Calypso Interior 2 by Pino44io

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Calypso Interior 2 by Pino44io
Command deck
30 min sketch, I used tech brush set v5 by z-design for ui elements
Krystian Biskup
KH’s command deck gameplay style sounds like the coolest idea ever: you get to build your moveset with whatever cool sword techniques or spells you want? Sign me up!
But it just ends up with so many of the commands feeling terrible because it feels like most of them were built purely for the scenario of a single enemy that will flinch to everything/be afflicted with any status effect
I feel like the strike raid moves are the perfect example of this, as in KH1 it was really good as it gave you invincibility, but sense it becomes a regular part of your arsenal now with no cost outside of a cooldown, they had to take that away from it
Which just means that unless you can get every enemy in a line for them all to flinch to it, the command will most definitely get you hit 70% of the time. Why use that over say, fire of blizzard where you can immediately move once it’s out?
Both Ars moves and Splicer moves fall under a similar problem, if the boss say, is a cheeky black masked boy that randomly replaces their flinch with an invincible counter, you better hope and pray to Kingdom Hearts he doesn’t decide to do it before the last hit or else you’re gonna take a big fat hit to the face while you’re helplessly flailing your key around
I never got very far in Re:coded but from what I played it seemed like they had a fix to that problem though, as you can chain commands extremely seamlessly in that game, so it was more like building your combo string than a bunch of standalone moves, although I never got past Olympus due to the constant gimmick sections so I never got far enough to see if any big commands kept the ‘got hit because I was trapped doing the move’ problem
Thoughts Regarding the Command Deck
Sep 27
Ever since the first non-numbered Kingdom Hearts title, Chain of Memories, the combat in every non-numbered KH game is structured much differently than the other games. The most prevalent combat change in these games is the Command Deck, seen in Birth by Sleep, Re:Coded, and Dream Drop Distance.
Instead of having all of your attacks at your disposal through the attack, magic, and any other button on the Command Menu, you have a limited number of unique commands that you can put in a deck to use in whichever order you want while dealing with cooldowns after you use a command.
I will say that this has led to some creative builds and decent progression as you move through those respective games, but they still have their pros and cons. One thing I’m not the biggest fan of is melding in BBS and Re:Coded. The way that melding trees work, it’s not easy to make your way to the more powerful commands without coming across them by dumb luck. However, once you do get those commands, you can do some pretty powerful stuff and feel like a boss while pairing that with some of the abilities you can get. My overall opinion is that they should stay in their non-numbered titles, but they should stay as the form of attack in those games.
So what do you think? Should non-numbered KH titles keep the Command Deck style of attacking? Or should they get rid of it in favor of the numbered title way of fighting? Or should they even try a whole new form of combat entirely? Be sure to let me know of your thoughts.
Sorry that I wasn’t able to get Monday’s post out until today as I was very busy that day, but moving forward, the schedule should stay the same. Friday’s post will NOT be the KH1 Level 1 finale because I most likely won’t have enough free time to finish up the game before then so that will be something else. See you all then!
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Fixed the sidelinks aka the image server glitch on Command Deck!
To fix this on your blog, simply repaste this updated commanddeck code into your theme, and it should fix all the bugs while keeping all your color, image, and text customizations :)