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What gameplay aspects from the other games would you want in KH3 the most?



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arcticjops

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I'm sure a thread like this has been made before, but seeing as 0.2 is out for everyone, and seeing as I've been thinking about this a lot, I figured I'd start this. I'll go one game at a time, listing what elements/mechanics from said game I would like to see return in KHIII.


KHFM:

  • interactivity in the worlds. finding secret passages, puzzles, and sometimes completely new areas.. such a satisfying reward for exploring, and it gave actual incentive to re-visit worlds when you gained an upgrade to your magic or mobility. using gravity to bring down chests in hollow bastion, using fire to unlock Merlin's place. it made each world feel more interesting rather than just themed hallways like in KH2 and beyond.
  • Traverse Town. self explanatory.
  • more platforming. this one might just be me, but I really loved how crucial platforming was to KH1. it just added an extra dimension to the worlds which I haven't felt as strongly in the following games. the complexity of the maps made it more challenging yet more gratifying when you finally figured out where to go. 0.2 sorta has brought this back, which made me happy to see.
  • sidequests. 101 dalmations, trinity marks, postcards. finding this stuff was usually very challenging, and I would love to see more stuff like this in III. especially trinities.
KHIIFM.
  • revenge value. this was such a well designed system. it made boss battles so much more interesting and fun. you couldn't just constantly go in and punish a boss after you saw an opening. 0.2 also had this a little so I'm more than happy to see it return.
  • proper movement. this game handled like a dream. it was endless fun gliding around and doing twists and rolls everywhere. I honestly really hate the air slides and cartwheels and stuff from BBS, DDD, Coded, and Days I believe. just give me glide, arial spiral, quick run, dodge roll, and high jump and I'll be a-ok.
  • smooth, fluid combos. it worries me to see that KHIII appears to be following in the handheld games' footsteps with laggy, sorta slow combos. it doesn't look quite as bad, but I certainly hope it doesn't feel as bad. I also want magic to be smoothly integrated into combat (if you so choose) and combo modifiers especially made fighting a blast. no more command decks. the modifiers made your moves unique and customizable.
  • memorable bosses. although this is by no means limited to KHII, I feel like it had some of the most interesting bosses in the series for me.
  • good balancing and scaling. for an example of bad balancing, look at Balloon/ra/ga in DDD and Surges/Mines/Ignite/Shotlocks in BBS. they are WAY too OP in comparison to the other commands. while they can be cool and fun, it just sucks when there is almost no reason to use the other, cooler commands when these do this much damage. KHII had many great options to use, but it was hard to find one that was considerably better than the other at dispatching your enemies (except maybe reflega). and even when you were OP lvl 99 in II, the enemies still scaled properly with you so it wasn't just a slaughterfest (well, at least on crit).
  • magic system. magic worked so well in this game, although sometimes it really got eaten up fast. maybe if they had KHI's magic bar but KHII's usage of it?
  • drive forms. I know this is already confirmed, but I just wanted to re-iterate how much I wanted this.
  • limits. I'm pretty sure this is also confirmed but yeah.
KHDDD:

  • flowmotion. I know this is also confirmed, but it was my favorite part of this game.
KHBBS:
  • D-Links. I thought they were a very interesting way to connect with characters that you met along the way, as well as a neat (although kinda useless) way to change up the flow of combat.
KHReCoM:

  • Castle Oblivion. I know this isn't technically gameplay centered but it was a cool location. I'm pretty sure we will see it again since they have to rescue Ventus.
358/2 Days:

  • multiple limited playable characters. while I'm not all for just anybody being playable in KH3 at any time during the story (bc I think that'd complicate things more than they need to) I think it would be SO amazing if they brought back the mission mode with tons of playable characters like with the Org in Days. imagine being able to play as Young Eraqus or Xehanort for a mission or two? using their limits? my god the potential.
0.2 BBS:

  • Mickey as a party member. just yes.
  • Magic being awesome again. this is pretty much a given since we've seen it work the same way in trailers for III, but being able to slide on blizzard trails and seeing the awesome thunder and fire effects was so cool.
Coded:

  • ????


what do you guys think should be in KHIII from other games?
 

7th_heaven

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  • smooth, fluid combos.It worries me to see that KHIII appears to be following in the handheld games' footsteps with laggy, sorta slow combos. it doesn't look quite as bad, but I certainly hope it doesn't feel as bad. I also want magic to be smoothly integrated into combat (if you so choose) and combo modifiers especially made fighting a blast. no more command decks. the modifiers made your moves unique and customizable.
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Elysium

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What I'd like is:

KH1's magic system, platforming, tech points, trinities/collecting, Aero spell, camera and movement (Dodge Roll)
KH2's limits, Magnet spell, I guess Puzzle Pieces
BbS's shotlocks and D Links
3D's flowmotion

I'd rather have a Coliseum like KH1's than KH2's or BbS's Mirage Arena.
 

7th_heaven

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woah, I haven't seen some of the stuff in the first and third panels. like I've seen the world but not those moves. I change my mind.
Those moves in TGS 2015 trailer ^^
[video=youtube;akTIxTYxKA8]https://www.youtube.com/watch?v=akTIxTYxKA8[/video]
 

ArsalanRehman

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I really want to visit the Destiny Islands a lot more. We only see like 3 areas in the entire series, and considering 4 major characters originate from there it is kind of a shame it wasn't fleshed out more.

Also I REALLY enjoyed FFXV combat and if Square can take elements from FFXV I would be happy.
 

SkeithTheTerror

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I would love to see Tech points from Kingdom Hearts 1 return. It always felt satisfying and rewarding for the game to give you extra experience because you were able to jump up Darkside's arms and hit his head or successfully block Ansem's charge attack or level up because Selphie hit herself with a jump-rope
 

Launchpad

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parrying was viable in KH1 and KH2 as a substitute for guarding early on; guard has kind of become an innate skill but it was such a fun technique to learn; it's the difference between life and death on a KH1 lvl 1 run.
 

Myst Knight

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I second the notion for more limited playable characters. Considering its wide cast of Final Fantasy cameos and Disney party members, you think they could set aside a little playable something for the rest of the cast. I even used Gameshark so I could play as Hooded Mickey in some of the regular areas in KH II. I think a 258/2 Days-style setup could be a real selling point for lapsed KH fans.
 

Alpha Sonix

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I would love to see Tech points from Kingdom Hearts 1 return. It always felt satisfying and rewarding for the game to give you extra experience because you were able to jump up Darkside's arms and hit his head or successfully block Ansem's charge attack or level up because Selphie hit herself with a jump-rope

This. Also find a way to tie parrying and tech points into situation commands. Like, for example, if you rack up a certain number of tech points you unlock an exclusive situation command because of it.

Also, if we want to add Re: Coded then upgradable Keychains with skill trees attached to each one would be nice. It's a good way other than tying certain transformations to specific Keyblades to give players a choice in which Keyblade they want to stick with.
 

Grono

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1. the exploration aspect present in the original
2. the shotlock system and D-Link benefits from Birth by Sleep
3. the skill trees and something similar to the stat matrix from Re:Coded (probably wouldn't happen tbh)
4. the difficulty from the original
5. tech points and parrying
6. the skills from Kingdom Hearts II you got by using your drive forms and leveling them up
7. please, for the love of god, PLEASE bring back shared abilities square. It was always so weird having Sora practically leveled to be a god in Kingdom Hearts II while Donald and Goofy couldn't follow him anywhere since they couldn't gain any of his abilities.
8. Donald having the same spells as Sora. It was SO weird in Kingdom Hearts two having Donald restricted to cure, thunder, fire, and blizzard, while Sora also got reflect and magnet.
9. Multiple playable characters in some sort of co-op format, like Birth by Sleep but with the character selection from 358/2 Days. You start off with a couple of characters, and you get to unlock more as you progress through the story of Kingdom Hearts III and learn more. Hell, even include Disney party members in your line-up, I don't see why not! How cool would it be to have Rapunzel AND Hercules on your team playing as someone like Xemnas?! Or being able to take the wheel as Donald or Goofy as Sora or Mickey or freaking YEN SID is only a party member?

EDIT: Got some more things I'd like.

10. Keyblades with functions like sweet memories or gullwing returning. This game is definitely going to be putting the idea of using every keyblade in your keychain collection to use, because of the exclusive forms, so I think adding the mechanic of gaining extra exp if you're low on health or adding extra drive orbs if you equip x keyblade would be a welcome addition to make the gameplay even more complex.
11. Moves like doubleflight or having a permanent barrier guard returning. I know those are Aqua's (and Riku's) thing mostly, but having these types of moves, especially if they are earned like in Kingdom Hearts II, would help with the platforming if the series is going back to its platformer days in the first game.
12. Attraction flow that works more like Kingdom Hearts I summons. I know summons are returning as well, but in the first game we had summons like Bambi or Tinker Bell that were there purely for support reasons, and I think that it'd be really cool to get some sort of attraction flow that added a permanent guard or other defensive options like dropping tons of MP orbs or adding a heal over time.
13. Summons returning, but ONLY if they're like they are in the original game. Chain of memories essentially did the same thing with the summons, but Kingdom Hearts II dropped the ball on this one.
 
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Hallowseve

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I hope KH3 brings us gameplay elements that we see in all the games.
~~~~
- Collectibles (Trinities, Puzzle Pieces, Dalmatians, ect.)
- Platforming
- Tech Points
- Limits
- Magnet and Reflect spells
- Drive Forms
- Shotlocks
- D-Links
- Flowmotion
- Lots of replayable content and sidequests. (Examples: Olympus Coliseum, Mirage Arena, ect.)
- Multiplayer
- Customization

Probably tons of other stuff that I left out, but you get the point.
 

Myst Knight

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9. Multiple playable characters in some sort of co-op format, like Birth by Sleep but with the character selection from 358/2 Days. You start off with a couple of characters, and you get to unlock more as you progress through the story of Kingdom Hearts III and learn more. Hell, even include Disney party members in your line-up, I don't see why not! How cool would it be to have Rapunzel AND Hercules on your team playing as someone like Xemnas?! Or being able to take the wheel as Donald or Goofy as Sora or Mickey or freaking YEN SID is only a party member?

I'd personally like to see Aladdin as a playable. Giving up a wide variety of Disney stars as playable characters might help fill the void left by Disney Infinity's cancellation. :(
 

UltimaXOmega

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Traverse Town
Castle Oblivion
Shotlocks
0.2 za spells
Gummi Ships
Large amount of mini-games like KHII
Moogle synthesis
KHII's combo deph
 

Ven_Roxas

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From KH1:
- platforming
- the extra attacks (strike raid, sink blade, etc. maybe give them their own shortcut menu and either do reload times like commands or use MP like the original)
- tech points

KH2:
- growth abilities
- combo modifiers
- useful summons (ma boi stitch helping in a pinch)
- fast paced battle with various options
- limits

BBS:
- shot locks

DDD:
- flowmotion

0.2:
- open maps
- dynamic magic

Days:
- limit break
- reworking of the panel system (not for KH3, but maybe if they go hand held again. I think it would work for abilities as well as keyblades and power ups. Instead of gaining ap, you could gain spaces for your panels. I don't want it to be used to restrict magic. Just a thought)
 

HakaishinChampa

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-Trinity Marks
-Combo Modifiers
-Flowmotion
-Gummi Ship (KH2)
-Limits (Kingdom Hearts 2)
-Limit Form
-Transformation Worlds (ex:Halloween Town and Lion King)
-Summons (hoping for Dream Eaters to be summons along with Disney and maybe Final Fantasy summons)
-Mirage Arena
-358/2 Days Mission Mode - play as other characters (could always be a dlc thing)
-Boss replayabilty (But instead you can play the boss as normal or maybe do it like DDD where the bosses are stronger)
-Objectives
-Customization
 
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