March 26 2014
One of the very best things I can say about the 3DS is that the hardware is remarkable, permitting a handheld gaming encounter matching to a slightly downsized PS2 game. This works in 3D's favor, as it supplies supporters with an experience not kept back by hardware constraints like the DS games were, and offers a similar feeling to the original 2 games as well as Birth By Rest.
The confusingly named Kingdom Hearts 3D Dream Drop Distance needs to handle a powerful goal: incorporating the big cluster storm of a story that has been mentioned to in the previous portable games, and somehow tie them all together, while establishing the extremely prepared for third installment in the series, no matter if it needs to make use of multi-layered storytelling, insistent terminology of its folklore, and ret-cons. Loads and loads of ret-cons.
3D takes place after Kingdom Hearts 2, and follows straight after the secret closing of re: Coded. Sora, Riku and the gang need to take care of the reality that (spoiler alert) Xehanort is coming back. To prepare, Master Yen Sid has Sora and Riku take exactly what is called the Mark of Mastery test. Unlike the one seen in BBS, however, this is different. Sora and Riku must travel to 7 Resting Worlds, worlds that have returned after being attacked by Ruthless but are still in a "resting state." In order to do this, they must get in a dream state themselves. Things get ... complexes, to state the least, and eventually Riku and Sora are broken off and they end up encountering old adversaries and an even bigger strategy than they thought.
3D takes exactly what was already a complex tale and makes it even more complicated. New aspects are introduced to cutting-edge the tale, but as a result end up complicating previous events in the story to make it work. The general outcome is something very complicated. Fortunately, the developers recognized this, and they added flashbacks and journal entries that sum up all the previous games, simply in case there was anything you missed out on. For the most part, they're fair, and they do a fine job, however the issue I appear to have is that they never really get into the terminology and definition of the previous games. What exactly are nobodies? Why are moments so essential? What is all this talk about hearts and the X-blade? It does a fine task, and by the end I make certain you'll comprehend, but it's still something worth keeping in mind. In addition, many of the important tale exposition is booked for the very end, suggesting a large amount of the story is spent attempting to identify specifically what's going on, and then the end is invested trying to make sense of all this new info you have actually acquired.
In case I'm keeping it sound like I do not like the tale of 3D, I apologize, as I in fact truly like the story, particularly near completion, when everything comes together. It presents new elements, gains and develops our lead characters in credible and natural methods, and creates the posts really feel serious, which is a problem a great deal of recent (ex: re: Coded) Kingdom Hearts appeared to have. It offers a lot to work with for the third game, and makes me delighted to see the course they go down.
Gameplay wise, there's very little to whine about. It's Kingdom Hearts. It plays like Kingdom Hearts. It uses a slightly streamlined order deck system from BBS. Keyblade upgrades are the same. Kingdom Hearts 3D is different in two matters, nonetheless: Flowmotion and the Dreameater system.
Flowmotion resembles the response commands from 2, however with more emphasis on motion and (as the name suggests) flow as opposed to a button that simply lets you do cool things. Flowmotion is an interesting idea itself; however I found that the more I continued playing the game, the less I used it. Getting stuck in Flowmotion makes you more susceptible to opponent attack. Its major advantage is that it's a quick means to do some damage, but it won't do you much great in case you get killed before you finish it.
The Dreameater system seems to be this game's replacement for Donald and Goofy, as well as a mix of a Pokemon/Nintendogs system. Basically, throughout the game you gather supplies and dishes to produce dream eater friends, each with their own set of skills and inescapable cuteness. With these, they can fight with you, recover you, and do unique limitation attacks just like the Drive types from 2 in such a way. Also consisted of is a mode where you can play VR games and have a gigantic petting program with your Spirit Dreameater. They're extremely fascinating concepts, and perhaps it's just due to the fact that I didn't play the game right; however it kind of appears unnecessary in such a way. I couldn't actually see any benefit to joining it, and for the most part I didn't have the desire to. My main focus in the game was Kingdom Hearts, not the Nintendogs system that has it. Then once again, to each their own. I make sure there's some that like it and really got into it, and it's truly a rather well made gamemode, however it just wasn't something I was interested in.