![]() If you had to point to one moment where Kingdom Hearts started getting a bit complicated, it’d be the entirety of Kingdom Hearts: Birth by Sleep. It’s also where Kingdom Hearts starts to resemble Star Wars in a few ways - prequels, ancient catastrophic warfare, Jedi…er, Keyblade Masters, and so on- but unlike Star Wars, this prequel is actually necessary, and no spot is more important than Aqua’s finale. The build-up to her confrontation with Xehanort takes the focus on bonds and friendship to a completely different level. Sora might not get to spend much time with Kairi after finding her again, and Riku’s got his own problems to sort out, but they’re all still together they work through their problems and come together when it matters. Not only does she have to sacrifice herself at one point to rescue Ventus and hopefully find some way of saving Terra, but it’s completely hopeless. Ventus slips into a seemingly endless slumber, while Terra loses himself completely to Xehanort, becoming his vessel and, by extension, the source of conflict in the mainline games.įriendship didn’t save the day here. Even if it provided the means by which hope could be restored in the future, it still left one main character broken in the end, and that’s something you don’t see much in Kingdom Hearts. Moment 6: Re: Beast's Castle Game: Kingdom Hearts IIīacktracking in a non-Metroidvania game risks killing it completely in most cases for one reason or another. Jumping and casting a spell is faster than standing on the ground a casting a spell too.A lot of times, it’s just padding, and KH2 gives the impression that’s what the game’s second half will be like. ![]() I don't see many players incorporate this into platforming, but it is used a little in the speedrun. You can do things like attack while in midair to give yourself a little boost forward and up. Jumping cancels the normal landing lag, so aerial combos are much faster than grounded combos. Most bosses reduce the damage from spells dramatically. Magic and offensive summons are quite good at dealing with mobs. You can cheese bosses by spamming Strike Raid, because you have invincibility throughout the whole move. It has a good amount of invincibility at the start, and so does Ars Arcanum. All you should really need for defense is Dodge Roll. Tinkerbell is a great Summon to keep you alive, but she does limit your offensive options. Aero spells halve the damage you take and do other cool things at higher levels. I've heard complaints that Sora's defense is too good. Mp Rage gives you extra MP when you get hit. It gives you invincibility when you cast Cure. As for playing defensive, Leaf Bracer is good. This gets much better when you have the ability Second Chance. Enemy attacks will KO Sora, but Donald doesn't think you need healing. If you have him cure as much as possible, he tends to spend most of his MP healing Goofy, but if you set his Cure lower, he usually doesn't cure Sora soon enough. He casts Cure when you drop below a certain percentage of your HP and triangle doesn't change his programming very much. Donald will cast Cure consistently for every setting you set Donald to. If you lock off, and don't target any enemies you have a better chance of getting support when you press triangle. Depending on your settings, you can get Goofy to tornado semi-consistently. You can lock on to enemies and press triangle to get Donald and Goofy to attack. I like using triangle to prompt Donald and Goofy to action - this gets dicey when you have abilities like Ars Arcanum. Most videos are about KH1 FM, and boss strategies that work in KH1 usually don't work in Final Mix. I know a lot about KH1, so I'll go over some stuff for that game.įirst, KH1 and KH1 Final Mix are quite different if you are doing advanced things. ![]() I recommend watching SonicShadowSilver for KH1. I recommend watching Bizkit047 for tips on that game. ![]() The KH2 mechanics are more in depth than any other game in the series. ![]()
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