![]() ![]() Going even deeper into RE:COM’s mechanics brings us to the Sleights. As a result it is technically possible to parry a world-ending Zettaflare by drinking a potion with the value of 0 for hilarious effect. These beat every card but when active lose to every other card as well making them more suited for cancelling enemy attacks. ![]() Play a card of equal value and both are cancelled out, play a lower card and you get staggered while losing the card and potentially taking damage: simple. So say a fiendish heartless attacks you with a level 5 card, and you play a 6, you win and his attack is parried while yours plays out. Even if there are twenty enemies on the field, only one of them can attack because of this. Higher values trumps all active cards with only one being allowed active on the field. To govern this system each card has a specific value. Enemies will likewise use their attack-cards to strike back. Since its value is 2, the soon to be played Keyblade(4) will win and parry the incoming attack.įor example: you attack using a Keyblade card or cast a spell using the Fire Card. In the middle the card just played by the enemy (active card). Combat is live and you can control Sora’s movement, jump and dodge for extra momentum or positioning if needed without the usage of cards. Instead of making a direct attack when pressing X, Sora has access to a deck of cards that you put together, shown left on the combat-UI, versus whatever card the opponent plays from the right. RE:COM works differently from its namesakes, or pretty much every other action game on the market for that matter. These cards return in the combat as the main mechanic. The downside is that each world tends to also feel eerily similar, with only their visual design being truly different. It gives a good degree of randomness and replayability should players want to seek that out. You can also make rooms more dangerous, such as featuring more enemies to fight and many more options. For example you can use a Treasure Card to have the next room just be a few chests or a Save Card to make it into a save-room. ![]() ![]() Rooms are given form by cards used to open their doors. Each world is split into randomised rooms with keys that need to be found to eventually reach the world’s boss. These re-used areas are offered to you piecemeal. Studios have, in the past, proven that working with existing assets allows for more creative design, as more time is spent building the mechanics than the visuals something Capcom was especially famous for with their fighting games in the late 90’s. Though as a result of this, knowing that everything you see is an illusion, all the cutscenes that don’t take place in the pristine white of said Castle can feel like filler and a waste of time. In their quest to regain their forgotten memories, Castle Oblivion simulates locations and enemies from previous games, giving a handy excuse as to why all the assets were re-used. Using the mechanics from the original Gameboy title, brought to life using 3d assets and animations from the first Kingdom Hearts game, one could be forgiven for thinking it’s a budget title. Titled Kingdom Hearts RE:Chain of Memories (henceforth, RE:COM), it is somewhat of a patchwork. ![]()
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