Kingdom Hearts Dark Road: Difference between revisions

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Unlike ''Union χ'', ''Kingdom Hearts Dark Road'' does not feature world exploration as one of its gameplay elements. The game is ultimately divided into two categories: Navigating the main menu, and battles. Players can advance the main story by completing a series of required quest(s) - once the requirement is met, they will be able to view the next story cutscene. Some examples of quest requirements are "Defeat x500 enemies in Agrabah" or "Earn x2000 BP." This can be achieved by tapping the "World battle" icon on the lower center in the screen. This will immediately launch a series of unending battles, growing slightly stronger with each new encounter before looping back to the initial enemy level. World battle difficulty can be unlocked as players progress through the story.
Unlike ''Union χ'', ''Kingdom Hearts Dark Road'' does not feature world exploration as one of its gameplay elements. The game is ultimately divided into two categories: Navigating the main menu, and battles. Players can advance the main story by completing a series of required quest(s) - once the requirement is met, they will be able to view the next story cutscene. Some examples of quest requirements are "Defeat x500 enemies in Agrabah" or "Earn x2000 BP." This can be achieved by tapping the "World battle" icon on the lower center in the screen. This will immediately launch a series of unending battles, growing slightly stronger with each new encounter before looping back to the initial enemy level. World battle difficulty can be unlocked as players progress through the story.


During battle, players have control of only Xehanort's actions. In story quests and world battles, Eraqus is always present as a [[Party members|party member]]. The player can select either Bragi, Hermod, Vor, or Urd as the third party member, each one bringing a unique support style to aid in battles. Whereas battles in ''Union χ'' were turn-based with the use of medals, ''Dark Road'' instead uses a real-time combat system with cards. Players can build a deck of cards (up to 30). Subtypes include attack, magic, and support, with all three additionally divided into upright and reversed cards, and split into three colors: red, blue and green. When a battle begins, the player is given five random cards - displayed in a row on the bottom - to "flick" or "tap" three at a time. The first card determines what the action will be (i.e., a standard attack or a [[Cure]] spell) while the two subsequent cards determine the efficacy - tapping three cards of the same color doubles the damage or effectiveness of the card effect. As soon as the attack is executed, the player is immediately given three new cards. Once the player runs out of cards, they must tap the row quickly to restore their card deck - similar to the [[Reload Card]] mechanic. As players defeat more enemies and deal more damage, the row begins to glow yellow from the bottom up, slowly filling in. Once completely full, the player enters "Bonus Time" where the glow will begin to deplete. During this time, all cards will be doubly effective regardless of color pairing. While this is all happening on the player's side, [[Heartless]] will freely attack the player using their own {{ff|ATB}}-esque timer, located to the right of their HP gauge. It is possible for Heartless to interrupt player actions, thus making timing a key factor in battles. Optionally, players can toggle "Auto" mode on, where the in-game AI will fully control Xehanort's actions and make the best card-decisions based on the situation. Whenever an enemy is defeated, they drop BP, which can be used to level up Xehanort in the Status menu.
During battle, players have control of only Xehanort's actions. In story quests and world battles, Eraqus is always present as a [[Party members|party member]]. The player can select either Bragi, Hermod, Vor, or Urd as the third party member, each one bringing a unique support style to aid in battles. Whereas battles in ''Union χ'' were turn-based with the use of medals, ''Dark Road'' instead uses a real-time combat system with cards. Players can build a deck of cards (up to 30). Subtypes include attack, magic, and support, with all three additionally divided into upright and reversed cards, and split into three colors: red, blue and green. When a battle begins, the player is given five random cards - displayed in a row on the bottom - to "flick" or "tap" three at a time. The first card determines what the action will be (i.e., a standard attack or a [[Cure]] spell) while the two subsequent cards determine the efficacy - tapping three cards of the same color doubles the damage or effectiveness of the card effect. As soon as the attack is executed, the player is immediately given three new cards. Once the player runs out of cards, they must tap the row quickly to restore their card deck - similar to the [[Reload Card]] mechanic. As players defeat more enemies and deal more damage, the row begins to glow yellow from the bottom up, slowly filling in. Once completely full, the player enters "Bonus Time" where the glow will begin to deplete. During this time, all cards will be doubly effective regardless of color pairing. While this is all happening on the player's side, [[Heartless]] will freely attack the player using their own {{ff|ATB}}-esque timer, located to the right of their HP gauge. It is possible for Heartless to interrupt player actions, thus making observation of the Heartless' timer gauge and timing their own attacks a key factor in battles. Optionally, players can toggle "Auto" mode on, where the in-game AI will fully control Xehanort's actions and make the best card-decisions based on the situation. Whenever an enemy is defeated, they drop BP, which can be used to level up Xehanort in the Status menu.


Outside of world battles and main quests, players can tackle special Missions - long-term objectives that reward the player for continued play or meeting certain accomplishments.
Outside of world battles and main quests, players can tackle special Missions - long-term objectives that reward the player for continued play or meeting certain accomplishments.