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The absolute beauty of the particle and effects system that the kingdom hearts games had on ps2?
Even kingdom hearts now doesnt even compare to this, instead using default unreal engine effects for a lot of actions in game.
Was it just the square soft magic before enix set in for good? For a ps2 game, this is very impressive
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Oh what? You didn't like those shitty disney ride attacks?
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Anyone else think KH1 had an extremely unique feel to it? I think it's because of how close the camera is to Sora and how slow you are but the maps feel HUGE, especially compared to KH2. I love them both but KH1 has this beautiful feeling of exploration. Like every map has its own little story to it. Think the giant area in Traverse Town with the bell. There's so many ways to go, everything feels so much bigger than you, and there's a lot of places to go. I always think of "Sora dangling on a ledge" when I think KH1. When I think KH2, I think "double jump and glide every map to cross it in 2 seconds because it's tiny" like the tiny 3-way map in Mulan's world or the area with all the tents. They just feel so much smaller. Like Sora's in a toy land.
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>>729227446
I think it was an overcorrection from KH1's more confusing worlds. Just look at how many people get stuck in monstro or atlantica
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>>729227732
>Monstro or Atlantica
Honestly the scenery in Monstro is what made it ab it boring/unmemorable. I loved getting lost in Wonderland back as a kid and loved it again when I played it this year as an adult.
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>>729226118
Kh2 in particular looks beautiful with the backgrounds.
I think of that part of kh2 where the buildings wrap around with the void while the dragon attacks you, it still looks amazing
This is great for viewing the backgrounds
https://noclip.website/
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>>729226118
>
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>>729226118
This isn't unique to particles in KH. In the past everything was done in house. Engines barely existed and if they did they were proprietary. There were not asset marketplaces, there was maybe a few industry standard asset packs you could buy but ultimately, dev teams use to make everything in their game. This means you saw much more variety in the past, for better or worse. You see homogenization now because everything is now outsourced or bought. Very little is made in house and you certainly don't have the situations you used to have where developers actually understood the hardware they were working on and could go to Sony or Nintendo and say "Hey we want to do this crazy visual thing can you help us understand the hardware so we can do it?" There's a video of the one of the OG programmers/directors of Crash Bandicoot talking about how they did just that because they had some ideas on how to get the cartoony stretch and squeeze look out of the PS that they wanted but they needed some specifics hardware documentation to make it work.
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>>729227446
KH2's level design is glorified hallways outside of a handful of areas.

If the whole game was designed like Cavern of Remembrance it would rock.

Other exceptions: Olympus Colosseum, The World That Never Was, Twilight Town, Radiant Garden.
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>>729227446
I've always said this
They made you way too mobile in KH2. It took away from the level and arena designs.
If only they had kept the movement and design of KH1 with the improve combat of 2. Alas.
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>>729226118
>The absolute beauty of the particle and effects system that the kingdom hearts games had on ps2
They were used thoughtfully to enhance actions in the game. Nowadays it's like particle effects are just something devs feel like have to be there so that your game had good graphics, so they just dump them on to the point where they obscure everything and make it hard to see.
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>>729226118
while not really as nice as KH2, NEO TWEWY had some pretty creative usage of particle effects for the attacks



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