KHWiki:Trinity Archives/KH3D Review/Supplementary: Difference between revisions

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<div style="margin-left:25%; font-family:Lucida Sans Unicode; text-align:right; border:solid green">''Kingdom Hearts 3D: Dream Drop Distance'' is a true sequel to ''Kingdom Hearts II'' and a huge improvement over its predecessor, ''Kingdom Hearts Re:coded''. However, the game does not deserve the excessive amount of hype it received and does more harm to the series than good.  
<div style="margin-left:25%; font-family:Lucida Sans Unicode; text-align:right; border:solid green; padding:20px">''Kingdom Hearts 3D: Dream Drop Distance'' is a true sequel to ''Kingdom Hearts II'' and a huge improvement over its predecessor, ''Kingdom Hearts Re:coded''. However, the game does not deserve the excessive amount of hype it received and does more harm to the series than good.  


The plot of ''Kingdom Hearts 3D: Dream Drop Distance'', while a step up from that of ''Re:coded'', is quite weak in comparison to the plots of past games like ''Kingdom Hearts Birth by Sleep'' or ''Kingdom Hearts II''. Because the antagonists technically win this time around, it is disappointing to see that they had very little time on-screen. The plot sometimes loses its focus because of the Dive System, and the constant jumping around between Sora and Riku's stories can easily leave the player confused if he or she lacks the insight required to understand how the events of one character's journey influences the other. While Flashbacks are a great way to expand the plot itself, the notices that pop up inquiring if the player would like to watch them seriously interrupt the story's flow. The events depicted in the individual Disney worlds don't do the films on which they are based justice and lack story relevance. On top of this, the delivery of the major plot twist that occurs in the game's final chapters relies too heavily on the open-mindedness of the player and is a perfect example of Tetsuya Nomura disregarding everything the story of the series as a whole has established so far just to incorporate his newer ideas. One might even go as far as to compare the ending of ''Kingdom Hearts 3D: Dream Drop Distance'' to a well-written fanfiction. In the end, the story is rushed and leaves many of the concepts it introduces poorly explained. Worst of all, it does not leave the player anticipating ''Kingdom Hearts III'' and desperately tries to do so through a crude teaser in the end credits.
The plot of ''Kingdom Hearts 3D: Dream Drop Distance'', while a step up from that of ''Re:coded'', is quite weak in comparison to the plots of past games like ''Kingdom Hearts Birth by Sleep'' or ''Kingdom Hearts II''. Because the antagonists technically win this time around, it is disappointing to see that they had very little time on-screen. The plot sometimes loses its focus because of the Dive System, and the constant jumping around between Sora and Riku's stories can easily leave the player confused if he or she lacks the insight required to understand how the events of one character's journey influences the other. While Flashbacks are a great way to expand the plot itself, the notices that pop up inquiring if the player would like to watch them seriously interrupt the story's flow. The events depicted in the individual Disney worlds don't do the films on which they are based justice and lack story relevance. On top of this, the delivery of the major plot twist that occurs in the game's final chapters relies too heavily on the open-mindedness of the player and is a perfect example of Tetsuya Nomura disregarding everything the story of the series as a whole has established so far just to incorporate his newer ideas. One might even go as far as to compare the ending of ''Kingdom Hearts 3D: Dream Drop Distance'' to a well-written fanfiction. In the end, the story is rushed and leaves many of the concepts it introduces poorly explained. Worst of all, it does not leave the player anticipating ''Kingdom Hearts III'' and desperately tries to do so through a crude teaser in the end credits.
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<div style="margin-right:25%; font-family:Calibri; text-align:left; border:solid #e51373">''Kingdom Hearts 3D: Dream Drop Distance'' brings all the elements of the ''Kingdom Hearts'' series together to create a wonderful experience for the player. ''Kingdom Hearts 3D'' brings new unseen worlds, a story that moves the game forward and fast-pace combat to ''Kingdom Hearts''. With one of the new things being Flowmotion,I believe that Flowmotion helps the player advance quicker, swifter and at a much faster rate than in older games were you had several or some abilities to your disposal, with the iconic Dodge Roll. Flowmotion was a much needed addition to ''Kingdom Hearts'' and should be in every game in the series from now on. Onto combat, I believe the Command system could've been given the leveling from ''Birth by Sleep'' but apart from that, I enjoyed combat a lot, more than I did with ''Birth by Sleep'' and especially ''Re:coded''. The music is absolutely perfect, although there were some anomalies in my point of view ("Xehanort -The Early Years-" for example, was sort of a mix of a number of instruments at once, I would have preferred it had they removed the marimbas and made it fit better with the "modern" sound the percussion in it that it takes) but overall, Yoko Shimomura, along with previous composers, Takeharu Ishimoto and Tsuyoshi Sekito, presented the game with amazing pieces of music, even ones as miniuscule as "Victor's Pride", and those as big as "L'Apprenti Sorcier". And finally the story, the story was amusing and was well-told within the game, and the main story blended well with the miniscule stories of the various worlds, especially within Riku's part in Prankster's Paradise and Sora's in Symphony of Sorcery. The Mementos menu helps the player keep track of the happenings within the game and prior to this game, and the flashbacks add a little bit more backstory to the worlds's story. Overall the game shines brighter than any other in the ''Kingdom Hearts'' series, my only true complain would be the choice of console but apart from that, it's great.</div>
<div style="margin-right:25%; font-family:Calibri; text-align:left; border:solid #e51373; padding:20px">''Kingdom Hearts 3D: Dream Drop Distance'' brings all the elements of the ''Kingdom Hearts'' series together to create a wonderful experience for the player. ''Kingdom Hearts 3D'' brings new unseen worlds, a story that moves the game forward and fast-pace combat to ''Kingdom Hearts''. With one of the new things being Flowmotion,I believe that Flowmotion helps the player advance quicker, swifter and at a much faster rate than in older games were you had several or some abilities to your disposal, with the iconic Dodge Roll. Flowmotion was a much needed addition to ''Kingdom Hearts'' and should be in every game in the series from now on. Onto combat, I believe the Command system could've been given the leveling from ''Birth by Sleep'' but apart from that, I enjoyed combat a lot, more than I did with ''Birth by Sleep'' and especially ''Re:coded''. The music is absolutely perfect, although there were some anomalies in my point of view ("Xehanort -The Early Years-" for example, was sort of a mix of a number of instruments at once, I would have preferred it had they removed the marimbas and made it fit better with the "modern" sound the percussion in it that it takes) but overall, Yoko Shimomura, along with previous composers, Takeharu Ishimoto and Tsuyoshi Sekito, presented the game with amazing pieces of music, even ones as miniuscule as "Victor's Pride", and those as big as "L'Apprenti Sorcier". And finally the story, the story was amusing and was well-told within the game, and the main story blended well with the miniscule stories of the various worlds, especially within Riku's part in Prankster's Paradise and Sora's in Symphony of Sorcery. The Mementos menu helps the player keep track of the happenings within the game and prior to this game, and the flashbacks add a little bit more backstory to the worlds's story. Overall the game shines brighter than any other in the ''Kingdom Hearts'' series, my only true complain would be the choice of console but apart from that, it's great.</div>




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<div style="margin-left:25%; font-family:Trebuchet MS; text-align:right; border:solid gray">''Kingdom Hearts 3D: Dream Drop Distance'' is a fantastic game for the most part, with its good parts vastly overshadowing its flaws. The game is a worthy addition to the series, and it is a must-have for all that have kept up with the story. The game's strengths include its gameplay, music, and graphics (to an extent), while the main flaw of the game include its selection of worlds and its story.
<div style="margin-left:25%; font-family:Trebuchet MS; text-align:right; border:solid gray; padding:20px">''Kingdom Hearts 3D: Dream Drop Distance'' is a fantastic game for the most part, with its good parts vastly overshadowing its flaws. The game is a worthy addition to the series, and it is a must-have for all that have kept up with the story. The game's strengths include its gameplay, music, and graphics (to an extent), while the main flaw of the game include its selection of worlds and its story.


The gameplay presented in ''Dream Drop Distance'' is, without a doubt, the strongest yet shown in the series. The core gameplay remains the same; run through areas, destroying enemies that spawn along the way. However, ''Dream Drop Distance'' adds quite a few features to make the system still feel refreshing. Primarily, the command deck system from ''Birth by Sleep'' and ''Re:coded'' makes a return, and remains an excellent system in combat. Secondly, a new system called Flowmotion has been implemented, which basically amounts to the player character being able to perform fancy parkour skills, including wall-jumping and rail-grinding. The system, while having a slight learning curve, is expertly implemented into the game, and is useful for both combat and map navigation. Combat feels rewarding and, on Standard difficulty and above, all fights feel like battles where you could die at any time, without feeling excessively challenging.
The gameplay presented in ''Dream Drop Distance'' is, without a doubt, the strongest yet shown in the series. The core gameplay remains the same; run through areas, destroying enemies that spawn along the way. However, ''Dream Drop Distance'' adds quite a few features to make the system still feel refreshing. Primarily, the command deck system from ''Birth by Sleep'' and ''Re:coded'' makes a return, and remains an excellent system in combat. Secondly, a new system called Flowmotion has been implemented, which basically amounts to the player character being able to perform fancy parkour skills, including wall-jumping and rail-grinding. The system, while having a slight learning curve, is expertly implemented into the game, and is useful for both combat and map navigation. Combat feels rewarding and, on Standard difficulty and above, all fights feel like battles where you could die at any time, without feeling excessively challenging.
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