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Wow, this retrospective has barely begun and there's already discourse.
I love it!
I love it!
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They certainly do introduce them "quickly", but the "efficiently" is absent in its entirety. It is the main problem of BBS that they rushed the whole issue with the TAV trio and made more telling through reports and later (sparse) flashbacks than actual showing in regards of their supposed close-knit relationship.
BBS would really have benefitted from something similar to the "Destiny Islands part" of KH 1, maybe starting the story actually one or two weeks before the night of the exam and have an actual mission/short story arc in Land of Departure itself.
It's almost as if too much of BBS' actual fleshing-out story landed on the cutting room floor, leaving out too many parts that could truly enrich it and instead focusing solely on Xehanort's "Master plan" and making visual parallels to the other games.
The audience gets to see already during the proper Prologue that there is something "wrong" with Ven when they show him on Destiny Islands and the damaged heart station with nearly one quarter missing where he himself states that his heart is "fractured"/injured, so assuming that Aqua's behaviour might have something to do with this fact is not exactly a quantum leap.
The Prologue is also not really about already teaching players about things but to raise impressions, impressions that can and will change once one plays more than one character.
If there is already such a problem with just one line from Aqua, there will be many more to pop up over the course of the whole game due to its admittedly not very narrative-friendly structure.
Yea, IF you play Terra last but you're not supposed to do that. Terra is meant to be played first, the scenarios for each character were written with Terra's coming first in production, that's also why he's the first in the list on the character selection screen and in Theatermode, so saying that someone who plays another character first is supposed to feel towards a certain direction regarding another character is a bit thin I think.
The developers certainly didn't had that in mind when developing the storyline as otherwise there would be no need for a recommended order of play.
Even not counting that though, the Prologue does not only consist of Aqua lying but also clearly shows off that she cares for him in her other lines directed towards him.
If a Ven-player only takes away from the Prologue that "Aqua is a liar" and completely disregards the other stuff like her suggesting he take a blanket with him when doozing off outside, affectionally ruffling his hair and the whole Wayfinder-issue I'd say he or she didn't pay enough attention.
Aqua lying is an issue in-and-of-itself, contrary to her central character. Even if I were to agree that Aqua lied to protect Ven, her lying is still wrong to the character and a bad first impression.
This is definitely true, yes.
Ah, yes, this. I actually addressed this in a rough draft of my first response to you and then deleted it, sorry about that. For starters, the possibility that Aqua might be misinformed is still open for a new viewer, ie that she might be too young. But moreover, something that I was worried about during my first playthrough: there's nothing actually specifying that the prologue is a flash back and not a flash-forward to later in the game? Indeed, with Aqua's statement that Ven has always been there, it wouldn't be unreasonable to conclude that if Ven has always been on the Land of Departure, then the scene with Xehanort must be a flash-forward.
Yes, but I feel raising the wrong impression- and to repeat, in this case an exact opposite impression - is a waste of narrative energy, and if I'm not allowed to critique that, what am I even here to critique? I'm afraid this is not going to change, this is simply the level at which I critique. Likewise, the Retrospective feigns a first timer's impression as they are going along, and so critiques have to be of-the-moment or within a small window, so I can't and won't reach that far into the future when addressing an issue of the moment.
The developers leaving the order of play open to the player leaves them open to critique that arises from alternate play orders. I'm not going to restrict my critique to their planned order when the option exists to do otherwise.
There is absolutely nothing about Aqua being nice to Ven that prevents her from being a liar, the two are distinct issues. Aqua lying is an issue in-and-of-itself, contrary to her central character. Even if I were to agree that Aqua lied to protect Ven, her lying is still wrong to the character and a bad first impression.
I actually don't see exactly why lying is wrong to Aqua's character. I never felt like she was displayed (or supposed to be displayed) as a character that cherishes honesty over everything else. She actually lies multiple times throughout the game and always for similar reasons. To Ven, to Terra and even to herself.
Also Nomura said a LONG time ago the first enemy that Deep Dive was referring to are the Disney villains. First Disney villains, then heartless, and now Nobodies of course you can choose to retroactively view it as unversed if you so choose I suppose.
I hadn't heard that before? But I don't stay familiar with Nomura's words anymore.
The Unversed are my least favorite part about BbS. I wish they had just used the Heartless.
Huh, that's interesting, does anyone remember if he says anything more than that? Or did he just say that and moved on?
Spoiler ShowKH1's worlds are very closed in, very boxy, and each world is for the most part built like a maze you need to navigate through with constant platforming and interactivity. Open areas are far and few and when they are it's pretty much just a single room designed for boss or mini-boss battles. While I can respect what they were trying to do with the worlds the physics of the game itself combined with the constant claustrophobic feel left something to be desired, not to mention there is good mazey and bad mazey and I felt KH1 leaned towards bad mazey more often than not. Oogie's manor is sort of like epitome of all it's frustrating design decisions I think. Anyway I know I wasn't alone with this it was a big complaint giving us the drastic shift to KH2. Also Re:Coded basically does the same thing as KH1 except with a more zoomed out camera, some gameplay gimmicks like side scroller stuff, and better physics at a sacrifice of less interactivity.
KH2 had fairly more open worlds but instead of maze's we moved to hallways. Everything has a clear point A to point B level design and frankly I don't think that was a bad move. But with the introduction of the point A to B design they strip away a lot of the platforming, they design the levels with enough platforming and other bits to hide the hallway feel (something FFXIII could have taken a page from) but it's clear there was something lost. Namely a lack to actually do anything but run straight from point A to B, it also greatly stripped down world interactivity till there was basically none left. They added crowns to semi fix it but it's bandaid fix at best, also since now there wasn't really anything to explore and no reason to not just go A to B they had to introduce another element. Which was putting a much heavier emphasis on battles with just about every world having a number of challenges where you're locked in a room and have some sort of gimmick to deal with while you kill a set amount of enemies or like a mini-boss or something. Mulan is a good example with its moral gauge missions or the escape the Hades mission in Olympus; or heck even all those "save the past" missions in timeless river. Frankly I think for what it wanted to be KH2 did fairly well, it just is a VERY stark contrast from what KH1's fans had come to like.
Then we go to Days where I want to say it kinda took a bit of both and mixed them together. In KH1's worlds like Agrabah and Halloween town it made rooms a bit more spacious and used X-gates in conjunction with the mission to put an A to B structure in worlds that could otherwise have felt fairly mazy. In KH2's worlds like Beast's castle they added more cases of having platform or more random bits of interactivity and puzzles. X-gates and missions along with things like bonus objects were used to keep you from going in a straight line, it was still A to B but in way where you had to basically make wide circles or gordian knots to get to your locations...which from a story perspective kinda just makes the organization look like they are dicks to Roxas but eh whatever.
DDD's design is quite clear as well it's A to B with a clear path through every room, but makes the rooms huge full of hidden nooks and crannies, lots of elevation changes, and all kinds of devices or whatnot that play with your movement from simply hacking a ship to carry you to an upper part of the room or something more complex like a room being in a perpetual wind storm that pushes you up and up. The easiest term to describe DDD's level design is a sandbox full of toys. It's big and long so you can bounce all over the place like a pinball but it gives you plenty of toys to play with too incase human pinball isn't your thing. There is for this reason a lot of world interactivity but it's done very differently and most all of it contributes to platforming instead of extra flair, most but not all.
Then there is BBS and frankly I think I can't quite put my finger on its design. It's rooms are often much smaller than most KH games typically have and when it does large rooms it just feels flat. While KH2 had it's rooms designed with constant challenges in mind BBS seems to have this weird issue where it designed rooms for challenges for only one character, and didn't consider what it be like/how bland it be for the other characters. Enchanted domain is one such thing it has this great neat warp maze in Maleficent's castle for Ventus but for Aqua it's just one very giant empty room with a handful of enemies in it. It's like they recognized it had some of the design flaws as KH2's design did and tried to use the same solution of focusing on unique combat challenges. But BBS's combat doesn't really allow the same level of finesse or variety to these challenges. Or maybe it could and they just didn't try hard enough dunno. Things are either small and maybe interesting but generally not. Or things are too large and very flat like someone took a bulldozer. There are fun platforming segments in the game but it's like one or two rooms per world, as if they had this quota where they were like "okay there we added some platforming in this world back to making flat landscapes". The interactivity feels very much the same...in KH1 it felt natural, in Days it felt natural enough if a bit gamey, in DDD it feels very I guess the word is dreamy, but in BBS it feels very artificial like they put it in there to say they had it not because it added anything. Like it's so far and few between in every world heck neverland has like a single spot of interactivity where you bounce on a drum to hit some totem poles to make them spin.