To be fair, this is not all that Kingdom Hearts has to offer in terms of the combat. We finally get to properly square off against Xehanort this time around. In fact, Kingdom Hearts III partially reminded me of games like Soukaigi and Otogi, especially when the combat started to get more aerial. Instead, Kingdom Hearts III is more freeform and while there is a degree of mastery, it’s not as specific as I would like and I often found myself trying to tame the underlying combat system before actually dealing with whatever enemy was causing me trouble. Not to mention a hard-tethered orbit lock so you can keep track of your highly mobile enemies. In that, considering the speed of combat, you would think that Kingdom Hearts III had a nice selection set of aural and visual cues for you to avoid enemy attacks. However, unlike those games, Kingdom Hearts III lacks much of the finesse, clarity and coherence when it comes to dealing with said action. Specifically, while Kingdom Hearts III is meant to be an action role-playing game, much of the combat is closer to a speedy action title not too dissimilar to something like Bayonetta or Devil May Cry. This is not a new thing to the Kingdom Hearts games though and while people a have love or hate relationship with the "floaty" combat in these games, my issue with this game is down to the increased speed and fluidity of the combat and the impact that has with keeping track of what is going on. The problem is that Kingdom Hearts III can’t quite decide what type of game it really wants to be, so it seems to try and do everything. Credit: Square EnixĪfter the events of the previous games, Sora is left somewhat depleted in Kingdom Hearts III and needs to rebuild his strength, which he does so across multiple Disney themed worlds from films such as Hercules to Toy Story as well as Big Hero 6 and Pirates of the Caribbeanamong many others. The game starts off with Sora and pals helping out Hercules.
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