Comparing KH to Dynasty Warriors? please.
The missions, area structure and multiple characters makes DW a different game. Also, XV already looks a step up over auto-pilot XII and XIII.
The missions, area structure and multiple characters makes DW a different game. Also, XV already looks a step up over auto-pilot XII and XIII.
Don't get me wrong! I actually rather like the Musou games as a guilty pleasure, but where I start to tire of the formula is over the course of a 20 or 30 hour RPG, which Kingdom Hearts is and FF15 will be. KH as a series has a lot of combat options beyond the simple attack, but I feel the way the game was designed - with an FF-style menu as a method of not alienating that sort of core RPG fan - is grim. It's never been a good way of putting action and RPG together in my eyes - but it was the solution for a Japanese team not very versed in action stuff a decade ago - and it's stuck for KH. FF15 already looks to have a slightly different take on this, which is great, but I still have concerns with their ability to grapple with action combat versus RPG tradition, with it coming from the same team as KH.
FF13 I concede in areas - though I feel after a time, FF13 really begins to 'click' in combat. It takes time to get there, but is it really auto pilot by the time you hit the later encounters after the airship? The need to shift paradigms, to stagger, etcetera, makes it a surprisingly twitch-focused game. After playing two hours of content from around a third into the game a couple of weeks ago, Lightning Returns seems even more-so. Combat is one of the things the 13 series has handled better, I think - it has many flaws, but I don't really see Combat as much of one.
We'll have to agree-to-disagree on FF12, mind. I think that game is a bit of a masterpiece, but it's really apples and oranges to what FF15 and even FF13 are doing. It's a slower, more methodically paced, tactically-driven game.
Likes:
Death Penalty