A Kingdom Hearts 358/2 Days Combat Retrospective



Do you still think combat in Days is awful? Let me hear about it!

Special thanks to @lowkeymatt and @SweisSenpai for Cameoing!
00:00 Intro
01:20 Days Development
02:24 Keyblades
06:03 Link Panels
09:50 MAGIC

#358days #kingdomhearts #roxas
——————————————————————————-
🔑 https://twitter.com/keyoftime15 – Twitter 🔑

🔑 https://www.instagram.com/keyoftime15_/ – Instagram 🔑

🔑 https://discord.gg/zqCK2UK – Discord 🔑

source

23 thoughts on “A Kingdom Hearts 358/2 Days Combat Retrospective”

  1. So, I just wanted to say that the Magic system is quite nice. I love days, it's like Monster Hunter for KH fans! Also, the way the Magic works with having a certain number accessible I believe falls under the Vancian system of Magic, where you have a number of slots dedicated to spells, rather than MP. Which harkens back to Final Fantasy 1s style of Magic (NES and Pixel Remaster), using Vancian because it was replicating popular ttrpgs at the time like D&D.

    Reply
  2. I wish 358/2 Days had, like, an area where you could just freely practice your combos and magic in the hub world without having to go into a mission first. It'd be a lot easier to experiment with your panel setup then, like I imagine Square/h.a.n.d. wants players to do.

    And also if you could see what weapon you'll get from a specific Gear, since otherwise you have to physically equip it first and some of them have some weird panel layouts.

    Reply
  3. I think people would like Days combat more if they didn’t have such a funky ability progression. Sliding dash and some other abilities can’t get upgraded properly until you beat the game or play mission mode. It leaves people with an impression that the game is lacking when they’re actually missing their full kit.

    Reply
  4. 8:15 Normally Critical hits can normally only happen on finishers (Like most of KH1) Critical Boost makes it so all of your attacks have a portion of your critical hit chance. A lot more notable, but still isn't the best considering how heavy the investment of a critical build is, compared to throwing on the pure strength keyblades and calling it a build.

    The pure strength keyblades are probably my favorite as they usually have a reasonable 3 hit air combo and a relatively short ground combo, I think a lot of the distaste for 358's Melee combat comes from the fact that a lot of the early physical keyblades are ground combo focuses that take 3 decades to reach the finisher and have a poor 2 hit aerial combo, they're too the point that in my most recent playthrough where I rocked a strength build all the way through, I literally didn't use the first few gears I was offered and stuck to Kingdom Key and was happier for it.

    EDIT: Even on a strength build, don't sleep on Magic, Presumably in an effort to not just make Magic Keyblades the go to, Magic Keyblades don't boost their main stat nearly as much as Strength Keyblades do, instead a good amount of your magic stat will come from level ups, so even running a strength build, your magic can be quite important against the enemies that are weak to magic, and having a good strength stat means that you can ignore the "One magic cast on the screen at a time" rule that otherwise slows down pure magic setups.

    Reply
  5. Very nice video. One thing I think is really interesting is how you can see several of h.a.n.d’s design philosophies/aspects in Days and Recoded actually get translated to their latest full 3D combat game, NEO TWEWY, such as lightning attacks stacking up on walls, launchers setting up for more damage, status effects setting up more physical damage, and more.

    Reply
  6. As a newer fan of the series, I was pretty surprised that I've enjoyed Day's gameplay as m much as I do, sure it's not as fun as the other games, but I still think it's fun enough in its own right, I like the fact that it makes me play around with my deck, it's part of why I don't enjoy Reverse/Rebirth that much, just going in with a static deck that's handed to you instead of building your own isn't really my idea of fun in a game that has a deck building system.

    (And also, thank you for saying what I want to say about the KH2 fanboys at the beginning of the video)

    Reply
  7. I do love the magic system in Days BUT I'm a strength user first and foremost so this is how I passed the game which is helped by one of my favorite parts of the gameplay, the abilities. The simplest and coolest example I can think of is when I discovered Roxas could use Air Recovery through the Leechgrave's multi-hit 0-knockback hand attack, just two abilities made 10 minutes of mission into 1-2 minutes, I even got the timed Leechgrave challenge the first try like this.
    Also how the Zero Gear ground finisher could target enemies behind you just reminded me of Roxas's KH3 dash attack for some reason.

    Reply
  8. I'm honestly kinda mad that alive' n kicking needs to be an ability rather than just be the default for all characters and weapons. And what's worse is that you can only do it at full hp which can be difficult from how annoying certain enemies could be. I wish someone makes a mod or code that lets us use that abiluty without the need for 3 ability units and full hp. Other than that the combat is pretty cool and interesting and has its own depth to it.

    Reply
  9. I wonder if a different controller than the DS would’ve made me enjoy Days more! And I guess I do appreciate the uniqueness of Magic in days, but idk I feel like some of the spells were mostly just bad 😭

    Reply

Leave a Comment