Kingdom Hearts III Health bar should be raised in kh3

Discussion in 'General & Upcoming Kingdom Hearts' started by Labrys, Feb 14, 2013.

  1. Labrys King's Apprentice

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    Because it wouldn't make sense to have the same amount of health throughout the entire franchise due to the fact that the main character gets stronger each new installment. It bugged me how the character you play as will only have about 100 hp but when you don't play as he/she they end up with a HUGE amount of health.
    They can keep the traditional hp guage but at least increase the amount of health it can hold.
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    You see this traditional health guage? Remember the boss health in kh1? Remember how they have calors in the bar before green? If I'm correct it's green, yellow, orange, pink, and purple. That's what I think Square should do to the health bar in kh3. Basically You're going to have two bars of health in the gauge which is first green then yellow. (Maybe a third bar which is orange)
    If that won't work maybe you what they can do is to have two small bars beneath the hp gauge (left side of the image)
    indicating that you have two more bars of health left kinda like kh2
    How's that gonna happen? Easy. You'll start with a half full hp gauge or something along the way, although the game will be hard as hell if it's like that. All I'm trying to say is that the health should increase.
    I'm starting to regret to post this, inb4 your stupid keyblade
     
  2. Misty gimme kiss

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    It was that way in Chain of Memories--if you spent all your level-ups on health, you'd eventually get a second blue bar. I imagine it was done to preserve screen real estate.

    However, it doesn't make sense from a gameplay or story perspective for Sora to have HP rivaling the bosses. On the first, it's supposed to be a challenge. You have a precious amount of HP and while you can restore it (with magic or items), it adds to the challenge of the game when a boss has several times your amount. Secondly, Kingdom Hearts is very much an underdog story. Sora's just a teenager, fighting rather powerful entities (Master Xehanort, Xemnas, etc.)--he might be a skilled fighter and have a strong heart, but physically, he's not really close to some of the bosses.

    I'm plenty alright with the current system.
     
  3. Labrys King's Apprentice

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    Yes but still, you should get the luxury of having a second bar.
     
  4. Mixt The dude that does the thing

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    The massive more amount of HP bosses have has to do with the fact that bosses don't normally heal (there are a few, but they are also notably harder fights). It lets the player know just how much longer they have to fight and prevents people from winning too easily with a blitz maneuver.

    I mean they could do something like this, but to compensate they would either have to nerf healling down to being borderline useless or give bosses so much more attack that you won't feel the difference of having more HP.
     
  5. A Zebra Chaser

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    Numbers are completely arbitrary in a video game.
    If Sora had a bigger HP bar, enemies would just do more damage. It's all a matter of balance. The player character and their allies have TONNES of advantages over the enemies. More health wouldn't change anything, and it wouldn't even help show that Sora is more powerful. KH has always used a small point system.
    And I feel the need to point out some stuff about your examples.
    Terra's Lingering Will has been in the Keyblade Graveyard for TEN YEARS. That seems like plenty of time to become more powerful. Beast was being controlled by darkness, which probably enhanced his power.
     
  6. Airi Ban King's Apprentice

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    They kinda did that with com where you get an extra health line of the color blue. Honestly the system works. If they raised your health they they'd have to also raise the enemies stats and/or health instead of keeping it where it is. It would make battles longer but I think it's good as is.
     
  7. Railos Hollow Bastion Committee

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    Isn't it in every series they find a way to reset the level to 1. In Chain of Memories, Sora lost his abilities the moment he entered the castle. In KH2, Sora's been asleep for a year, being that lazy makes you weaker. :P If you make the hp bar high at the start, then it wouldn't be fair to start it at that. You'd just breeze through the regular enemies, which isn't that fun after a while. It becomes less of a challenge. As for the other health issues, it's been 10 years since the armor fought Xehanort, you really expect it to do nothing for that long? The Beast was being controlled by darkness, and was incredibly angry, of course he'd be stronger when he's at that state.
     
  8. A Zebra Chaser

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    See, I don't know why people say this. It's working under the assumption that Sora starts the KH game with max health, which WOULD be cheap, but in the case of a future game, the enemies would be balanced so you don't have such an advantage
     
  9. CaptainMIG Gummi Ship Junkie

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    he's right u can't expect to increase the bar up during the beginning of the game; u won't have possibilities of losing and it really won't be a challenge and you'll get bored of it in 3 days.
     
  10. Indecypher Destiny Islands Resident

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    I don't think it's gonna change. You're smart Keyblade.
     
  11. 61 No. B

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    strength = hp?

    It would be far less fun if you had this godly amount of hp, you're pretty much guaranteed to survive anything.

    If they wanted to show an increase in strength it should be done through the story, not through gaming mechanics.
     
  12. Mixt The dude that does the thing

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    I have to disagree there. Gameplay is very important in showcasing a playable character's strength. Obviously the story should match, but the gameplay is where we spend much more time with them. So whatever you can present in the general mechanics goes a long way. I think the two biggest things in that is ease of defeating enemies (usually done by re-fighting early enemies in the late game as a "look how much you've grown") and by giving the player a challenge that they can start to feel powerful about as you get more and more achievements under your belt.

    The problem with this (in regards to to power showing) is that it detracts from the second route without adding much to the first. The higher health won't help you take down easy enemies even faster, it just means you're allowed to be more sloppy. But when you encounter the harder enemies they are less likely to make you struggle, and if you can't appreciate their strength then it doesn't mean as much to overcome them.
     
  13. 61 No. B

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    It's pretty much a given that by the end of the game your stats will be high enough that when you fight earlier enemies it looks as though you've progressed quite a ways, it's been that way with every KH game, and I'm sure it will be with every one in the future. However this thread called for an increase on top of that, which in my opinion is not right because you would already be at a point where it is obvious that the character you're playing as has tremendous strength, so a better way to show that their strength is growing as a character in a story or series of games (not a character playable within a single game) would be to display their growth through story.
    As the story progresses their strength will grow, however in order for a game to work within itself their stats have to be reset at the beginning, even though we know that they are far stronger than they were at the beginning of this game than they were at the end of the first one, so by the end of the game even greater stats won't make a difference because you will already be at a point where you don't need it, and by the time the next game comes out and they have grown even stronger, the stats will be reset to zero again. Overcoming strong enemies and challenges are something that come with every game, and do not denote a long term growth in strength, but rather a growth within one game.
     
  14. A Zebra Chaser

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    While this can be true, gameplay and story are clearly segregated in KH.
    During the ending of KH1, there`s no reason why Sora couldn`t have used high jump or superglide to go after Kairi. No matter how you do in the first fight as Sora in KH2, he will collapse exhausted and be saved by Mickey. KH2 claims Sora 'struggled greatly' in the Hades Cup. This can easily not be the case.
    Fights as a whole unfold completely different in story and gameplay.
    According to the story Sora uses Kingdom Key nearly 100% of the time.
    Really, the gameplay of KH has no bearing on the story. You'll never see abilities from gameplay during a cutscene
     
  15. Misty gimme kiss

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    This is true, though I do have to say that I think Sora didn't go onto Kairi's platform for a reason--Sora made it clear in the secret waterway in Traverse Town that he was not allowing Kairi to participate in the dangerous tasks that lie ahead of him (which bothers me but different discussion for a different time). He didn't want her placed her harm's way. At the end of KH1, he knows he still has to find Riku and bring him home. Going back to Destiny Islands certainly wouldn't allow him to do so. I think his reaching out towards Kairi was simply because he knew it could be some time before they saw each other again, and he had more to say, etc. But, I digress.

    It's kind of a suspension of disbelief thing, and it works both ways: in cutscenes Sora will sometimes hit a Heartless or Nobody once and it will disappear, while it would take several combos to defeat it in-game. It's just for cinematic quality. Still, it doesn't change that raising the health bar would create an unfair advantage ( or even no difference if enemy bars were raised in proportion). Don't mind me just ramblin'