series (though 3D isn&amp;rsquo;t trivially short), a tech demo/playable lore explainer that is far shorter, and only one cutscene collection. I adore KH3D, but I would not rush to recommend it to anyone over a game like KH2 and everything else that is in that collection: Even if you&amp;rsquo;re mostly coming to it for KH1 and KH2 alone, it is still more worth it than only getting KH3D.&lt;/p&gt;</description><content>&lt;p&gt;&lt;img src="https://unix.dog/~wish/img/khddd_hd.jpg" alt="A jacket for KH3D HD. Inside of a viewpoint, Sora and Riku hold their keyblades over their shoulders while looking out from on top of a building, with Sora leaning on a particularly rotund Dream Eater."&gt;&lt;/p&gt;
&lt;p&gt;Before I say anything about the content of the game: Only buy the 2.8 collection if you&amp;rsquo;re getting it as part of Integrum Masterpiece or I-III. Compared to the four games and two cutscene collections you&amp;rsquo;d get from 1.5+2.5, 2.8 offers one of the shortest games in the main series (though 3D isn&amp;rsquo;t trivially short), a tech demo/playable lore explainer that is far shorter, and only one cutscene collection. I adore KH3D, but I would not rush to recommend it to anyone over a game like KH2 and everything else that is in that collection: Even if you&amp;rsquo;re mostly coming to it for KH1 and KH2 alone, it is still more worth it than only getting KH3D.&lt;/p&gt;
&lt;p&gt;Now that that&amp;rsquo;s out of the way: Kingdom Hearts Dream Drop Distance is no masterpiece, nor did I expect it to be one, but stands up the systems that took center stage in previous games and improved them. For one, the command deck system is more interesting to use in this game, as there&amp;rsquo;s not much in the way of it as there is in Birth By Sleep, as many of the mechanics that could&amp;rsquo;ve gotten in the way of a system like that were moved off to the Spirits. Speaking of, the Spirits made me feel like party members actually mattered in important moments, compared to a game like KH2 where it felt like I only really needed my party members for healing and Drive forms: Obviously, the Limits they provide Sora are powerful and the Drive forms they provide Riku are fun (if situational), but the ability boards are incredibly powerful vectors of progression, and even just what some of those spirits can do in active battle make them so influential in a game where combat can be slower at points than 1, 2, or 3. The combat actions outside of the active command deck are quite neat, and this game feels like a big part of the series&amp;rsquo; attempt to make blocking stronger, what with all of the defensive and movement options that center around it, especially on Riku&amp;rsquo;s side. Though it feels very sloppy in its use in extended combat, save for Blow-Off, Flowmotion feels incredible: I get why they nerfed it in 3 because it&amp;rsquo;s so powerful here, but I appreciate what that power lends to how this game is able to design its huge maps and load them full of places to explore, a prospect that terrifies me about going into this game&amp;rsquo;s randomizer, especially with 14 total areas to explore across the two characters.&lt;/p&gt;
&lt;p&gt;As for the game&amp;rsquo;s difficulty: It&amp;rsquo;s surprisingly hard when your only line of defense is Second Chance, and even then, you can kind of just be nuked out of the blue. In Proud Mode, I had to farm a little bit just to take on some of the bosses near the end of the game, including one farming loop of the final zone during the break in the five phase boss rush that succeeded it, and also including hobbling together an A-rank rare spirit that ended up having an incredible heal, lockdown, and ability board. When you know how good Balloon is, however, much of the game&amp;rsquo;s damage check woes disappear: As soon as you get your hands on Balloonra and, eventually, Balloonga, fights start to take less and less time and depend on fewer and fewer stressful interactions. It&amp;rsquo;s a shame the game&amp;rsquo;s meta can be so easily broken down, but if it helps the experience, I don&amp;rsquo;t personally mind.&lt;/p&gt;
&lt;p&gt;On the drop meter, since I wanted to mention it at this point and only realized I didn&amp;rsquo;t until after I had finished the spoiler section: It&amp;rsquo;s probably not a mechanic for everyone, but I appreciated how it assisted pacing, personally: I appreciated that the alternation wasn&amp;rsquo;t mandated all the way through, and that meant I could be in slightly different places on each side and have it make sense. I don&amp;rsquo;t like how hard things were gated at some point, but I suppose I get it: At that point, you can have some pretty big desync on both sides and not really attend to it until then.&lt;/p&gt;
&lt;p&gt;I am looking forward to giving the randomizer for this game a meaningful chance: It looks fun with a lot going on, and I appreciate how they integrate drops into the item pool instead of using the additional meter because they can afford to do so. It&amp;rsquo;s also so much easier to setup than any game from the 1.5+2.5 collection: Just get OpenKH running with the Lua backend, install a mod, and hook up the client before you start playing, no patch needed. I think I&amp;rsquo;ll have a really fun time, especially given how much I enjoyed the base game.&lt;/p&gt;
&lt;h2 id="spoilers-ahead"&gt;SPOILERS AHEAD&lt;/h2&gt;
&lt;p&gt;Back to the difficulty for a moment: Fuck Anti Black Coat Nightmare. I got stuck on it as a kid and I got stuck on it returning to it, to the point where I beat Xemnas first. Basically every other fight is interesting, especially in the final boss rush, but even just in the game overall (see: The Chill Clawbster fight had such a cool ending, what with actually using Monstro to finish them off), but Anti Black Coat Nightmare was a miserable experience I had to slog through to get to fights I could actually parse, fights like Young Xehanort in particular (which I&amp;rsquo;m glad had a break zone so I could go farming). There is no reason a boss with attacks that are only as readable as they are should have lifesteal up three bars of health as well.&lt;/p&gt;
&lt;p&gt;In contrast to my rage, I will say that I did think that this game is a high point in the series&amp;rsquo; lore, primarily among the games after 2. A few things that should&amp;rsquo;ve been explained in this game weren&amp;rsquo;t, but it sent up the general notion of things to come, and especially on Sora&amp;rsquo;s side (but even on Riku&amp;rsquo;s), compared to Birth by Sleep and what I&amp;rsquo;ve seen by 3, the dialogue in many of the worlds feels much more natural and in-line with the good parts of 2. The world choices were interesting: Realistically, Musketeer world shoudl not have existed over Fantasia, but I appreciate that they at least tried to do something that explored Mickey, Donald, and Goofy, given that Fantasia couldn&amp;rsquo;t really do that. It just doesn&amp;rsquo;t make sense that both of those worlds were considered sleeping and independently held copies of Mickey. Maybe more dialogue could&amp;rsquo;ve gone to Symphony of Sorcery instead? I know they had to do it at the start and for the boss cutscene, but it feels like there was room for much more that could have been explored. The entire exchange at the end of the game was actually a very interesting exploration of the core game mechanic; honestly, I think it&amp;rsquo;s a very fun touch that the Drop meter just disappears after Sora is taken, obviously because there&amp;rsquo;s no point to having it, but also, given how big it is on the screen, it really drives that point home.&lt;/p&gt;</content></item><item><title>Kingdom Hearts 2 and Birth By Sleep were fun games that deserve a lot more to themselves</title><link>https://unix.dog/~wish/posts/kh2_khbbs_review/</link><pubDate>Wed, 12 Aug 2026 11:24:36 -0400</pubDate><guid>https://unix.dog/~wish/posts/kh2_khbbs_review/</guid><description>&lt;p&gt;&lt;img src="https://unix.dog/~wish/img/kh2_final_mix.jpg" alt="A jacket for KH2 Final Mix. From left to right: Kairi, Namine, Donald, Roxas, Sora, Mickey, Goofy, and Riku are standing and sitting on thin white poles in front of clouds shaped like hearts."&gt;&lt;/p&gt;
&lt;h1 id="major-spoilers-for-both-games-ahead-you-have-been-warned"&gt;MAJOR SPOILERS FOR BOTH GAMES AHEAD. YOU HAVE BEEN WARNED&lt;/h1&gt;
&lt;p&gt;I played through Aqua&amp;rsquo;s story in Birth By Sleep first, thinking it&amp;rsquo;d make a good Archipelago game, then played both her and Ventus&amp;rsquo; stories in an Archipelago randomizer; I haven&amp;rsquo;t played through Terra&amp;rsquo;s story at all yet, but if I return to the game outside of randomizer, I might. Afterwards, I played through 2 Final Mix over the course of a week. I enjoyed both for different reasons; the combat in both games was very fun, the progression was interesting, and at its high points, the lore was captivating. I do acknowledge that I played them out of order and that isn&amp;rsquo;t exactly the best, leaving me with a weird slice of lore insight, but I think I at least partially made up for that by watching Do No Harm in two sittings after finishing 2 (I do jest, but knowing what I already did about KH lore, this helped me understand the bits I missed surprisingly well for what it was); beyond that, I think 2 is a wonderful Archipelago game, despite its currently dismal Linux support, and Birth By Sleep does a passable job on that front as well for how short it is; in fact, I&amp;rsquo;ve been test genning my YAML for Kingdom Hearts 2 recently, and it&amp;rsquo;s been very fun so far.&lt;/p&gt;</description><content>&lt;p&gt;&lt;img src="https://unix.dog/~wish/img/kh2_final_mix.jpg" alt="A jacket for KH2 Final Mix. From left to right: Kairi, Namine, Donald, Roxas, Sora, Mickey, Goofy, and Riku are standing and sitting on thin white poles in front of clouds shaped like hearts."&gt;&lt;/p&gt;
&lt;h1 id="major-spoilers-for-both-games-ahead-you-have-been-warned"&gt;MAJOR SPOILERS FOR BOTH GAMES AHEAD. YOU HAVE BEEN WARNED&lt;/h1&gt;
&lt;p&gt;I played through Aqua&amp;rsquo;s story in Birth By Sleep first, thinking it&amp;rsquo;d make a good Archipelago game, then played both her and Ventus&amp;rsquo; stories in an Archipelago randomizer; I haven&amp;rsquo;t played through Terra&amp;rsquo;s story at all yet, but if I return to the game outside of randomizer, I might. Afterwards, I played through 2 Final Mix over the course of a week. I enjoyed both for different reasons; the combat in both games was very fun, the progression was interesting, and at its high points, the lore was captivating. I do acknowledge that I played them out of order and that isn&amp;rsquo;t exactly the best, leaving me with a weird slice of lore insight, but I think I at least partially made up for that by watching Do No Harm in two sittings after finishing 2 (I do jest, but knowing what I already did about KH lore, this helped me understand the bits I missed surprisingly well for what it was); beyond that, I think 2 is a wonderful Archipelago game, despite its currently dismal Linux support, and Birth By Sleep does a passable job on that front as well for how short it is; in fact, I&amp;rsquo;ve been test genning my YAML for Kingdom Hearts 2 recently, and it&amp;rsquo;s been very fun so far.&lt;/p&gt;
&lt;p&gt;What this series does well, it does incredibly, but what it does poorly can be just as grating. What&amp;rsquo;s weirder to me is that what one game between the two I played fails to do, the other does wonderfully, most times. I wonder how I&amp;rsquo;d like Dream Drop Distance if I played it again as an adult, because I have a feeling it could either disappoint or be the best of both worlds.&lt;/p&gt;
&lt;h2 id="combat-and-character-progression-each-game-gets-it-right-in-one-way-but-falls-short-in-others"&gt;Combat and character progression: Each game gets it right in one way, but falls short in others&lt;/h2&gt;
&lt;p&gt;Birth By Sleep is short. Its progression for all three characters is comparatively limited, 20 levels shorter than KH2 with much faster zones of progression that almost feel like they start and end in a heartbeat (unless you&amp;rsquo;re playing them in Archipelago, after which you will dread that stupid maze in Maleficent&amp;rsquo;s castle for a long time). What&amp;rsquo;s weird is that it does this while flooding the game with mechanics on top of that: The command deck, finishers + two layers of command styles, shotlock, and D-links, just to top it all off. It&amp;rsquo;s unfortunate that the latter two systems feel like afterthoughts, especially because they also feel like they would only ever work in BBS, partially because shotlock feels optional, even if it is strong (especially as some commands replicate its niche anyways), and the entire game can easily be completed without worrying about the D-Link mechanic at all and just building your own deck up to par instead, which is what I did (not helped by the fact that D-links just seems to be inaccessible at points where you&amp;rsquo;d actually need them for health and cooldown resets, which is weird, because Sora can basically do that exact same thing with a drive form, especially Limit Form, in KH2FM).&lt;/p&gt;
&lt;p&gt;What Birth By Sleep is at its best is a game centered primarily around the command deck and command styles, both of which are really fun systems and the former of which I have fond memories of thanks to my time playing Dream Drop Distance as a kid (though it&amp;rsquo;s clear that 3D evolves considerably on the system). Command styles are arguably the easier thing to talk about first, because I&amp;rsquo;m going to have a ton of things to say on the actual composition of a command deck itself: They are satisfying to pull off and fun to use, to which they feel more akin to what I like about drive forms while being as flexible as BBS allows combat to be, mostly compared to 2. Command styles feel powerful and somewhat limited without being a chore to get one&amp;rsquo;s hands on in a way that gets me to not really complain about the base kits, and that&amp;rsquo;s quite nice; to an extent, it makes up where progression in this game doesn&amp;rsquo;t tread.&lt;/p&gt;
&lt;p&gt;Though I&amp;rsquo;m very fond of the command deck system, I ultimately have mixed feelings on the subject matter thanks to how fun the system is and how flexible it makes kit building in this game compared to 2, but the meta I eventually find myself settling into in it. The command deck system is super fun; you can build into either strike or magic without much worry and commands come back in their own time, plus it means you don&amp;rsquo;t have to fuss over potion management ever like you&amp;rsquo;re forced to at times in 2. It is fun, it makes combat feel responsive even without command styles, and it is incredibly, incredibly versatile to just how you want to do things. The issue is that, thanks to having zero checks and balances on what you can run besides multislot commands that ultimately aren&amp;rsquo;t worth their weight in many builds, I can easily just pivot my build into magic and run a relatively safe build comprised entirely of Thundaga, Curaga, and Mine Square, and the endgame bosses make me feel like I have to do that to stand a chance: Fire and Blizzard are too unreliable for what they are, strike attacks that don&amp;rsquo;t work like Sonic Blade feel too risky with their windups, and CC is useless against bosses (save Mine abilities against Vanitas), so the easiest build to run just ends up doing a lot more than I feel it should. The command deck did its purpose, but I wish there was a way for it to do that and to feel better about working with it without a loadout like that.&lt;/p&gt;
&lt;p&gt;2, on the other hand, has a very different, more traditional system, albeit with a party behind you to offset some of its limitations, such as the use case of Cure. The issue I had with nearly all of KH2&amp;rsquo;s extra meters is that they all feel really limited in application: The drive gauge can fill up quite slowly at times, but worse off (without drive forms to refill MP and HP for you), the MP gauge has so much downtime in its usage: MP orbs from opponents aren&amp;rsquo;t ever nearly enough to sustain the meter save for one or two more attacks (as I abused in the Thousand Heartless War to level up Limit Form), and MP charge is very slow, further accentuated by the fact that so many things put you in MP Charge: Overcasting any magic type that isn&amp;rsquo;t Cure, using Cure a single time, and calling in a Limit (which made me not want to use Limits at all), as well as I&amp;rsquo;m sure other things I&amp;rsquo;m neglecting to mention, and in MP Charge, you&amp;rsquo;re left without tools like Reflect or Cure that&amp;rsquo;d save you so much hassle if they were just there. Again, the drive forms do help in offsetting that deficit, but if you decide to choose Valor Form, or worse, accidentally roll Anti Form, you&amp;rsquo;re left without the reasonably safe option that is Leaf Bracer Cure.&lt;/p&gt;
&lt;p&gt;What makes up for the loss in MP is the entire drive gauge mechanic, as it ends up acting as a second invincible heal and a full mana regen whenever used, on top of the fact that it makes Sora feel all the more satisfying in combat. Valor Form is fun even without access to magic, Wisdom Form has some very nice use cases while making most magic types feel more fluid to use (especially the stationary Fire, which, despite its utility, feels a lot less useful here than it does in any command deck game), Limit Form is a literal cheat code in fights where Donald or Goofy isn&amp;rsquo;t present, Master Form is the coolest shit ever and makes magic cooler than it has ever been, Final Form is just as cool as Master Form already was (which I say because I haven&amp;rsquo;t really gotten much of a chance to use it over Master Form, unfortunately), and summons&amp;hellip; Personally, I&amp;rsquo;d rather just pop a potion on Donald and tag into Master or Final Form instead. My only issue with the drive forms is how annoying they can be to level up, requiring me to use a ton of forms and then inevitably get punished when Anti Form procs instead, especially because they end up gating some useful movement tools (which are more useful if you don&amp;rsquo;t play on Proud Mode, but are just massive quality of life to have at all, which the randomizer is really showing me); for one, I was pissed when I realized Glide was locked behind Final Form of all things (which is fair, just annoying), even after I spent a lot of time leveling up the other forms to get those movement tools, which are all still quite cool.&lt;/p&gt;
&lt;p&gt;That does bring me back to one more thing about Birth By Sleep that upsets me to no end: Of all three of the characters you get to play as, none of them actually have a complete kit; sure, none need it, but having access to Glide in Disney Town&amp;rsquo;s miserable platformer section was such a breath of fresh air after playing Aqua through. Sora only gets Glide at the literal end of the game, but at least he actually gets it; Aqua and Terra never even get Glide to begin with, and it makes handling them feel all the worse. Even though Flowmotion exists to make up for it, it is still quite disappointing to know that Riku doesn&amp;rsquo;t get Glide in KH3D, even though Sora does. &amp;hellip;Maybe another game.&lt;/p&gt;
&lt;h2 id="where-each-game-drops-the-ball-on-lore-and-where-they-ace-it-instead"&gt;Where each game drops the ball on lore and where they ace it instead&lt;/h2&gt;
&lt;p&gt;Kingdom Hearts 2 has an incredible final chapter: A reunion with Riku, Kairi using a keyblade, Ansem the Wise revealing himself, and the culmination of so much that was barely even drip-fed throughout the Kingdom Hearts story. Even though it wowed me thoroughly, it pointed out how poorly paced the entire story of the game is: We see so much elaboration on Roxas&amp;rsquo; life at the start of the game, only to have to wait until the very end of the game to fight him, and for Sora to learn what really happened, despite literally having a photo of the guy that Riku airdropped him. I feel like half of what happened in the World That Never Was could&amp;rsquo;ve been spread out across the game, as opposed to Sora jumping from world to world only to find dead ends; while both games are absolutely burdened by the Disney plotline quota, this game falls victim to it a bit too hard, when Riku, Kairi, or someone like Axel showing up earlier would&amp;rsquo;ve made things a million times more interesting on the throughline. I would&amp;rsquo;ve massively appreciated the plotline that Ansem is back all of the sudden, but now as an ally with a keyblade, and Sora is having to grapple with his trust before realizing on his own that yes, that is in fact Riku; on that note, I do think Riku suddenly getting his old form back feels really forced thanks to how close to the endgame it is, and I would&amp;rsquo;ve loved the atonement to happen over time with his first appearance to the end as opposed to suddenly because Ansem the Wise was an idiot and nothing else. It&amp;rsquo;s definitely telling of 2&amp;rsquo;s plotline that I have literally nothing to say about most of the rest of the game (save Hollow Bastion, which I do appreciate as that sort of non-Disney focused zone and a proper place to drive the plot): So much happens in the World That Never Was that the lead-up to it is practically lost.&lt;/p&gt;
&lt;p&gt;Where 2 fails to pace itself, Birth By Sleep does a much better job at the same task, even with its shorter narratives: Key moments are executed well and contain inklings of the important story that do build up nicely when it&amp;rsquo;s finally time to go to the Keyblade Graveyard, namely the encounters with Maleficent that demonstrate her rise to power as commander of the Heartless in 1 and 2, as well as, at least in Aqua&amp;rsquo;s case, the encounters with Vanitas that tie into story points and tease her final boss. The pacing is nice, any cross-encounter between the trio makes for good, lore-filled moments, and there&amp;rsquo;s a lot of good attention to detail in the overarching plot. It&amp;rsquo;s a shame that the Disney quota plotlines and a lot of the voice acting are dry, stale, and at times, just hard to listen to, in a way that makes me wonder how they managed to do so much better with a game released five years earlier. This point is the reason I&amp;rsquo;m even reviewing my experience with these games together, because actually going back to play KH2 is such a breath of fresh air when it comes to enjoying a game for the story, even if it is a lot longer and harder to sit through all at once. It&amp;rsquo;s a shocking world of difference.&lt;/p&gt;
&lt;p&gt;In short, if you take 2&amp;rsquo;s strong plot and give it the pacing you gave Birth By Sleep, you&amp;rsquo;d be in a lot better hands than the story I ultimately sat through in 2.&lt;/p&gt;
&lt;h2 id="how-do-they-play-in-archipelago"&gt;How do they play in Archipelago?&lt;/h2&gt;
&lt;p&gt;To conclude this all, I&amp;rsquo;m going to speak on the thing that ultimately drove me to play these games in the first place: The randomizer integration. As I&amp;rsquo;ve mentioned before, it&amp;rsquo;s the sort of thing that&amp;rsquo;s actually getting me to play through new games recently, which is definitely a breath of fresh air compared to the stale routine I found myself on for a while before of wanting to play so many things I would never get to; in the case of both of these games, I think I definitely reaped something positive with enjoyable implementations all the way around, one alright and one unsurprisingly great.&lt;/p&gt;
&lt;p&gt;Birth By Sleep&amp;rsquo;s implementation is nice, somewhat short and sweet for what it is while not having too much to do to get to that point, but suffers from a key issue, being that commands as randomizer items is a gate easily circumvented by the game. You only need one of a command to buy many, and commands will often come as part of bundles you get for visiting new zones anyways, so it&amp;rsquo;s difficult to track logic when Fire and Thunder are supposed to be blockers that you can instead just buy at the store if you go long enough without them. Navigation in this game isn&amp;rsquo;t nearly as interesting as it is in 2, especially given movement at the start in that game, so it isn&amp;rsquo;t as interesting, and all you really need to get a loadout that will get you through Keyblade Graveyard is Thundara and Cura, which aren&amp;rsquo;t that hard to come across when your game has so many items. It&amp;rsquo;s an easily defeatable implementation that&amp;rsquo;s balanced out by its other progression items and fun combat to make something that&amp;rsquo;s nice, but not great like 2 is.&lt;/p&gt;
&lt;p&gt;2, on the other hand? Thanks to a very robust array of mods, including one that turns the Garden of Assemblage into an access hub for all of the worlds in the game, as well as the option to give yourself a level of all of the movement abilities right at the start, progression isn&amp;rsquo;t unnecessarily difficult, save for the amount of farming one needs to do in the World That Never Was in order to compete in some of the later zones, as unlike Birth By Sleep, zone levels are not adjusted to their point in progression, a quality of life change I really wish was present here. It is definitely upsetting that, as a Linux user, I have to install an entirely seperate Archipelago client through Proton to play with any reliability, especially given the amount of hassle that is to boot compared to the much more streamlined Birth By Sleep implementation that feels just like any other game would, so I&amp;rsquo;m looking forward to playing the updated client whenever it finally comes out of beta; that&amp;rsquo;ll be a game changer.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;ve played Birth By Sleep multiple times in multiworlds now and am still pushing through my test gen of 2, but am looking forward to playing it the next time I get the chance to toss a YAML somewhere. I had a ton of fun the first time around and I know I&amp;rsquo;ll have a ton of fun again.&lt;/p&gt;</content></item></channel></rss>