I can post the paragraphs I've spoke of right now!
Who knows, possibly this might be what you wanted to explain!
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I wouldn't say that floatiness in Osaka KH games is the key reasons for why the games feel so different. The problem isn't really just lag, since you can commit to laggy moves in every single Kingdom Hearts game. It's just that at a fundemetal level, the overall feeling of the lag is spreading much more generally and constant throughout the Osaka games that doesn't compare to Tokyo Team's Kingdom Hearts.
What I've noticed in terms of difference in the movement and combat from KH2 to everything beyond, is that you do not retain momentum, transition, and weight/gravity for most, if not, all of the actions you do in BBS, DDD, 0.2, and KH3, and instead, static in terms of status and function regardless of context and what you do consecutively.
If you specifically notice this, literally almost every action and movement you do in Kingdom Hearts 2 is not static and aids into proactive player agency. You're able to cancel into every hit and magic(only on ground) in your combo earlier than it's entire animation to a much more substantial degree than later titles, paired with the smoother animation blending overall (which is a massive part of why the later games feel the way they feel). You're affected by gravity even for the most basic actions you do in the air. Every time you cast magic in the air, you glide with your momentum as you're casting it (especially paired with Aerial Dodge). If you attack in the air, you're constantly moving downward throughout the entire state untill you hit something, then you bounce up slightly and still drag down. Air finishers vary for how they function in the air, but even the most static like Magnet Finish still feels better paired with the fundamental smoother and varied feel of the state the game has you in before, after the finisher, and everything else around it.
Even for the most static and laggyist of moments in KH2, like the Quick Run, the duration is able to be manipulated for, and the acceleration, velocity, and deceleration is not linear, unlike the slide and air dashes in Osaka games.
One of the only actions that are completely static is Guard, and there an actual genuine reason why this is a case, almost like an anchor in comparison for how it works.
Thinking that simply adding combo modifiers and framing it as the lack of that being the core reason of why KH3 and Osaka games are worst feeling than Tokyo Team I feel just shows a fundemetal missunderstanding on how much and how it actually affects either games.
Technically Base KH3 is responsive and objectively gives you the most ammout of options you can get in a Kingdom hearts game, alongside the added combo modifiers, which makes each attack snappy and quick.
But the purpose and intent behind it still misses the mark in comparison to the intentful design choices in KH2, and the attacks, regardless of abilities, still fundamental feel all the same with how linear they feel from what I've stated beforehand. It's still plague with the same fixed state of attacks with no gravity and momentum, which will always show, no matter how jerky and quick the Combo modifiers are. The attack happens faster, which technically makes the game more responsive, but there is no acceleration curve. He instantly snaps from point A to point B without any kinetic friction or momentum.
In KH2, combo modifiers didn't just do as it described for what the small description each ability gives you. Each specific attack had its own pace and feel to it, (that was, again, never static to the same degree as Osaka games) with the semi-universal trait of these combo modifiers being that it literally makes Sora being more capeable overall, which partly means feeling faster.
But the thing is with Flash Step, Slide Dash, and Slapshot, they were literally more faster and felt almost completely different from using the base attacks, yet each had their own speed and properties, paired with the weight, momentum, and other smaller mechanics.
It's due to this that I feel the additions of combo modifiers as an attempt to fix it feels almost superficial in a way. In KH2, they simply enhanced and worked with the overall game design, engine, and progression of the title.
It didn't just felt good to play simply because it had abilities that changed your attacks. It enhanced it.
Presenting another look at the latest instalment in the Kingdom Hearts series.
Kingdom Hearts IV will launch simultaneously on Nintendo Switch 2, PlayStation 5, Xbox Series X|S, Xbox on PC, Epic Games Store and Steam!
Stay tuned for more updates.
PlayStation's highly-anticipated State of Play event was flooded by demands for Destiny 3. During the opening of the show, PlayStation's official Twitch chat was almost completely dominated by cries for a new Destiny game. https://t.co/9Q8ZpVPQZI
I profusely apologize to Jacob Ortiz for my false statements accusing him of hurling extreme racial slurs to a user, and asserting that Mr. Ortiz withheld funds from any user.
Each of these statements was untrue, unsupported by facts, and I therefore retract them in full.
Read the full blog at https://t.co/1PmLuyR3aD
For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.
As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio.
Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to.
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