Kingdom Hearts II: Difference between revisions

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==Gameplay==
==Gameplay==
''Kingdom Hearts II'' offers a number of key differences from the original ''Kingdom Hearts''. While the core gameplay remains the same, new features have been added to improve the experience (such as a new knockdown state that can be inflicted and received). The two most notable are Sora's Drive system, which allows him to fuse with one or both party allies and assume new powers, and Reaction Commands, which allow Sora and/or members of his party to perform special maneuvers in the course of battle, much like Quick Time Events. In addition, there are new and revamped Abilities, as well as special abilities, such as Glide, that can only be gained by leveling Sora's Drive Forms.
''Kingdom Hearts II'' offers a number of key differences from the original ''Kingdom Hearts''. While the core gameplay remains the same, new features have been added to improve the experience. The two most notable are Sora's Drive system, which allows him to fuse with one or both party allies and assume new powers, and Reaction Commands, which allow Sora and/or members of his party to perform special maneuvers in the course of battle. In addition, there are new and revamped Abilities, as well as special abilities, such as Glide, that can only be gained by leveling Sora's Drive Forms.


[[Item synthesis]] is again offered; however, [[Moogle]]s must now be leveled to make more powerful items or use rarer materials, and lists of ingredients can be found in [[Recipe]]s in the worlds or as Free Development items that open with a Moogle's improving ability. Treasure chests are also abundant, mostly containing synthesis materials and [[Accessory|accessories]], but the [[Trinity Mark]] and [[99 Puppies]] hunts are gone.
The basic combat and leveling systems have also been redesigned beyond the addition of reaction commands and drive forms. In order to facilitate low-level playthroughs, bosses no longer offer experience upon defeat; rather, they reward the player with boosts to their HP, MP, or AP, or with specific abilities. Bosses can no longer be defeated by mere depletion of HP, and must be finished off with a combo finisher; in fact, many bosses have the ability to break out of the Sora's combos if they go on too long. The [[MP Gauge]] has also been retooled to ensure that the player is never left without magic while preventing abuse of powerful spells like [[Cure]]—instead of being a quickly refillable gauge that is difficult to refill during battle, the MP Gauge can easily be depleted by three or fewer spells, and refills automatically. Several abilities can empower Sora's offensive abilities during this period to compensate for his temporary inability to heal.


Also notably changed is the [[Gummi Ship]] system; instead of a space shooter, the ships now operate more like a rail shooter, traveling along a fixed path while allowing the player to worry only about destroying various enemies scattered along the course. Ships can now be equipped with abilities of their own, new Gummi types such as [[Slash Gummi]]s have been added, and high-level Gummi Ships may have two companion ships, called [[Teeny Ship]]s, that can assist them in battle.
The collection quests for the [[Trinity Mark]]s and [[99 Puppies]] have been merged with the [[Treasure Chest]]s present in the first game, and it is now required that the player open every single chest in order to complete the Journal. [[Item synthesis]] is also retained from the original game, but has been made more complex by allowing the player to use catalysts in the recipe, as well as requiring the player to find hidden [[Recipe]]s or training the Moogle in order to create the more powerful items. As with Treasure Chests, the Journal now tracks the player's prowess in the synthesis sidequest.


There are many new minigame offerings. [[Skateboarding]] is a primary one; it can be used for transport through the worlds or as a minigame in which certain goals must be met. Many worlds now have specific minigames of their own, such as [[Space Paranoids]]'s [[Light Cycle]] or Twilight Town's Summer Jobs. Fighting tournaments are also offered again, but now in the [[Underworld]]'s [[Underdrome]], and through [[Hades]] himself. [[100 Acre Wood]] returns and again consists entirely of minigames; also notably, [[Atlantica]] has been changed from an explorable world with combat to a set of musical minigames.
Gummi Ships also reappear, but are far more divorced from the main quest than in the original. Sora's progress within the main game is only relevant to the Gummi portion of the game by unlocking no routes, and no longer has any effect on the options available to him in building a Gummi Ship; in return, progress in the Gummi quests have absolutely no effect on the main quest. The Gummi routes themselves are less uniform and monotonous, varying from space battles against a massive pirate ship, to flying through floating islands and waterfalls. In addition, many new types of Gummis are available, such as [[Teeny Ship]]s that fly alongside the main ship, and the Ships can equip abilities similar to Sora's.


Another thing to notice is that several bosses (mostly in humanoid form) all have a revamped A.I., in that each of them have their own periods that if attacks are frequently landed on them, they will instantly retaliate in a certain manner (this prevents players from comboing away at bosses non-nonchalantly). This is all mostly a hidden value that goes up per specific attack landed on them which is different for several/all bosses that resets each time they retaliate, and each with their own counterattacks (some attack Sora back normally, while some may instantly attack back during a knockdown state). Some attacks can reach their retaliation point slowly or instantly, while some abilities (such as certain [[Limit|Limits]]) can damage the bosses without triggering a rise to their retaliation point. Also, in order to defeat a boss, any form of combo finisher must be landed on them, which includes basic combo finishers of any sort, certain abilities that exceptions, or a Limit.
''Kingdom Hearts II'' also has a stronger focus on mini-games, as instead of merely rewarding the player with prizes for high scores, the player must meet certain minimum scores in each mini-game simply to fill the Journal. Certain mini-games, like [[Skateboarding]], also appear in many variants throughout the worlds, while [[Atlantica]] has been converted into a mini-game world similar to [[100 Acre Wood]].
 
Also, all bosses no longer give any [[Experience|experience points]] to the party, and instead, provide preset bonuses such as certain abilities and boosts in total HP. Experience also in this game onward is now calculated through a remaining number at the top left corner of the screen as opposed to enemies showing the amount of EXP they give upon being defeated.
 
It is also to be noted that this game no longer enables Sora and his party to increase their HP through normal means (only through preset means via bonuses received in-game), and that the MP bar undergoes a radical change from the previous game via a revamped MP Charge system, and [[Magic]] now has its own independent stat calculated number-wise like the other previous stats. Several new abilities are added to make use of the new mechanics directly as well.


==Censorship==
==Censorship==