I m having some problems withthe black ink boss im lv 20 and already equiped new accesories but its kinda difficult :^/ specially when he rushes towards you Sora atays in the air and i can't evade it until he hits me like 3 times
Corona and Monstropolis have varied palettes and distinctive aesthetics (not to mention a variety of styles within the worlds, whereas Arendelle is just "I dunno, blue/white ice EVERYWHERE"). This is not Square's fault, as it is a symptom of the source material. That just means they shouldn't have chosen Frozen (but I'm also guessing their hands were forced on that one). I would not even come close to calling those other levels "visually bland." Lifeless, sure, but that's almost every world.Frozen is bland visually. But it's amazing from a design standpoint. It's the core thing that separates it from Corona and monstropolis as levels. Which are just as visually bland
If people are complaining about Toy Box, Mt Olympus, and Frozen world... what worlds are good? Those are 3 of the 4 I've seen so far and I think they're fine...
If people are complaining about Toy Box, Mt Olympus, and Frozen world... what worlds are good? Those are 3 of the 4 I've seen so far and I think they're fine...
Corona and Monstropolis have varied palates and distinctive aesthetics (not to mention a variety of styles within the worlds, whereas Arendelle is just "I dunno, blue/white ice EVERYWHERE"). I would not even come close to calling those other levels "visually bland." Lifeless, sure, but that's almost every world.
In terms of design, Arendelle ain't got it. It's an issue that is tied in with its limited palate. Everything blends together and it's easy to get lost, thinking you're going somewhere new when really you're going back the way you came because it looks no different. Corona at least had actual signage to make sure the player wouldn't make those mistakes, and in fact Corona has an example of effective and intentionally difficult to parse environments in its swamp. In that case, the obtuse design communicates a theme. In Arendelle, it's just bad. The dungeon was also nothing special. It was diverging paths for the sake of "openness." The actual result was me wasting my time back-tracking through alternate corridors that had nothing interesting held within. The progression of the level (up, down, up, down) is something I actually enjoy, but my appreciation of that aspect of the level design is rooted more in the narrative implications than the actual design work done there, because those segments still suffer from the same shortcomings as the rest of the level.
I just finished arendelle and i could not WAIT to leave. Whew it's only fitting that its world is trash just like the movie. Tangled won for once.
There's more visually distinct landscapes in Corona and Mostropolis than the entirety of Arendelle.Variety of palettes my ass. Corona is a big fucking forest for 90% of itself. And the same is true of Monstropolis for most of its world with the corridors. The only visually distinct sections are the very beginning and the very end which are demonstrably smaller than the corridors. '
A person could get lost in Corona, not cause it's particularly layered. But because its so samey that if you don't play close attention you can get utterly turned around, the swamp isn't good design, cause you can easily get through that zone if you didn't have enemies twisting your sense of direction in it. It's a literal straight shot, like everything else in that world. And that's the clear difference between it and Frozen. Frozen looks the same through out, but you can always tell which direction you're going cause it has verticality to help denote direction. I can always tells where i'm supposed to go in Arendelle
For the record, I'm not a huge fan of Corona or Monstropolis, I'm just using those because they're the examples you proposed. I might even say that I enjoyed Arendelle more, but that has nothing to do with the design. But the breadth of colors used in those levels is undoubtedly far more varied than Frozen-land. I'm a child in terms of what I find visually appealing. I notice colors first, and I am always attracted to varied use of them. A forest will inherently have a wider color palette than a tundra, and that goes doubly so for any human (or monster)-occupied space.Variety of palettes my ass. Corona is a big fucking forest for 90% of itself. And the same is true of Monstropolis for most of its world with the corridors. The only visually distinct sections are the very beginning and the very end which are demonstrably smaller than the corridors. '
A person could get lost in Corona, not cause it's particularly layered. But because its so samey that if you don't play close attention you can get utterly turned around, the swamp isn't good design, cause you can easily get through that zone if you didn't have enemies twisting your sense of direction in it. It's a literal straight shot, like everything else in that world. And that's the clear difference between it and Frozen. Frozen looks the same through out, but you can always tell which direction you're going cause it has verticality to help denote direction. I can always tells where i'm supposed to go in Arendelle
There's more visually distinct landscapes in Corona and Mostropolis than the entirety of Arendelle.
Arendelle is just snow, ice, more snow, more ice, a labyrinth made of ice, more snow, more ice, end.
Corona has the forest areas, the glade where Rapunzel's tower is located, the underground caverns, the city, and there's far more color than just blue and white everywhere. Monstropolis is the same way. It's very linear and set entirely in the factory, but there's more visually distinctive color and landscape than just more fucking snow mountain. Especially when you get to points like the factory fires and you're running around outside before heading back in.
Just cause it's got no reason to exist doesn't make it badly made. It's distinct, loops in on itself, and is leveled
Ninjas aren't anywhere near as bad as any of the enemies I listed. They have very clear tells, also how did you get stunlocked by a ninja, they don't have near long enough attack strings to do that. and aren't insanely strong in all situations.
A mech and dinosaur are fucking health sponges, strong up close and from afar and ONLY stagger if you also have a mech.
You don't have to fight the room full of Mary Poppins heartless and they most certainly can not oneshot you.
You might be the first person I've ever seen decry Skoll.
For the record, I'm not a huge fan of Corona or Monstropolis, I'm just using those because they're the examples you proposed. I might even say that I enjoyed Arendelle more, but that has nothing to do with the design. But the breadth of colors used in those levels is undoubtedly far more varied than Frozen-land. I'm a child in terms of what I find visually appealing. I notice colors first, and I am always attracted to varied use of them. A forest will inherently have a wider color palette than a tundra, and that goes doubly so for any human (or monster)-occupied space.
As for the bolded... that's good level design. Enemy placement is part of level design, and the enemies there are placed purposely to get players turned around, to make them get lost in the swamp where people are supposed to get lost. "Go up because mountain" is not inherently good level design. Complaining that Corona is a straight-shot is disingenuous, considering that's almost EVERY Disney world (Arendelle included) in this game outside of the three best ones, none of which have even been mentioned in this conversation.
And they solved for that by including signage that had literal arrows pointing to Corona. It's not the most elegant solution, but it works. Counter that with any semi-flat area in Arendelle. I had absolutely no idea where I was going whenever I entered those sorts of spaces, and it seems like several people had the same issue.No its not because that problem exists in all of Corona, not just the swamp. With the exception of the Cavern and The tower(which is a very distinct landmark) you can just be turned around and go walking in the direction you came from. That's terrible.
No its not because that problem exists in all of Corona, not just the swamp. With the exception of the Cavern and The tower(which is a very distinct landmark) you can just be turned around and go walking in the direction you came from. That's terrible.
To Arendelle's minor credit, the verticality of the level at least helps in orienting you somewhat. There's few distinct landmarks in each path up the mountain that it might be confusing around the base areas, but once you're on a track it keeps you moving.And they solved for that by including signage that had literal arrows pointing to Corona. It's not the most elegant solution, but it works. Counter that with any semi-flat area in Arendelle. I had absolutely no idea where I was going whenever I entered those sorts of spaces, and it seems like several people had the same issue.
Having to climb up the mountain 3 times is not distinct or layered. It's groundhog day and the definition of insanity. Having to climb up the mountain only to ask myself if I'm gonna get knocked off again is not a good thing.
The ninjas most definitely can stunlock you long enough for another ninja to once again stunlock you. The mechs are a non-issue if you have your own mech and you only fight the dinosaurs like once. Plus why wouldn't the mechs and dinosaurs be health sponges, they're large enemies.
The Mary Poppins most certainly can oneshot with their laser beam attacks.
Not the first person to say Skoll was an annoying boss fight.
Arendelle overall was just a bad, boring, and underwhelming world.
And they solved for that by including signage that had literal arrows pointing to Corona. It's not the most elegant solution, but it works. Counter that with any semi-flat area in Arendelle. I had absolutely no idea where I was going whenever I entered those sorts of spaces, and it seems like several people had the same issue.
Yeah, I'm gonna roll with that. Because the level design in Arendelle was such shit that a level with literal arrows saying "go here, dummy" still manages to surpass it in elegance and readability. They clearly didn't learn their lesson after the experience of making Corona, and Arendelle is the result.So your literal counter point to the fact that direction layout of Corona is trash is that they give you literal signs saying where to go... really, your gonna roll with that.
There's only one flat zone that I'd call indirect on Arendelle, and its the second from the last zone before you fight skoll. Every other section clearly denotes what direction you're supposed to go in.
Yeah, I'm gonna roll with that. Because the level design in Arendelle was such shit that a level with literal arrows saying "go here, dummy" still manages to surpass it in elegance and readability. They clearly didn't learn their lesson after the experience of making Corona, and Arendelle is the result.
We're arguing against each other's experiences here. I can't help that you got lost in Corona and think it's poorly designed, and you can't help that I got lost in Arendelle and know it's poorly designed. I'm glad you enjoyed the level design, but I'm voicing why I very much did not, a stance which looks to be the majority opinion. If it weren't for the interaction between Elsa and Sora, I would have straight up left that world and not come back until I had to.
The game really needed an objective marker, there were times in almost every world I wasn't 100% sure where to go.
That Frozen level is diabolical. I'm so mad about it. I was having a great time until that garbage.
Yeah, I'm gonna roll with that. Because the level design in Arendelle was such shit that a level with literal arrows saying "go here, dummy" still manages to surpass it in elegance and readability. They clearly didn't learn their lesson after the experience of making Corona, and Arendelle is the result.
We're arguing against each other's experiences here. I can't help that you got lost in Corona and think it's poorly designed, and you can't help that I got lost in Arendelle and know it's poorly designed. I'm glad you enjoyed the level design, but I'm voicing why I very much did not, a stance which looks to be the majority opinion. If it weren't for the interaction between Elsa and Sora, I would have straight up left that world and not come back until I had to.
I don't really understand people arguing about world design as if there is a huge variance of quality in terms of level design, they're all just better typical KH worlds to me, no way near exceptional game design you would see in something like a Nintendo game.
Got my platinum! Leveling to 99 was way easier than I expected. Those battle gates drop a ton of experience. Sad that I'm done but looking forward to dlc news and really excited for the future of the series.
Secret boss ain't got nothing on Sephiroth or the others that's for sure. Admittedly I was already almost at 99 when I fought it, but in the older games max level was basically irrelevant and the secret bosses could still take you out in 2 hits if you didn't know how to handle them. Difficulty isn't really what I look for in KH but I can definitely understand why those who enjoy a challenge would be disappointed with that aspect of the game.
I mostly play linear action games, and I was also not frustrated, per se. Again, the core of my complaint lies in how visually bland and indistinct the level is. If I am not engaged, I will not want to play. If I have to stay glued to the map to remember which direction I came from and where I should be headed, the level is not well designed. If I legitimately can't tell which nooks and crannies of the level are explorable just by looking at them, then the visual language of that level is off. Hell, if the map is more interesting to look at than the level art, somebody screwed up somewhere.Personally I think it takes someone very unfamiliar with linear action games to get lost in either level to the point of frustration you're expressing. They're very linear, with branching paths clearly marked on the maps, and anybody who's had experience in action adventure games like Uncharted would have found the way to go to be pretty easy, especially since you find the map to the area pretty quickly.
Clear differences but nothing exceptional and nothing I can quite say I hated on proud. The praise or hate just seems hyperbolic to me, although yes Twilight town was really short, I didn't really consider it to be a proper world.There are clear differences.
Twilight Town for instance can't he compared to say The Caribbean.
And enemies play a very important role.
Like my entire issue with Toy Story comes from a grand total of two enemies that reside solely in it as a world
Actually Spehiroth in KH2 and a number of KH1 bosses at level 70+ are absolute jokes.
They're not like LW, Zodiac Aqua or the data organization.
Got my platinum! Leveling to 99 was way easier than I expected. Those battle gates drop a ton of experience. Sad that I'm done but looking forward to dlc news and really excited for the future of the series.
Secret boss ain't got nothing on Sephiroth or the others that's for sure. Admittedly I was already almost at 99 when I fought it, but in the older games max level was basically irrelevant and the secret bosses could still take you out in 2 hits if you didn't know how to handle them. Difficulty isn't really what I look for in KH but I can definitely understand why those who enjoy a challenge would be disappointed with that aspect of the game.
Is this going to be paid DLC?If a too easy game is a deal breaker for you, then you should definitly avoid it and wait for a eventual critical mode(or a proud balance patch).
Sora decides to help elsa while she escapes Arendelle, they climb the mountain, she decides she's too dangerous still to be with them, flees, Let it Go happens, Sora explores her castle (the larxene stuff), Elsa joins you, etc. You can play with this shit to make it work.
Is this going to be paid DLC?
Is there a hard mode available from the start or do I need to beat the game first?
San Fransokyo is unfinished garbage, good lord. Having the world be an open city for Sora to run around in was a neat idea, but the story stuff is super short and you barely do anything there, who the hell okayed that. Don't even get me started on that boss fight, whoever designed that shit should be fired.
Disney World Ranking:
Corona > Monstropolis > Toy Box > The Caribbean > Olympus > Arendelle >>>>> San Fransokyo
And maybe I'm just bad or being lvl 29 at this point is a problem, but the next boss you fight after clearing all the Disney worlds is kicking my ass right now, and I'm kinda loving it.
I posted the MP trick I think back, but someone found a way to cheese the secret boss abusing the near infinite MP trick.
I really want The Incredibles in the next game for a Syndrome/Omnidroid boss, and maybe WALL-E and Coco worlds as well. The more Pixar stuff we get from this point onwards the better imo.Nomura and friends really need to lobby for more Pixar stuff in the next game. It's obvious the Pixar guys put in real effort had a lot of fun integrating their stuff into the crazy ass KH plot. Like night and day with the proper Disney worlds.