358/2 Days more than I ever actually wanted to, and more than anyone ever should. That is, to 100% (inlcuding collecting 358 Crowns solo). Not to mention watching the I.5 cutscenes two or three times.
So I feel like I have a pretty comprehensive grasp of what Days is, in its entirety.
In a word, it's terrible.
The gameplay is pretty much objectively awful, the antithesis of fun and engaging.
Roxas is incredibly slow, even with maxed out movement abilities. The different movesets for the Keyblades vary from also very slow to "I can't hit a goddamn thing what is happening."
This carries over to every other playable character in Mission Mode as well. Especially Mickey.
But the melee combos kind of don't matter, because unless you land a critical hit, they do only the smallest amount of damage. The only way to do real damage in this game is to use magic.
This is because the enemies have absurdly huge HP bars, or absurdly high defense, or both (e.g. Dustflier).
But magic was changed to work based on uses per mission, rather than MP. This is a horrible decision for multiple reasons:
1. You don't really know what you may want/need for the mission unless you've played it already.
2. It takes away valuable space in your Panels.
With this change comes the change wherein every level of a spell functions differently. Unfortunately, this generally means that the base spell is the most effective. Fire still does good damage, and actually homes in on the target, whereas Firaga isn't that much stronger, and does not home at all. Why would I use Firaga? Generally you will wind up only ever needing one version of any given spell for the entirety of the game.
Back to Panels, it was a good idea done very, very poorly. I say it's a good idea because Re:coded did the same thing only it was actually good. Panels gives you 120 slots maximum to compile your levels, Keyblade, items, spells, ring, backpack upgrades and abilities. Just 120 slots. It simply isn't enough for all of that stuff.
This was done, I suppose, because Panels are the "loadout" for this game, it being mission-based. But editing loadouts for every mission is super boring and nobody wants to bother with that. I did so when completing Challenges, but at that point it's more or less mandatory.
The mission-based structure was a huge misstep, once again having been upstaged by Re:coded's adaptation of the same mechanic (the objectives in System Sectors).
It completely kills the momentum of the game, constantly interrupting you; this is something I wind up hating in every game that tries to do this. I see the rationale behind the idea, but since this game was on DS, there's no reason to cut the game up into chunks like this. The DS has a sleep mode function. Even Chain of Memories didn't pull this and it was entirely without such a function.
Because the game takes place in missions, but not all missions are important, you wind up spending much of the game being forced into fighting small-fry Heartless, which in other Kingdom Hearts titles are completely skippable as you make your way to the next main objective. What this means is that the "filler" in the other games is now the main course in Days. It makes the game feel like a chore.
The mission structure also gives way to Challenges, which...
First of all, nearly all of them are time trials. It would have made more sense to just make them all time trials, because it's seriously like 70% time trial, 30% everything else.
In time trials, you can complete the objective in time but still get a lower ranking on the way back to the Corridor. I hate that.
Many if not all of the Challenges have you going up against beefed up versions of the enemies, or having your own stats capped. So what in the main game was already a painfully tedious chip-damage mashfest becomes even more so.
Unless I'm forgetting something, I think that's all I have to say about the gameplay.
So I'll go over graphics really quick.
Yes, it's a DS game, so expectations are low. However, the game looks like trash.
Now, this isn't a huge problem while playing the game, although I will never get over the Shadow's 2D limbs.
No, this is a problem because the game chose to use the 3D assets for the cutscenes. Once again, Re:coded avoided this mistake by using sprites (which were compressed from high-res renders, no less), as well as doing some actually good character modeling (no more paddle hands).
I keep comparing to Re:coded, which is perhaps unfair since it was h.a.n.d.'s second attempt at a KH game, but I think it's useful in highlighting how Days went wrong.
That's really all there is to say about the graphical presentation.
Finally, the story.
Oh, the story.
For those of you who don't know, Nomura didn't actually write Days. I mean, he did. He was a scenario writer.
But the person in charge of the plot was Tomoco Kanemaki, who writes the novelizations.
Something that struck me and completely changed my view of this game's plot (though not my opinion on it), was when I was reading interviews about Days, and it turns out that Nomura had ideas for the story of Roxas's time in the Organization before Days, but Xion was not part of that vision.
Kanemaki invented Xion, coined her name, and then wrote the entire plot around her.
I hope you'll excuse me when I claim self-insertion.
What myself and I assume many people were excited for when Days was not yet released, was the potential of a game focused solely on the Organization.
Turns out, half of the team gets offed within the first couple of hours of the game, and the rest stop being relevant almost entirely.
The only characters with a focus are Roxas, Axel, and... Xion. Saïx gets a few moments here and there, but his character is largely static and pretty uninteresting.
Speaking of static characters, Roxas and Axel are the same characters they are in KHII. Days fails to bridge the personality gap between Axel in CoM and Axel in KHII.
Roxas, as well, is almost instantly placed into the characterization we found him being driven to during the end of his week in KHII.
So Xion is the only one with a real arc as a character, though I would argue that it's pretty shallow.
And despite Axel having little to no arc in this game, he somehow manages to land the only good lines in the entire game. Everyone else is pretty damn unmemorable, apart from who will I have ice cream with?!, which is not memorable in a good way.
So overall, the dialogue in Days is pretty lackluster. Unfortunately, as scenario writer, I have to blame that one on Nomura. It was his first time though, and it's hardly the worst thing about the game.
As I mentioned before, Xion wasn't apart of Days until the game was already in production. Taking that into consideration, and looking to KHII for context, I feel that Naminé was the girl Nomura had imagined Roxas left the Organization for, and the third piece of the Nobody trio. This would also better contextualize Naminé's actions and feelings during the Roxas segment of the game, as well as the scene with them on the top of The World That Never Was, and during the ending.
As a Naminé fan, I'm pretty upset about that.
The biggest sin of this narrative, though, is the pacing. This is in part impacted by the mission structure of the gameplay, but the fact is that nothing happens up until around Day 300.
Because Xemnas tells us not to interact with people in the worlds, we don't really have any Disney worlds to fill the gap between story events.
So what we're left with is a whole lot of nothing between the first hour and hour 20. It's boring as hell and the faults in the gameplay don't help at all.
In summary, nothing in Days works like it should, nothing feels good, and nothing happens (and by the plot's resolution, almost literally).
I find no reason to enjoy Days[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif] on any level. It's not even "so bad it's good;" it's just bad.