Yeah, makes sense. Even though they can't move during that moment, if they're in the middle of an attacking/jumping animation, it doesn't get...
Coming from Cloud Strife on a motorcycle, that means a lot :P
When you fight the Heartless there, you're protecting the objects from damage (shown by their collective life bar). Your goal is stopping the town/furniture from being destroyed. The extra things aren't necessary in Pete's fight, and they just get in the way.
It looks to me like they made that animation a no damage knock-back attack, so that Donald and Goofy can't just attack him relentlessly. If you notice when the scene changes, you always get sent back several steps so that you have to run towards Pete, but Donald and Goofy stay in the same spot relative to Pete as they were before the transition (unless the arena's size change would send them outside the world, like in the last transition). They probably didn't want them too close to Pete, in part so they don't block the frame when he's changing arenas, but also so they aren't wailing on him non-stop. Sora stops moving and gets invincibility in that time, but Donald and Goofy can still move. Not totally sure why. Maybe they didn't want the battle to feel like it totally dies in that moment. So they had the other AIs moving around and grunting, so the battle doesn't lose its feeling of momentum. It's just a guess though. Maybe for some reason they had trouble teleporting Donald and Goofy back with you, so they used a work around. Or since that your attacks are the only ones that can make the scene transition happen, they can only account for what you're doing at the time. Notice that first Sora's in frame, then the camera pans up so he's out of frame, then when it pans back down Sora's gone. But since they don't know where Donald and Goofy are relative to the camera, they didn't want to risk seeing them disappear into thin air. There's a number of possible reasons for something like that.
Yep. Sounds were all muffled. I think they added sound pops/crackling in 2.5. It kind of bothers my ears, but it's a nice touch. I'll have to see how it is when I'm actually playing.
I don't think it's the recording. From what I remember, they played up the audio distortion in Timeless River to make it feel more like something from the 1920's.
Probably has to do with the Defender ability, which Goofy gets after fighting Beast. It raises defense when HP is critical. You sure love studying this fight, don't you? :P
I misread the title and thought it meant Tetsuya Nomura would be covering one of Utada's songs. I'm kind of disappointed.
To be fair, the Japanese release by no means had a complete soundtrack. 17 songs out of the 90+ that they remixed for KH2FM. Nothing to sneeze at, but I honestly prefer the design having only the two disks, especially since you can easily find the tracks online. And soon enough you can buy the entire soundtrack for both games.
There's a trailer, for those who want a little closer look.
HNNG! It's really hard to justify buying this, but boy am I tempted. I don't usually go for this stuff, but the thought of having 2 unevenly-sized boxes is making me twitch a little. $110 (including shipping) is steep for a collection that I already own half of. If I can sell my copy of 1.5 and cancel my pre-order for 2.5, I might go for it.
Maybe, what's up?
Final Mix changed a lot about how you level up. On my first playthrough, I chose the staff and gave up the sword, which got me finishing combos (such as Stun Impact and Ripple Drive) very fast, but I didn't get counterattack until level 50 or so, and Second Chance until level 90. I played it again this week, choosing the shield and giving up the staff, and got Second Chance pretty early, but I'm at level 60 and I still don't have MP Rage or MP Haste. Unfortunately, they pushed back the time that you learn Scan as well. You used to get it at level 12 the latest, but I've been getting it in the late 10's to mid 20's.
Glad that you thought ahead. I didn't want to say anything because I know how much work this takes, but I noticed a few missing scenes while skimming through the videos. Not sure if you're aware of them or not: -Traverse Town (first visit) - Random guy gets his heart stolen -Olympus Coliseum (second visit) - Conversation with Herc and Phil after beating the Hercules Cup -Hollow Bastion (first visit) - Sora appears as a Heartless when Kairi, Donald, and Goofy are running away No rush, of course ^.^; Thanks again for the videos!
Resolution is the main thing. Original was 480p, whereas this goes up to 1080p. Almost six times the number of pixels, which means a much clearer picture. Anti-aliasing is improved, which means the edges of objects don't look all jagged. A lot of textures are also improved, so there's a lot less fuzziness and pixelation on surfaces, and colors may be more vivid. If you compare the stained glass in the beginning of the game, it's really obvious there. It's a remaster, not a remake, so it's not completely overhauled and there's still some funky stuff, but it is quite a bit better. Note that a lot of people playing the original game on Youtube are using emulators, where they can upscale the game to whatever resolution their computer can handle. So with that, the difference is less noticeable. You have to compare it to the actual PS2 recordings.
Very nice :) Thanks! Are you planning on eventually adding the secret boss cutscenes? Chain of Memories and Days are more important of course, so I wouldn't want you to get hung up on that stuff. And any details on the scenes for 2.5? Are they also 1080p, and are they Japanese or English? Just curious.
I'm pretty sure you just counted wrong. There's 12 tombstones (six on each side), and then the doorway forward for Xemnas. Zexion's tombstone is smashed so you can't see his weapon (as this was before you ever fought him, so his weapon wasn't revealed). If you examine it, it says "The Cloaked Schemer". It's possible you're confusing the "It's too broken to read" with something else. Phrases like that are pretty common in video games.
Child of Light is beautiful. One of the most serene experiences I've had playing a video game. And while we're on the subject, the creator of gifs said it's pronounced "jiff", but he doesn't know what the f*** he's talking about. You created gifs, not how the english language works. It stands for Graphics Interchange Format, not Giraffe Interchange Format. It sounds terrible with a soft g. When you give a gif, you give a gift; not peanut putter or an oil change.
The worst example of the low poly faces is in Kingdom Hearts FM, in the first End of the World cutscene. When Sora looks down at the Oathkeeper charm, he has these horrible evil eyes. It scared the crap out of me because it wasn't in the original release, and I didn't notice until years after it came out, so I thought the video was haunted. Games that wowed me in order: Spyro the Dragon (3D gaming), Kingdom Hearts (FMV and smooth graphics), Jak and Daxter, Spiderman 2 (open world/mobility), Sly 2, Gun (never owned it and I can't say I like it, but was my first time seeing an "next gen" game), inFamous 1, Portal (for obvious reasons), inFamous Second Son and The Last of Us. Everything Sucker Punch did blew me away: in mechanics and/or graphics. The Sly Cooper series has some of the best interactive parkour/mobility elements of any game, which then transferred over into inFamous. I watched a twitch stream of the developers playing their first game (Rocket: Robot on Wheels), and even that 15 year-old game was blowing my mind.
wat.