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#i have a 50/50 shot of spelling thief right at any time and yet. and yet.
aroaceleovaldez · 1 month
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also it was a cruel joke on Rick's part to title the first book in his series about/for dyslexic teenagers... "The Lightning Thief." how dare you sir. you know exactly what you did. your target audience will never be able to spell the name of your book correctly.
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grailfinders · 3 years
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Fate and Phantasms #109: Emiya (Assassin)
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Today on Fate and Phantasms we’re continuing our trek through Fate Zero with the assassin class Edgemiya, with the ability to alter his own time and everyone’s luck. Despite all his cool powers, he’s still pretty depressed. Oh well, it’s probably nothing a few more builds won’t fix.
Check out Emiya’s build breakdown below the cut, or his character sheet over here!
Next up: “Do I contradict myself? Very well, then, I contradict myself. I am large- I contain multitudes.” -Walt Whitman
Race and Background
Emiya made a deal with the spirit of humanity to protect the human race, which is exactly why he’d make a great Hobgoblin... I’m kidding, he’s a Variant Human, for +1 Dexterity and Charisma, Arcana proficiency (or whatever else a rocket launcher would fall under idk), and the Crossbow Expert feat, allowing you to ignore loading crossbows, fire well with enemies in melee range, and dual wield hand crossbows. You can control the flow of time, you should be able to fire more than once a round.
You’ve fought in plenty of wars, but it’s hard to call a professional assassin anything but a Criminal. This gives you Deception and Stealth proficiencies.
Ability Scores
This is a pretty mono-ability build- make your Charisma as high as possible. You’re a pretty scary guy, and you shoot good. That’s charisma. Somehow. After that is Dexterity- you’re really stealthy, and really, really fast. Your Intelligence isn’t half bad. You can use plenty of fancy modern weapons, and you can hunt down mages to use them on. Constitution doesn’t have to be that high, you don’t need health if you just don’t get hit. Your Strength isn’t great, but it’s enough to get the job done. We’re dumping Wisdom, though-your entire characterization is about how much you regret making that deal with Alaya. You’re not bad at noticing things though, we’ll just have to patch that up with skills.
Class Levels
1. Rogue 1: You have a particular set of skills, and rogues start off with the most, so let’s spend a little time here for now. First level rogues get proficiency with Dexterity and Intelligence saving throws, as well as four rogue skills- Acrobatics to enhance your mobility, Intimidation for that no-nonsense attitude of yours, and Perception and Investigation to hunt down and destroy your enemies.
You also get Expertise, doubling your proficiency bonus for Stealth and Intimidation. Presence Concealment A+ is some good stuff.
You can also add a Sneak Attack bonus to damage done by attacks with advantage or directed at creatures who are occupied with other creatures. Right now, it’s just 1d6. You also learn Thieves’ Cant. It’s a language.
2. Warlock 1: Alaya’s kind of a lot of things to a lot of people, but Hexblades work best for us so a Hexblade it shall be here. As a hex warlock, you learn how to place a Hexblade’s Curse on a creature. It lasts one minute, or until one of you two dies, and you can use it once per short rest. While cursed, you can add your proficiency to damage against the target, all attacks made crit on 19s as well as 20s, and you gain hp when the cursed creature dies.
You also become a Hex Warrior, giving you proficiency with medium armor and martial weapons. You can also use charisma as your attack modifier for one weapon per long rest, as long as it isn’t two-handed. Right now, that means you’re using hand crossbows.
One last benefit of being a warlock is Pact Magic, spells you can cast using Charisma. Grab Eldritch Blast for more shooting and True Strike for more careful shots, Expeditious Retreat for some extra speed, and Cause Fear to drain the luck of one poor sap for up to a minute, rendering them unable to move closer and giving them disadvantage on attacks while you’re in sight for the duration. Sure, making yourself luckier would technically be more directly in line with canon, but it’s a “six in one hand, half a dozen in another” sort of situation.
3. Warlock 2: Second level warlocks get Eldritch Invocations, extra ways to customize the Selling Your Soul Experience! You get two right now, but we’re saving one for The Obvious next level. Grab Thief of Five Fates for yet another way to ruin someone’s day. You can cast Bane once per long rest by using a warlock spell slot. This reduces all the saves and attack rolls of three creatures who failed their charisma saves by 1d4 for up to a minute. The DC on those saves, by the by, is 8 plus your proficiency bonus plus your charisma modifier. You can also cast Hex now, in case your enemies weren’t unlucky enough. This makes your attacks deal extra necrotic damage, they get disadvantage on ability checks with one ability, and you can move the effect to another creature if the first drops to 0 hp, which is nice considering it lasts an hour.
4. Warlock 3: Pact of the Blade time! This level lets you summon a magical pact weapon as an action. This weapon always has the benefits of being a Hex Warrior, and thanks to Improved Pact Weapon it can also be a ranged weapon. Specifically, it has to be a Light Crossbow now, because weapon requirements in D&D are obtuse and terrifying.
On a lighter note, you get second level spells now! You can speed up enough to create a Mirror Image of yourself, creating three copies of yourself on the same square you’re standing. If you’d take a hit, there’s a 75% chance a copy will get hit instead and get destroyed, leaving you with only two, and so on.
5. Warlock 4: Use your first Ability Score Improvement to bump up your Charisma for better... everything, really.
You can also cast Minor Illusion to leave afterimages further away from yourself, and Blur, which gives creatures attacking you disadvantage.
6. Rogue 2: Back in your other class, you learn how to make Cunning Actions, speeding up your Dash, Disengage, and Hide actions so they can fit in a bonus action instead. 
7. Rogue 3: It’s no surprise that you’re an Assassin. I mean, it’s your class, but it’s also your subclass. As an Assassin, you can Assassinate enemies that are surprised and/or slower than you are. You have advantage on creatures who haven’t taken a turn yet, and hits against surprised creatures are instant criticals. Speaking of advantage, you can use your Steady Aim as a bonus action to give your next attack advantage, at the cost of losing al your movement for the turn. Despite this, you’ll have plenty of ways to move in a pinch if you really have to.
Also, your sneak attack goes up to 2d6.
8. Fighter 1: Yes, it’s another 3-class build. Don’t worry though, this one’s just a splash. As a fighter, you get a fighting style- Archery will make your shots even more accurate than they were before. You can also use your Second Wind as a bonus action for a bit of healing. You shouldn’t have any trouble finding time for a breather, after all.
9. Fighter 2: Second level fighters can use an Action Surge once per short rest to add an extra action to a turn. Save up for a burst of gunfire, or cast Mirror Image and Blur at the same time to become almost invincible have fun with it!
10. Warlock 5: Speaking of doubling up on things, at fifth level warlocks get another Invocation. Thirsting Blade lets you attack twice per action. You can also move fast enough to Blink out of existence. On the end of each turn for a minute, you have a 50% chance to enter the ethereal plane until the start of your next turn.
11. Rogue 4: Use your next ASI to grab the Piercer feat, for +1 Dexterity, the ability to re-roll one die of piercing damage per turn, and an extra critical hit die when you shoot somebody. If you don’t plan on wearing medium armor, this will also increase your AC.
12. Rogue 5: Fifth level rogues gain an Uncanny Dodge, spending your reaction to halve the damage of a single attack. I’d think you wouldn’t get hit by this point, but nat 20s happen to everyone eventually. Also, your sneak attack is 3d6 now.
13. Rogue 6: Use your second round of Expertise to double down on Perception and Investigation. You’re a professional, you’ve got to get results.
14. Rogue 7: Seventh level rogues get Evasion, making you fast enough to outrun fireballs. If an effect makes you roll a dexterity save to halve damage, a failure makes you take half damage now, and a success completely negates it. Your sneak attack reaches its final form at 4d6.
15. Warlock 6: Sixth level hexlocks can make an Accursed Specter once per long rest out of humanoids you kill. They stick around until your next long rest. This is very not in character for you, but free help is free help.
To help with all that killing, you can also cast Spirit Shroud, adding extra damage to short-range combat, preventing healing, and slowing down nearby enemies.
16. Warlock 7: You can now burn spell slots to power gunshots thanks to Eldritch Smite, which adds a lot of force damage to a weapon attack. To help maneuver around the battlefield, you can also cast Dimension Door for a quick burst of speed.
17. Warlock 8: Use your last ASI to maximize your Charisma for stronger spells and weapons. You can also cast Shadow of Moil for that dramatic shadowy look you get at higher ascensions. It also works as yet another reason people really shouldn’t hit you.
18. Warlock 9: Ninth level warlocks max out their spell slots at fifth level, allowing you to cast Far Step for a longer speed-up session. While the spell lasts (it’s concentration, up to a minute) you can use your bonus action to teleport 60′. You also get the invocation Trickster’s Escape, which lets you cast Freedom of Movement for free once per long rest. While active, your latent timewarping prevents you from being slowed down by magical effects or difficult terrain. (At least that’s what it looks like from the outside. They don’t need to know you secretly spent two turns getting through those hedges.)
19. Warlock 10: Our final gift from Alaya is the Armor of Hexes. If you’re going to get hit by a hexcursed creature’s attack, you can use your reaction for a 50/50 chance of ignoring the attack completely.
You can also cast the cantrip Friends this level. You’re scary, this’ll make you scarier for a bit.
20. Warlock 11: Having sixth level spells on short rests would be busted, so instead of growing your spell slots warlocks get a Mystic Arcanum. This lets you cast one sixth level spell once per long rest, like those plebeians with spellbooks. Your spell is the Circle of Death, letting you go full on Reaper on a pretty large area, dealing 8d6 necrotic damage to every creature that fails a constitution save in a 60′ radius sphere. It’s not dexterity, purely because there’s that many bullets flying around.
Pros:
You are very, very good at critical hits. With a doubled chance of critical damage and guaranteed crits on surprised creatures, you’ll be rolling a lot of dice pretty often. Especially since you can take advantage of critical hits easily thanks to your smites and sneak attacks.
While you can dish out damage easily, you’re also great at avoiding damage entirely, with plenty of spells that make you harder to hit, teleportation to get out of tricky spots, and multiple ways to dodge attacks even if they’re critical hits. Your mobility also makes it a lot harder to escape from you.
Maxed out charisma, the archery fighting style, and free advantage from Steady Aim means even after the fight starts you can still deal consistent damage over long periods of time. Your shots are going to land more often than not, and they land pretty hard.
Cons:
While you can deal damage over time, your kit is definitely geared more towards short bursts, because most of your skills are on a strict cooldown, with one or two uses per short rest. This is especially true of your spell slots. Warlocks eat up spells fast, especially if you’re using them for offense and defense.
Your low wisdom means you’re going to be fooled by illusions and charmed pretty easily. As a precaution, it might be best to use up your burst damage skills as soon as possible. You really don’t want to have to turn 9d8 + 4d6 + 12 damage on your party members.
Your HP isn’t that high, barely scraping above 100 at higher levels. While you have a lot of ways to make that last a lot longer than you’d think, there’s always the chance your DM’s getting sick of you surviving everything and will just throw someone with Power Word Kill your way.
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spoadicdeviance · 5 years
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Simple and Clean: The Kingdom Hearts Conundrum
Well it looks like the hype of the release of Kingdom Hearts 3 has calmed down significantly, mostly due to the fact that the game is considered by many to be lackluster. As for myself, I have finished my first playthrough of the game, on proud mode, and done most of the side quests, and while I did like my experience overall, I can’t really refute the criticisms the game has gotten and have to agree that Kingdom Hearts 3 is a disappointment.
I suppose I can’t be too surprised with how the third game in the franchise turned out considering the direction the series has been on since the second game which is actually the third game released but due the number placed at the title the game is still the second game, and I’ll just stop right now before I go on a tangent over the names of each game.
Kingdom Hearts, to me, is a series that captivated me right at the very beginning. I love Kingdom Hearts 1. It’s probably in my Top 20 favorite games of all time. The game managed to encapsulate the whimsy and charm of Disney, while delivering an epic, yet simplistic tale of adventure, light vs darkness, and friendship. The game was fun to play, and the story kept me engaged to the post credits scene. To this day, the game is still one that I would gladly replay and enjoy in its entirety.
Can’t say the same for the other games.
I know, I’m in the minority here on this, but in my opinion, the Kingdom Hearts series peaked with the original game from 2002 while all subsequent games have struggled under lackluster levels, a combat system that favors style over substance, and a convoluted plot with dull, heavy-handed dialog. Heck, a lot of what made Kingdom Hearts 3 such a disappointment to many players can be found in Kingdom Hearts 2 and (to a lesser extent) Birth by Sleep, the two games fans say are the pinnacle of the series.
Now I’m not simply here to say that I like this game over that game end it there. I’m going to explain why I think the Kingdom Hearts 1 (or KH1) is my favorite game in the series while putting into words my disappointment with the later games in the franchise, particularly KH2 and Birth by Sleep. This is going to be a long one so just get yourself comfortable and wait until you finish reading my post before you comment. Let’s go over why Kingdom Hearts 1 is the best in the franchise.
First things first, let’s discuss the levels in these games. The worlds of KH1 are a lot of fun to explore. While not exactly Thief II: The Metal Age complex, they were expansive and navigating them was more than just going from point A to point B. Some of the worlds were almost maze like in their design. There were light puzzle elements to most of the worlds. There was even platforming that, while clunky, added some variety to each level. These different elements made the moment to moment gameplay more than just brawling and therefore playing KH1 never got stale.
It’s quite a different story for the other games. The worlds in the latter games are straight forward in their design. The worlds were usually a singular pathway with the occasional branching off into a mini path, (Enchanted Domain, KH2’s Halloween Town), or central hub area that branches into three-four linear pathways (Beast’s Castle). Just look at the maps of Agrabah from KH1 and KH2 to see the downgrade firsthand.
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Not only did the levels lack complex designs, they also had little to no puzzles in them and instead of tweaking the platforming to make it less clunky, the worlds minimize or flat out remove platforming all together. This resulted in worlds where you mostly just walk and fight.
Now these games are not simply all combat. There is something added that is intended to break the monotony, and it’s one of the most out of place aspects of the game; the forced minigames.
To be fair, having minigames isn’t a bad thing in and of itself, even if its put into the main campaign/quest. Games like Jak and Daxter and Donkey Kong 64 have plenty of minigames, however most of them are optional to beat the game. Finishing DK64 requires 50% of golden bananas and minigames give roughly 25% of golden bananas. Final Fantasy IX and Skyward Sword have the player do a minigame, but it lasts for 2-5 minutes out of a 35+ hour campaign and serve more to entice players to do a side quest. Even KH1, the only moments that feel like the game forces you to do a minigame like activity were the race against Rikku at Destiny Islands, the 1 minute of vine surfing at the start of Deep Jungle, and the 2-minute magic carpet escape at the end of Agrabah.
The other Kingdom Hearts games are not as stingy with minigames. As each world progresses, minigame after minigame is dumped on the player. KH2 is one of the worst offenders of this. It doesn’t help that these minigames, unlike the ones from DK64 and Final Fantasy IX, don’t provide a real break from the endless stream of battles. The majority of minigames are just regular fights with an arbitrary stipulation added to it; fight the enemies before the timer runs out, fight the enemies until the timer runs out, fight the enemies while collecting some orbs, fight the enemies while filling the bar onscreen, fight the enemies while depleting the bar onscreen, fight the enemies while escorting a slow ass character. It’s all just more fighting, and it even spills over to some of the bosses as well.
Even the minigames that aren’t centered around fighting, like the rhythm games in Atlantica, are too shallow to provide any sense of fulfillment while playing them. Subsequent Kingdom Hearts games aren’t exempt from this. From Birth by Sleep’s Disney Town world being dedicated to minigames, to the shallow imitation of Nintendogs in Dream Drop Distance, these games also have the same minigame issue that KH2 has.
I have talked about how the games became more combat oriented, however I haven’t really discussed combat itself. This is probably the part where I’ll get the most flack.
Combat in KH1 is a lot of fun and the highlight of the game alongside its story. While basic at first, the fighting gets more complex with the addition of special moves, extra combos, spells, and summons adding variety to the system. Plus, different enemies and bosses a certain attacks and weaknesses. Mashing the x button repeatedly will not get you far, you will have to think and be strategic during battle.
The later games, however, do not have strategy in their combat. Sure, you have different options with drive forms, shot locks, trinity limits, and other sorts of abilities, but at the end of the day, combat from KH2 onward is mostly whaling on the attack button over and over again. The amount of enemies that require certain strategies to defeat them diminish, dodging becomes practically unnecessary, and combat becomes simplified as a whole
Drive forms and trinity limits require little to no strategy when using them. Just activate them and mash buttons while your character zips their way through the battlefield while all sorts of flashy effects fill the screen and enemies go down without a fight. How fortunate that certain abilities could only be unlocked when the player fights with each drive form for a certain amount of time. Forced grinding, what a treat.
The worst offender of this is the context sensitive “reaction commends” that can clear waves of enemies and knock out a huge portion of the bosses’ health. Sometimes it’s the only way to defeat certain bosses. All the player must do during these reaction commands is simple press the triangle button over and over. It’s like a quicktime event only virtually impossible to fail at. There’s a reason why the phrase “press triangle to win” exists.
Magic also got a downgrade as the series progressed. In KH1, magic was not always at your disposal. When your MP got depleted, the player (or companions) would have to use an elixir/ether or land enough melee strikes on enemies to replenish your magic. Despite that, spells and summons were incredibly useful in battle, as well as for environmental puzzles, and the proper use of magic could mean the difference between success and failure.
In the later Kingdom Hearts games, the inverse seemed to be true for magic. Not only were puzzles that require spells became almost nonexistent, removing more variety in level design, but spells and summons became less effective in battle. In KH1, the player could focus on spellcasting, while doing the occasional melee attacks, and get through the game with relative ease. In later games, due to how magic became nerfed, using magic primarily was more of a self-imposed hinderance rather than an alternative style of play. This results in the player using magic almost exclusively for healing. Lucky for those players, MP automatically regenerates after depletion at a relatively quick rate, making ethers useless, which gives the player an unlimited amount of heals.
After KH2’s release, with the emphasis on style over substance, combat in Kingdom Hearts games became more about how to make the player look cool while fighting rather than making the player feel good after the fight.
The reason why it felt good to complete a battle in KH1; the game was actually difficult. Enemies and bosses didn’t just let you pummel them with combos and stylized forms. You had to react to the enemies and the arena you fought in. Even to this day, fights against Clayton, Ursula, Maleficent (human and dragon), possessed Rikku, many more bosses still put me on edge as I fight them.
There was no challenge to the fights in games like KH2 and Birth by Sleep. Since the player has multiples ways to dispose of an enemy, virtually endless amount of heals, and less adversaries that require any strategy outside of “hit me a bunch of times until I no longer exist”, they face little to no challenge while playing latter day Kingdom Hearts games. Bosses that make creative use of the environment you fight are less frequent too. The only way a boss can begin to test the player is when a minigame-like stipulation is added to the fight. Stipulations such as kill all the water clones in this time limit, put the coins in the chest before you can do damage, whatever the heck the Luxord fight was supposed to be, and so on and so forth.
Even then, I still didn’t get that much of a challenge. After three playthroughs of KH2, two of which were on Proud/Critical mode, the combined total of times I died does not even come close to a quarter of the amount of times I died in my first playthrough of KH1. I never even died during KH2’s Sephiroth fight, and I still struggle to defeat him in KH1’s proud mode. The other games provide even less challenge outside of a few endgame/postgame bosses.
And before you reply, the re-releases did not remedy this issue. In fact, the re-release of KH2 gave the player new abilities that allowed the player to cheese his/her way through some boss fights.
Now I have talked about the level design, the moment to moment gameplay, and the difficulty. I supposed that leaves us with the plot of these games.
Do I even have to explain why KH1 has the superior story?
KH1 had a simple yet effective hero’s journey story about a child who wanted to explore the various worlds with his friends but got more than he bargained for when his home is engulfed in darkness and he’s separated from his friends. He goes to various worlds, forms friendships with numerous people, and learns about his newfound abilities as well as the forces that try to stop him on his quest to find his friends. It’s not the most complex of narratives and that’s all for the better. The amount of exposition is kept to a relative minimum, characters can breathe and are not just there to explain the situation, dialogue was never forced or awkward, each world had their own mini-story that’s both entertaining and connects to the overarching plot, and the story is self-contained, no outside material required to understand what’s going on.
You know the pattern by now, but I still need to elaborate. For some reason, Square-Enix thought that they could pull off this grand epic saga spread over multiple games, well they couldn’t. KH2’s plot is a total mess. It’s a constant bombardment of new ideas, exposition dumps, vague allusions to events from games that weren’t even released yet. It was bad enough that the player had to have played a GBA spinoff in order to understand a lot of the plot, but the narrative was so muddled with inconsistencies and unexplained concepts that two more spinoffs had to be made in order for KH2’s plot to make some sort of sense, even then the plot is still convoluted and heavy-handed.
I’ve seen spiderwebs that have less interwoven parts than the plot of Kingdom Hearts, and far fewer holes as well.
And no, this does not make the story “complex and deep”. While I expect a game called Kingdom Hearts 2 would require me to play the first game in order to get a clear understanding of the plot, that doesn’t excuse having to play multiple spinoffs just to get a iota of a clue of what the heck is going on. The Lord of the Rings Trilogy, one of the most celebrated series of books ever, contained an epic tale of war across multiple kingdoms and fleshed out worlds with history and culture. Even then, the reader didn’t have to refer to The Hobbit or The Silmarillion in order to follow the plot of the novels. That’s mainly due to the fact that J.R.R. Tolkien, unlike Tetsuya Nomura, can actually write an overarching story.
There’s also the fact that a lot of the plot in these games feels like filler. In KH2, the first visits to most of the worlds don’t connect to the main plot about the nobodies and Organization XIII. It’s not until the second visit to Radient Gardens where the plot starts to get rolling. In Birth by Sleep, almost all of Aqua’s campaign feel inconsequential until the very end. You could cut her story and have her just be a side character in Ventus and Terra’s campaigns and not much would be lost, plot wise.
The reason why I find a lot of the plot to be filler is due to the stories of most of these worlds are retellings of the Disney movies they’re based on while having little connection to the game’s main plot. In KH1, the stories of the worlds were mostly original tales that were intertwined with the game’s main plot. Whether it was dealing with Maleficent’s group of villains, the search for King Mickey, Rikku, and Kairi along with the rivalry between Sora and Rikku, learning more about the keyblade and its various abilities, visiting each world moved the main plot forward while having fun mini-narratives of their own. Even worlds like Wonderland, Deep Jungle, and Neverland focused more on one scene/act from the movie and expanding on it rather than rushing through the cliff notes of the source material.
It seems like for the other games, Nomura just copied and pasted the scripts of the movies the worlds a based on, added interjections from Sora, and called it an original story. It sticks out like a sore thumb and makes visits to these worlds feel more like distractions than anything else.
This longwinded plot also extends to the dialogue. The dialogue in KH1 was natural, aside from a few moments of emphasizing the difference between light and darkness. Characters acted normally, they had actual personalities and chemistry with each other. That was because KH1’s plot was not domineering to the point where the characters were relegated to just be vessels meant to explain the narrative. In games like KH2, conversations don’t feel like a group of people talking amongst themselves but rather like a lecture that the player needs to pay attention to. It makes a large chunk of scenes drag on for what feels like an eternity.
The fact that characters feel more like lore dispensers than actual people leads me to my next point, I don’t care about these new characters. Almost every character introduced from Chain of Memories onward has left little to no impact on me.
Organization XIII are a bunch of cliché Shonen Jump villains, either cackling at how evil they are or brooding over something quasi-poetic until the main character comes in and inevitably defeats them.
Roxas got a 2-hour prologue in KH2 in order for the player to get to know him and I was more relieved than upset whenever he “sacrificed” himself in order for Sora to wake up. Even 358/2 Days couldn‘t get me to care for this guy.
Xion exists solely to die at the end of 358/2 days and then be resurrected in Dream Drop Distance, that’s it.
Hayner, Pence, and Olette are like the annoying group of kids you’re forced to hang out with during college orientation, then they think you want to spend more time with them afterwards.
Ventus, Terra, and Aqua might’ve been interesting characters if we had more than 10 minutes dedicated to their friendship and personalities. Birth by Sleep is so focused on explaining the origins of Xehanort, the ways of the keyblade master, and linking its plot to the overarching plot of the series, that I never find myself connecting to any of the characters. The three separate campaigns don’t do the plot any favors. In fact, it makes the story seem disjointed. To be honest, when the characters were either killed, possessed, or banished to the Realm of Darkness, I did not care in the slightest.
It doesn’t help that Tetsuya Nomura can only seem to write 4 or 5 kinds of original characters, resulting in everyone being a Xehanort/Ansem clone or a copycat of the Sora, Kairi, Rikku dynamic. Seriously, the amount of Sora clones in this franchise is absurd. 
The worse thing about these new characters is that Square seems convinced that the general audience needs more of them and forces them into the plot at the expense of characters we already have investment in.
The most egregious example of this happens at the end KH2 when during the final fight against Xemnas, rather than allowing the player to use Donald and Goofy, the game forces you to use only Rikku in the fight.
I don’t care that it’s meant to serve as Rikku’s redemption. He seemed to have redeemed himself with his self-sacrifice at the end of the first game. I don’t care about that stupid reaction command in the middle of the battle looks cool. It’s just another example of the game preferring style over substance. I don’t care that I get to fight with Rikku. I want Donald and Goofy.
I know we play as Sora and therefore focus on building his stats/abilities, but we put almost as much time into Donald and Goofy while we played the game. The player had to find the best equipment, do the side quests in order to obtain their ultimate weapon, mastered their trinity limits, managed their A.I. to suit the player’s needs in battle. Then the game rewards your dedication to these characters by saying “Screw you! Here’s a premade character with a default weapon you can’t change, and you only have the final level to learn how he is like in combat. You’re gonna love it.”
I’m sorry, but for an RPG to do that is inexcusable. Imagine in an Elder Scrolls game, before the final part of the main quest, your character is killed, and you must play as a premade Dark Elf Mage for the rest of the game. How about in Persona 5 before the last boss, instead of the Phantom Thieves, Joker gets a party consisting of some random side characters you barely interacted with in the game. Would anyone defend that design choice then?
The fact that I’m forced to only use Rikku in the fight, alongside how easy it is, makes the final battle against Xemnas in KH2 one of the worst final bosses in gaming, in my opinion.
I’ve been ranting about KH2, Birth by Sleep, 358/2 Days, Chain of Memories, but I haven’t talked specifically about Kingdom Hearts 3. KH3 is a weird case because it fixed some issues that I had with the later Kingdom Hearts games while doubling down on the issues it didn’t fix and adding new issues altogether.
KH3’s level design is improved somewhat. There’s still generally not much to do in the worlds aside from walk, fight, and do a minigame, however the actual levels are more open and intricate compared to KH2 and Birth by Sleep. The presentation is the best in the series, not just the graphical upgrade but also cinematography of the cutscenes and animations are more expressive than in past games. Plus, I got to give the game credit for making me like Axel/Lea, who before was just another forgettable side character.
However, combat is even more style over substance with additions like the Attractions Summons. The minigames are still as intrusive as they are lacking in quality. The retelling of the Disney plots is so bad here that there are literally shot for shot recreations of scenes from the movies with Sora, Donald, and Goofy added in the background. The Frozen and Tangled worlds suffer the most from this. Plus, the Pirates of the Caribbean world is based on the third movie despite the fact that no Kingdom Hearts game covered the second Pirates movie. Good luck understanding that plot without seeing the films. Dialogue is just as mind-numbingly dull. Also, you know how the plots of the latter Kingdom Hearts game can be described as having 30-50% filler, well KH3’s plot is almost 80% filler.
All this is combined with new problems such as combat feeling floatier compared to KH2 and Birth by Sleep, the emphasis on Disney over everything else, and the fact that this supposed “conclusion” to the trilogy didn’t fulfill on all the promises of past games, forgot to fill some of the plot holes, and felt like advertisement for games yet to come, makes it hard for me to say KH3 is a total improvement over the other Kingdom Hearts sequels and spinoffs. In many ways, it’s a downgrade.
You know, it feels like Kingdom Hearts is the Guns and Roses of the video game industry. Their first effort is groundbreaking and makes a huge impact on the scene. Subsequent follow-ups do their best to expand upon the initial outing only to end up with well regarded yet still confused end products. Then a new project is in the works and gets constantly delayed during which a revolving door of crew members tries to salvage the development, all the while a talented yet egomaniacal leader is micromanaging every aspect. Then when the long-awaited product is released, reviewers give mild praise while the general public is disappointed and finds the end result to be a mish mash of disparaging ideas while feeling almost unfinished.
Yes, Kingdom Hearts 3 is Square’s Chinese Democracy.
If I were asked to do a tier list ranking of each game in the series, at this moment, it would look like this.
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This maybe a bit of a surprise to you since I spent the entire time ranting about KH2’s flaws, so let me explain. After playing KH3, I’ve come to notice more of the positive aspects of the second Kingdom Hearts. While I do think that they serve more to make the game easy and hate the excessive grinding that comes with them, the drive forms do give the player a sense of experimentation with some of these fights. In fact, compared to KH3, 2 has more builds for the player, as well as more balanced. KH2 is still easy as heck, and in my opinion inferior to KH1 in almost every way. However, I now appreciate more of the second game’s strong points.
Also, the music is excellent. I think that goes without saying. Yoko Shimomura is a goddess of music.
So as if this entire post hasn’t made it clear already, I love Kingdom Hearts 1. Unlike the other games in the franchise, it knew where to be straightforward and where to have complexity. It had a robust, dynamic combat system, the plot was self-contained and had more personality than exposition, and the gameplay was varied without being diluted. To this day, I find it hard to understand why most Kingdom Hearts fans prefer games like KH2 and Birth by Sleep over the original Kingdom Hearts.
Who knows? Maybe they like the combat to have some flash and felt the fighting in KH1 is too rigid. Maybe they found the puzzles, exploration, and platforming of KH1 to be more akin to fat that had to be trimmed in service to the aspect of the games that they actually like. Maybe they enjoy the plot because it has such a detailed lore and expands the narrative beyond three guys saving the universe from darkness. Maybe they find the new characters charming and enjoy the parallels between them and other characters like Sora and Rikku.
If that’s how they feel, then that’s more than fine. We’re all allowed to have out take on things and no one should tell someone else that they shouldn’t have their opinion.
That being said, in my opinion, while I do enjoy most of the games in the Kingdom Hearts franchise, the only game that I find exceptional is Kingdom Hearts 1.
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dramioneasks · 7 years
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FAQ Fics: Time Travel (Both)
This list will only include fics where both Draco and Hermione go forward or backward in time.
I Have Known the Eyes By: phoenixrising934 - T, WIP - Draco Malfoy and his least favorite Gryffindors find themselves trapped in the future, where there's a new, growing threat in the Wizarding World: A mysterious "Wizards' Rights" group called the New Order, which is set on taking down the Potter and Granger run Ministry. Will they be able to escape this nightmarish universe, and if they do, will anything ever be the same? Dramione.
Changing The Future By: Lottielue1 - T, WIP - Hermione is sent back to the Marauder Era to save certain individuals lives but her mission becomes more complicated when a friend from home joins her and her mission takes a drastic turn that even she didn't see coming. Draco/Hermione 
Once Upon A Thyme By: zensho - T, 32 chapters - COMPLETE Draco and Hermione travel back in time and switch stations in life. Both learn tough lessons about family, honour and love. Yes - a real treat for all you DHr shippers out there who crave good, long, fanfics.
Redemption in the Past By: dysfunctionaldilusion - M, WIP - Draco is tasked to bring Peter Pettigrew to the dark side. Hermione is tasked to stop him. They are sent back 20 years to the first war when the people they know were just like them. War, friendships & love bring out the harsh truths that they were ignorant to & learn nothing is fair in war. Danger lurks everywhere as they learn what it was truly like (takes place in marauders era)
Fall Through Time By: Indieblue  - M, WIP - "In the last twenty four hours, Draco Malfoy's life was flipped upside down. Not only was everything he'd ever known gone, but now the only person he had to rely on, hated him with every fibre in her being. Draco Malfoy was stuck in the past with none other than Hermione Jean Granger." Dramione. Non-canon. (Remione included.)
Do it with some style? by LightofEvolution - M, WIP - A project gone crazy. Two ministry workers thrown back in the time when their parents tied bonds. That’s bound to cause headaches, isn’t it?  
Entwined in Time By: TheSummerNightingale - T, WIP - When Hermione and Draco get put into detention together, a potion mishaps throws them back in time: into the Marauders' era. As they begin to adjust to life twenty years into the past, the two become drawn together, sharing the bond of the future as they are forced to work together to return to their own time.
Tempus Fugit by CelticPagan-3 - T, WIP  - Hermione and Draco have been partners in Magical Law for three years. When their current case takes them down into the Department of Mysteries to follow a new lead, an unfortunate accident results in a series of trials they never dreamed they would have to endure.
In Another Life By: marana1 - M, WIP - She walked over to the huge, full-length mirror. Staring back was her eleven-year-old self but with long, beautiful, silky platinum blonde hair and pale skin. Hermione ran her fingers through her hair, the reality of the situation sinking in. The fairy hadn’t just made them switch places for a day… she sent them back in time and switched their lives. DM X HG. EWE.
Why We Fight by Zephyr Seraphim - T, WIP - An accident in Potions sends Draco and Hermione to the past where they meet a couple much like them.
It’s Affection, Always by NachoNachoMan1992 - M, WIP - Both in possession of time turners Malfoy and Hermione Granger discover that with time on their side anything is possible. The prophecy Severus Snape heard concerning Harry Potter wasn’t the only prophecy he heard that night. This revalation is about to shake up the lives of Hermione Granger and Draco Malfoy like neither of them expected. Dramione.
Vexed by mirthfully.morbid - M, 26 chapters - The War changed everybody and everything. Ex nemesis Potioneer Draco & Ministry Official Hermione are teamed up on a top-secret mission for the Ministry. When a spell goes awfully wrong and sends the duo back to the 19th Century, will they be able to survive pretending to be married and save the world in time? EWE, Post-Hogwarts
The Power of the Diary by Dramione84 - M, 11 chapters - An accident in the library sends Draco and Hermione into the past. What is it with Malfoy’s and their penchant for Dark Art Diaries?!
The Legacy by eilonwy - M, 9 chapters - When Draco finds himself partnered with Hermione Granger at work, he decides to make lemonade out of the obvious lemons and use the situation to impress his boss with his brilliance and expertise. Very suddenly, however, things take an unforeseen and dangerous turn, throwing their very lives into the balance.
Wizards of the Caribbean: Time is on Our Side by Loony Luna Fan - M, 28 chapters - On a mission for the Ministry to replace the time turners, a quick trip to a sunny beach turns into a very long trip back in time. In the realm of petticoats and pirates, Hermione and Draco have to find their way back home w/o being made to walk the plank.
Why Me? by coolkidd - K+, 12 chapters - Hermione and Draco get sent back in time Together. They have to be with a pirate crew until they can get back! will they learn to like each other or hate each other even more? COMPLETE!
Operation Time Lord by CarmineDuvale - M, one-shot - Draco Malfoy and Hermione Granger are sent back in time to retrieve a precious artefact from a long since lost place. Things don't go as planned. Obviously. ONE-SHOT
Another Life By: marguerite26 - T, 20 chapters - After a little potion incident, Draco and Hermione are sent in Paris, in one of their reincarnated lives, during WWII and the French Occupation. Romance & adventures.
Traveling Back By: ShiverBoo - M, 29 chapters - The Trio, the Ferret and the Pug screw up a potion and end up thousands of miles away…a hundred and fifty years ago…
Playing House With Malfoy  By: DMlover8 - M, WIP - Hermione decides to take Muggle Studies during her 7th year at Hogwarts. When something horrible goes wrong and she lands in the future with Malfoy, and to make things worse she finds out she’s married to him and has kid. Now they have to put their differences aside and figure out how to get back before they get stuck in the future together.
Asphodel By: A Pirate By Any Other Name - T, 17 Chapters - After an accident in potions, Hermione and Draco wake up married with children. Is this the future, a parallel universe, or is it all a dream? Will Hermione and Draco’s mutual loathing stop them from setting things right? Dramione, AU, Set during 5th yr.
7 First Kisses By: leopion - T, 7 Chapters - People say that the first kiss is a once-in-a-lifetime experience, but perhaps it’s not always true. An alternate ending to DH. Dramione Couple Remix Round 1 - Henry/Lucy 50 First Dates
Potions Class Mishap By: projectrunwayluver - M, 30 chapters - An explosions happens in Slughorn’s Potions class that throws five characters into the not so distant future. What happens when they meet their children and find themselves married to people they despise? Find out what happens when the Slytherin Prince starts to look at the Gryffindor-Know-It-All in a new way. I do not write lemons! AU. OCC.
A Glance at the Future by pinkstar146 - T, 21 chapters - Hermione Granger and Draco Malfoy has been sent to the future by a shiny clock they found. Will they ever go back? Will they bicker endlessly? Or will a romance blossom between them?
Destined to Love By: xxxxcrazychickxxxx - K+, 25 chapters - The last thing they remember is fighting with each other during the war, how the hell did they end up years into the future? And why exactly are they here? And why are they married? And what about a prophecy and a curse? Is it real? DRAMIONE Fluffiness!
My Future with You by Katia Dashwood - T, 15 chapters - Hermione and Draco fight an awful lot. As a consequence, they get blasted into the future, where they are married.
Catch Me if You Can by nerdzeword - T, WIP - In which Hermione is a time travelling thief and Draco is in charge of capturing her.
The Time-Turner Division by Lazaraz - T, one-shot - Five years after Hogwarts, Hermione, Ginny and Harry are Aurors in the Time-Turner Division. Their job is simple: use Time-Turners to go back in time and prevent crime before it happens. Unfortunately, they're joined by Malfoy, Pansy, Crabbe and Goyle. And they're about to be given their most dangerous mission yet: prevent an Azkaban breakout and another Wizarding War. Draco Malfoy and Hermione Granger pairing.
The Other Reality - FeltonLewis - M, 27 chapters - The war is over and the students are back at Hogwarts. Of course, Draco and Hermione get into a fight on the first day back and he wishes that she grows up to have the worst future imaginable to her. What happens when they end up in another time- seven years later- and find themselves together? Be careful what you wish for because you might end up like Draco and Hermione- stuck in The Other Reality.
A Series of Calamitous Events - ningloreth - M, one-shot - An accident with a Time-Turner sets off a series of calamitous events that Draco and Hermione struggle to reverse.
Thanks to all those who helped!
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