Continued from the JRPG topic.
Had an extensive info dump from SBK, I'm sure he won't mind me sharing it here since it is mostly data. I removed the few points that had spoilers in them for those that want to avoid that kind of stuff. As always, it is a great read. Guy knows his stuff:
-Gameplay kind of feels like an inverted nu GoW. The fundamentals (basic attacking, moving, etc) are ok, but there's no internal logic/consistency in terms of moveset functions and how to different mechanics come together, if that makes sense.
-They messed with basic combo structure. Before the default combo string was 2 normal hits then 1 finisher, the finisher that would come out was contextual (for example if there were multiple enemies around you you'd do the AoE finisher automatically before the single target finisher), and you added more finishers to the string with the ability Finishing Plus. Finishing Plus doesn't exist in KH3, instead if you have special finishers equipped they'll just be added to the end of the string, and will always rotate through finishers in the exact same order (most apparent with the callback transformation using the same three finishers in the same order every string). Conversely, this screws magic, since you're limited to one magic finisher per string. The default string also starts with 3 normal hits
-Physical attacks are super imprecise, Sora will just randomly veer off to attack an enemy in a different direction, you whiff a lot, and there's a lot of awkward pauses in combos to try and make them feel more epic.
-Situation Commands, the big new system, are cancer. They're triangle prompts that appear to do big fancy attack X. What procs them makes zero sense, had Limit Breaks come up just walking into combat without attacking anything and the super Water spell appear while spamming Fire. It makes combat not only random, but far less deliberate (praying to RNGesus for good options to appear) and a nightmare for damage testing (which no one has done yet so there's very little understanding of the relative power of things). As the cherry on top, they cost zero resources to use either.
-To use keyblade transformations you have to land physical combos. Problem is the basic physical string is pretty crappy, so you end up in a situation like Pandora's Disaster gauge where you have to use bad attacks to access a reward that isn't really worth it over spamming other more effective options in the first place (more on that in a second).
-The few transformations I have so far seem decently executed, but have super tiny movesets (like MGR Unique weapon tier). Shield has a super babyfied version of RG (one of the few truly powerful attacks in the game). Was surprised the hammer and drill forms weren't trash, hammer is actually quite quick while having great reach while the drill seems to deal good damage at the cost of being finicky (reasonable).
-The keyblades with 2 transformations got crapped on. Not only do you have to use the first transformation to get to the second (having to build up the transform prompt again via physical attacks and no choice to switch the order transformations appear in), the first transformation doesn't get a 'Limit' and they halved the time you can stay transformed compared to the 1 transformation keyblades (which often have better forms *Ultima is a single transformation*).
-Magic is really boring. For regular Sora, Fire and Blizzard are just homing projectiles that explode with a crappy status on Blizzard, Water is the same thing except it conjures a hitbox around you before firing off (think Fire Storm from Megaman 1), Thunder and Aero are AoE overheads.
-They dropped the ball HARD on how transformations affect magic. Many don't change magic whatsoever. Of those that do (that I have), they turn all spells into the same thing of a different element (Serious Series: Serious Palette Swapping), and sometimes give Thunder/Aero their AoE effect on hit. Keep in mind it doesn't adjust the MP costs of the spells, even though all spells likely deal the same base damage. IE using any spell with the pistol transformation will just fire off two homing projectiles. No extra hitbox on water, no AoE for Thunder, nuthin. Hammer just creates two swirls around you, bazooka and drill fire a single elemental ball, etc.
-The meta for bosses so far is 'spam Fire', as it's the cheapest spell and boss counters are so f****** s*** that when they break out of hitstun they just get caught again immediately. This is the 'superboss' (massive spoilers if you click obviously): https://www.youtube.com/watch?v=CGr6B-Prh5s&t=43s
-They locked tons of important crap behind minigames and other such garbage (the reason the guy could spam magic so long is because of an accessory hidden behind taking pictures). Action fans rejoice.
-In general stat crap seems way more important than in KH2. Equipment boosts stats more than it used to, you have to upgrade keyblades, food boosts stats, you have to grind in Lv 1 to prevent completely falling off, etc.
-Most bosses are huge environmental types and either piss easy or massive clusterf***s (the non-Earth Titan fights are really bad). Huge hitboxes and lots of preventing you from getting close/harming them in annoying ways. Mob fights are almost as chaotic, you never feel in control (in a bad way).
-Shotlocks (the Limit replacement) are awful. They're dumbed down in terms of function and utility, and most are just bad (won't hit everything onscreen).
-They snuck in the aimed teleporting from Versus XIII (Nomura's still implementing ideas from it *driving mechas in combat being the other obvious one*).
-They lack of ways to restore MP via stuff like Drive Forms and Summons is a real pisser (forced to chug items).
-The justification for multiple keyblades having the same transformations is having different sets of pre-packaged passive abilities (what the game refers to as Drives). Only 1-2 of them really matter (defensive 'Drive' gets the 'can't die from a hit if I had more than 1 HP beforehand' abilities at any level).
-They shoed-in a smartphone as the game's log and the load screens are made up social media posts (thank God they don't reference a real world company).
-Ultima Weapon has two of the most important passive damage boosting abilities from KH2 (really shilling it).
-The ending boss gauntlets are multi-boss fights against dumbed down versions of KH2 bosses (probably setting the stage to recycle them as super versions in DLC).
-Overall they did better than I thought they would with the fundamentals and the transformations' regular attacks, but I'm mostly annoyed and bored. Playing it at Lv 1, understanding the full moveset better and skipping cutscenes will probably help a bit, but I just want to move onto better games (like LR).
Had an extensive info dump from SBK, I'm sure he won't mind me sharing it here since it is mostly data. I removed the few points that had spoilers in them for those that want to avoid that kind of stuff. As always, it is a great read. Guy knows his stuff:
-Gameplay kind of feels like an inverted nu GoW. The fundamentals (basic attacking, moving, etc) are ok, but there's no internal logic/consistency in terms of moveset functions and how to different mechanics come together, if that makes sense.
-They messed with basic combo structure. Before the default combo string was 2 normal hits then 1 finisher, the finisher that would come out was contextual (for example if there were multiple enemies around you you'd do the AoE finisher automatically before the single target finisher), and you added more finishers to the string with the ability Finishing Plus. Finishing Plus doesn't exist in KH3, instead if you have special finishers equipped they'll just be added to the end of the string, and will always rotate through finishers in the exact same order (most apparent with the callback transformation using the same three finishers in the same order every string). Conversely, this screws magic, since you're limited to one magic finisher per string. The default string also starts with 3 normal hits
-Physical attacks are super imprecise, Sora will just randomly veer off to attack an enemy in a different direction, you whiff a lot, and there's a lot of awkward pauses in combos to try and make them feel more epic.
-Situation Commands, the big new system, are cancer. They're triangle prompts that appear to do big fancy attack X. What procs them makes zero sense, had Limit Breaks come up just walking into combat without attacking anything and the super Water spell appear while spamming Fire. It makes combat not only random, but far less deliberate (praying to RNGesus for good options to appear) and a nightmare for damage testing (which no one has done yet so there's very little understanding of the relative power of things). As the cherry on top, they cost zero resources to use either.
-To use keyblade transformations you have to land physical combos. Problem is the basic physical string is pretty crappy, so you end up in a situation like Pandora's Disaster gauge where you have to use bad attacks to access a reward that isn't really worth it over spamming other more effective options in the first place (more on that in a second).
-The few transformations I have so far seem decently executed, but have super tiny movesets (like MGR Unique weapon tier). Shield has a super babyfied version of RG (one of the few truly powerful attacks in the game). Was surprised the hammer and drill forms weren't trash, hammer is actually quite quick while having great reach while the drill seems to deal good damage at the cost of being finicky (reasonable).
-The keyblades with 2 transformations got crapped on. Not only do you have to use the first transformation to get to the second (having to build up the transform prompt again via physical attacks and no choice to switch the order transformations appear in), the first transformation doesn't get a 'Limit' and they halved the time you can stay transformed compared to the 1 transformation keyblades (which often have better forms *Ultima is a single transformation*).
-Magic is really boring. For regular Sora, Fire and Blizzard are just homing projectiles that explode with a crappy status on Blizzard, Water is the same thing except it conjures a hitbox around you before firing off (think Fire Storm from Megaman 1), Thunder and Aero are AoE overheads.
-They dropped the ball HARD on how transformations affect magic. Many don't change magic whatsoever. Of those that do (that I have), they turn all spells into the same thing of a different element (Serious Series: Serious Palette Swapping), and sometimes give Thunder/Aero their AoE effect on hit. Keep in mind it doesn't adjust the MP costs of the spells, even though all spells likely deal the same base damage. IE using any spell with the pistol transformation will just fire off two homing projectiles. No extra hitbox on water, no AoE for Thunder, nuthin. Hammer just creates two swirls around you, bazooka and drill fire a single elemental ball, etc.
-The meta for bosses so far is 'spam Fire', as it's the cheapest spell and boss counters are so f****** s*** that when they break out of hitstun they just get caught again immediately. This is the 'superboss' (massive spoilers if you click obviously): https://www.youtube.com/watch?v=CGr6B-Prh5s&t=43s
-They locked tons of important crap behind minigames and other such garbage (the reason the guy could spam magic so long is because of an accessory hidden behind taking pictures). Action fans rejoice.
-In general stat crap seems way more important than in KH2. Equipment boosts stats more than it used to, you have to upgrade keyblades, food boosts stats, you have to grind in Lv 1 to prevent completely falling off, etc.
-Most bosses are huge environmental types and either piss easy or massive clusterf***s (the non-Earth Titan fights are really bad). Huge hitboxes and lots of preventing you from getting close/harming them in annoying ways. Mob fights are almost as chaotic, you never feel in control (in a bad way).
-Shotlocks (the Limit replacement) are awful. They're dumbed down in terms of function and utility, and most are just bad (won't hit everything onscreen).
-They snuck in the aimed teleporting from Versus XIII (Nomura's still implementing ideas from it *driving mechas in combat being the other obvious one*).
-They lack of ways to restore MP via stuff like Drive Forms and Summons is a real pisser (forced to chug items).
-The justification for multiple keyblades having the same transformations is having different sets of pre-packaged passive abilities (what the game refers to as Drives). Only 1-2 of them really matter (defensive 'Drive' gets the 'can't die from a hit if I had more than 1 HP beforehand' abilities at any level).
-They shoed-in a smartphone as the game's log and the load screens are made up social media posts (thank God they don't reference a real world company).
-Ultima Weapon has two of the most important passive damage boosting abilities from KH2 (really shilling it).
-The ending boss gauntlets are multi-boss fights against dumbed down versions of KH2 bosses (probably setting the stage to recycle them as super versions in DLC).
-Overall they did better than I thought they would with the fundamentals and the transformations' regular attacks, but I'm mostly annoyed and bored. Playing it at Lv 1, understanding the full moveset better and skipping cutscenes will probably help a bit, but I just want to move onto better games (like LR).