That last move to finish the Marluxia fight was impeccable! You've done a great job with making Roxas feel unique while taking inspiration from his moves in the game!
All the unique moves from Roxas as well as the gameplay in general looks awesome, but I just love the fact that you're showing us Roxas with his own voice instead of Ventus's voice.
It could be placebo - or it could be the lack of a bloom effect in the gameplay showcase - but it does look like the stuff I mentioned about vfx was absolutely taken into consideration, giving them an overhaul. I feel like I can keep track of the characters and animations significantly better now, and I can appreciate both the light and dark effects of the keyblades. The animations where Roxas is engulfed by light are super snappy too, and it never really feels like i'm just being overwhelmed by light effects everywhere. One of the biggest changes seems to be base roxas' fire magic, where its main color is orange and the overbearing light is nowhere to be found. I *love* how that really compliments the other moves rather than distracting from them! Incredible work all
I'm a big fan of shortcuts. Not so much of input strings so i really appreciate this change. Say i don't know if this has been asked before, but will you implement a "training mode" of sort just like the Larxene dummy you use in the audience chamber? Could be pretty useful to lab some things.
it would be interesting to see an ability that would decrease frames by 1 from the block but you gain more drive, only two can be equipped in the critical mode ability list
another idea would be a replacement of the rage form with the name of hate form, however you can have control of it after you face 3 fights against members of the organization 13 that gives the ability directc hate that allows you to select in the form menu the hate form
In hindsight, the way KH2's layout should've been designed was the modern Square/Triangle convention, with regular attacks on Square and contextuals on Triangle. Reaction Commands should've been unique button combos so there was some actual skill to them. Hard to blame them since 3rd person action combat games were still pretty much the wild west at the time, but the fact that they didn't adapt for subsequent games is a bit of a let down. Glad to see someone someone is bringing those refinements to Kingdom Hearts. Honestly it could be nice to have this change backported as a mod for vanilla.
One thing that I always adored about Devil May Cry series is how they nailed enemy design. They're so fun to beat up. I swear half of my enjoyment was how much freedom the enemy gave me comboing them to death. It was cool seeing Roxas with his hood on but god damn the enemies in KH2 have too many invul states for absolutely no reason. Seeing him get sucked into a bolt reversal RC was pain. When I think DMC it's cool combos but specifically because how fun it is to bully the enemies. I'd even go as far to say DMC is an easier series than KH because of purely how different their enemy designs are from one another. A great example is how in DMC your reward for knowing how to combo not only is style but you also deal mad damage that will let you intentionally skip parts of a boss or even just instantly kill them. In KH2 you have to do a very specific AI manipulation to accomplish that same level of reward of combo exploration that DMC naturally promotes. In KH combos are all fluff and not much substance but that's only because of how restrictive enemy and bosses are with your combat mechanics.
Bolt Towers are definitely just horrible to hit. Their damaged animations naturally cause their weak point to bounce around, causing you to whiff for no reason. I'd say the majority of enemies in KH2 are pretty fun to combo, though. This project will definitely be tweaking enemy design in different ways to try and create the best combat experience possible.
What's with the switch to windings at around 0:59 ? I thought it was an arg thingy, but I started translating and it really just looks like the previous text just in windings XD
Y'know, now that we have two triggers (or, I guess, a trigger and a shoulde button), that can be held to modify our attacks with R2+Square remapping of some moves, this puts Nobody May Cry in an interesting position where we can sort of use it as a proof of concept for how the Devil May Cry reboot _could_ have been good if Ninja Theory spent more time fine tuning the game instead of pissing off their audiance and PR team. Which is doubly fascinating to me when you consider how KH2 looks much less mechanically complex on the surface compared to Devil May Cry, and yet Roxas over here is popping off with Enemy Step, emulated lock on moves, animation cancels, royal guard, and a style meter that activates a pseudo DT. Most of which being achieved in ways that a casual player may not realize required some engine tinkering to achieve. Speaks a hell of a lot to both Nomura's team and the NMC's.
Can’t wait till you done cooking as a roxas fan kh and dmc fan this pleases me immensely someone definitely took my mans friends and sea salt ice cream away and he ain’t happy about it I’ll get a pc just to play this.
first time im hearing about this, it looks amazing! will the game be rebalanced for the player's new access to cuhrayzee? i havent played the game since it first released on the ps2 so i cant tell
If I'm remembering get bonuses correctly, you put Zexion over Storm Rider and Marluxia over Grim Reaper 2. I didn't realize you can force a different arena for Storm Rider, as usually once you exit the Antechamber once looting the Throne Room, you're immediately taken a zone past where you fought Zexion. (Palace Gate is where the Shan-Yu fight is usually battled, the room past it where you have like 3 different mob fights is Imperial Square). I guess having much more open space makes the Zexion fight too easy, but I'm curious how you changed the boss triggers.
It already does. When Roxas is glowing, he's in "Luminous Drive". Its a state he achieves only when he's playing well, and it boosts most of his Passive Abilities.
I can't say for certain without having played it, but I'm going to make an educated guess that, if possible, you're probably going to want Air Slide on neutral Square and HoriSlash on the alt input. Where possible, maintaining outcome parity makes it easier for players to learn and incorporate different actions. I have to imagine having a different input for "horizontal dodge on the ground" and "horizontal dodge in the air" is likely to trip up a lot of players; I haven't even played the mod yet and I feel like I've already screwed it up multiple times lol. Of course I have no idea how the implementation works and if there's a technical limitation making that option difficult. Just my 2c as someone who spends a lot of time being bad at action games.
Yeah, I feel the same exact way about outcome parity, and that's exactly how we have it designed. Ground Dash and Air Slide will both be on neutral Square.
Glad you like it! If your level is lower than 1, I artificially bump it up to 13 for that fight only. Thankfully, bumping up your level doesn't affect your stats at all. If your level is above 13, then it's just like standard KH2FM.
I know it's a weird request (I love what you made so far btw) could the meteor strike add a meteor-like projectile falling from the sky? Take note of the cannon heartless for projectile for example
ENTRY NUMBER SEVENTEEN DARK DARKER YET DARKER THE DARKNESS KEEPS GROWING THE SHADOWS CUTTING DEEPER PHOTON READINGS NEGATIVE THIS NEXT EXPERIMENT SEEMS VERY VERY INTERESTING … WHAT DO YOU TWO THINK
That last move to finish the Marluxia fight was impeccable! You've done a great job with making Roxas feel unique while taking inspiration from his moves in the game!
The sickest finishing screen by far
Bro I legit popped off when I saw that, holy shit
Running to comment the same god damn thing!! Oh my LORD!! The READ!!!
Marluxia: I've got you.
Roxas: *plays his Uno Reverse card*
jaw dropped once i saw the r2+square
immediately said to myself "this is an actual game now"
All the unique moves from Roxas as well as the gameplay in general looks awesome, but I just love the fact that you're showing us Roxas with his own voice instead of Ventus's voice.
God, with every new entry, one thing remains the same: This mod is just too damn cool.
Xadd figuring out all those macros sure helped huh? This is a delightful addition to improve the versatility and intentionality available!
It could be placebo - or it could be the lack of a bloom effect in the gameplay showcase - but it does look like the stuff I mentioned about vfx was absolutely taken into consideration, giving them an overhaul. I feel like I can keep track of the characters and animations significantly better now, and I can appreciate both the light and dark effects of the keyblades. The animations where Roxas is engulfed by light are super snappy too, and it never really feels like i'm just being overwhelmed by light effects everywhere. One of the biggest changes seems to be base roxas' fire magic, where its main color is orange and the overbearing light is nowhere to be found. I *love* how that really compliments the other moves rather than distracting from them!
Incredible work all
This mod just keeps on getting so much cooler by each entry, cant wait for the day i finally get to try it
Keep up the awesome work :>
I'm a big fan of shortcuts. Not so much of input strings so i really appreciate this change.
Say i don't know if this has been asked before, but will you implement a "training mode" of sort just like the Larxene dummy you use in the audience chamber? Could be pretty useful to lab some things.
The Astral Chain music just adds an extra layer of I approve here.
Nobody I know has played it. Still. So always a moment of hype when I cross paths with references. It had a brilliant OST
Hope we get a sequel on the next nintendo switch
@Stylish DY.D. Why do you say that? The game reviewed well and sold above expectations from platinum/nintendo
I have been watching this video repeatedly, over and over again. 😂 Thats how amazing this mod is.
Astral chain music is godlike with this
Not really
@@kylelong8068 if u say so
Can’t wait to see the new fire you’re bringing
This is mad. Good job guys this is looking incredible
The more I watch these the more i want to play it, keep up the good work dude!
Can't wait for the release!! Hypeee!!
Incredible work! The only concern I would have would be that the meteor strike seems to take way too long to execute
LETS GOO
On fire
Man literally put noctis' warp strike in here. Im ready to shred everybody with style already lol
it would be interesting to see an ability that would decrease frames by 1 from the block but you gain more drive, only two can be equipped in the critical mode ability list
or the reverse
yessir my favorite project
youre the best
another idea would be a replacement of the rage form with the name of hate form, however you can have control of it after you face 3 fights against members of the organization 13 that gives the ability directc hate that allows you to select in the
form menu the hate form
In hindsight, the way KH2's layout should've been designed was the modern Square/Triangle convention, with regular attacks on Square and contextuals on Triangle. Reaction Commands should've been unique button combos so there was some actual skill to them. Hard to blame them since 3rd person action combat games were still pretty much the wild west at the time, but the fact that they didn't adapt for subsequent games is a bit of a let down. Glad to see someone someone is bringing those refinements to Kingdom Hearts. Honestly it could be nice to have this change backported as a mod for vanilla.
This is so sick
i'm overly hyped for this mod drop, i can't wait
Cada dia mais impressionado com p trabalho ❤❤❤❤
🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
One thing that I always adored about Devil May Cry series is how they nailed enemy design. They're so fun to beat up. I swear half of my enjoyment was how much freedom the enemy gave me comboing them to death. It was cool seeing Roxas with his hood on but god damn the enemies in KH2 have too many invul states for absolutely no reason. Seeing him get sucked into a bolt reversal RC was pain. When I think DMC it's cool combos but specifically because how fun it is to bully the enemies. I'd even go as far to say DMC is an easier series than KH because of purely how different their enemy designs are from one another. A great example is how in DMC your reward for knowing how to combo not only is style but you also deal mad damage that will let you intentionally skip parts of a boss or even just instantly kill them. In KH2 you have to do a very specific AI manipulation to accomplish that same level of reward of combo exploration that DMC naturally promotes. In KH combos are all fluff and not much substance but that's only because of how restrictive enemy and bosses are with your combat mechanics.
Bolt Towers are definitely just horrible to hit. Their damaged animations naturally cause their weak point to bounce around, causing you to whiff for no reason. I'd say the majority of enemies in KH2 are pretty fun to combo, though. This project will definitely be tweaking enemy design in different ways to try and create the best combat experience possible.
What's with the switch to windings at around 0:59 ?
I thought it was an arg thingy, but I started translating and it really just looks like the previous text just in windings XD
Y'know, now that we have two triggers (or, I guess, a trigger and a shoulde button), that can be held to modify our attacks with R2+Square remapping of some moves, this puts Nobody May Cry in an interesting position where we can sort of use it as a proof of concept for how the Devil May Cry reboot _could_ have been good if Ninja Theory spent more time fine tuning the game instead of pissing off their audiance and PR team. Which is doubly fascinating to me when you consider how KH2 looks much less mechanically complex on the surface compared to Devil May Cry, and yet Roxas over here is popping off with Enemy Step, emulated lock on moves, animation cancels, royal guard, and a style meter that activates a pseudo DT. Most of which being achieved in ways that a casual player may not realize required some engine tinkering to achieve.
Speaks a hell of a lot to both Nomura's team and the NMC's.
As a kingdom hearts fan and my favorite was kingdom hearts 2 final mix. I am very impressed. I got chills watching this video.
Can’t wait till you done cooking as a roxas fan kh and dmc fan this pleases me immensely someone definitely took my mans friends and sea salt ice cream away and he ain’t happy about it I’ll get a pc just to play this.
An at will teleport?! Heck yes!
roxas, seeing marluxia's scythe: "....Looks Sharp"
Mhmm love how you do what SE cannot anymore.
This is the only thing next to a possible KH 358/2 Rmk i'd want
i think it would be really awesome if taunting healed like 5% of your opponents HP
Anyone know what this means in Wingdings 1:01
first time im hearing about this, it looks amazing!
will the game be rebalanced for the player's new access to cuhrayzee? i havent played the game since it first released on the ps2 so i cant tell
wow
Aww i thought this mod was out.. any idea when itll be released?
If I'm remembering get bonuses correctly, you put Zexion over Storm Rider and Marluxia over Grim Reaper 2. I didn't realize you can force a different arena for Storm Rider, as usually once you exit the Antechamber once looting the Throne Room, you're immediately taken a zone past where you fought Zexion. (Palace Gate is where the Shan-Yu fight is usually battled, the room past it where you have like 3 different mob fights is Imperial Square). I guess having much more open space makes the Zexion fight too easy, but I'm curious how you changed the boss triggers.
This reminds me a lot of Devil May Cry
I want to play this mod so badddddd its to good
Marluxia would be fought in Beast's Castle → Ballroom area!
Zexion would be fought in Port Royal → The Interceptor's Hold area!
I always wonder, will this mod have like a style system, or no? Im just curious is all
It already does. When Roxas is glowing, he's in "Luminous Drive". Its a state he achieves only when he's playing well, and it boosts most of his Passive Abilities.
@@Project_NMC ah ok, thanks for the answer
How come he don't have those crosses as a special magic
holy shit this is the first time im seeing this but it looks so cool. is there somewhere I can get this, or is this still in beta?
Let him cook
@@darthroxas4588 I am?
@@en_pitsuu good
I can't say for certain without having played it, but I'm going to make an educated guess that, if possible, you're probably going to want Air Slide on neutral Square and HoriSlash on the alt input. Where possible, maintaining outcome parity makes it easier for players to learn and incorporate different actions. I have to imagine having a different input for "horizontal dodge on the ground" and "horizontal dodge in the air" is likely to trip up a lot of players; I haven't even played the mod yet and I feel like I've already screwed it up multiple times lol.
Of course I have no idea how the implementation works and if there's a technical limitation making that option difficult. Just my 2c as someone who spends a lot of time being bad at action games.
Yeah, I feel the same exact way about outcome parity, and that's exactly how we have it designed. Ground Dash and Air Slide will both be on neutral Square.
So when this comes out, how will we play it
Would you like to make your enemies suffer as you have in the Roxas boss fight? Well we have got you covered
Any chance you could code in a style/combo counter?
Hey, is this like a remake of Days or is it's own thing?
Nobody May Cry is it's own thing, but it does draw a lot of inspiration and references from Days.
@@Project_NMC ¡Cool!, keep these uptades going man, nice work
I see what you did what that 13 there 😂 is it forced that way or because of your level?
Glad you like it!
If your level is lower than 1, I artificially bump it up to 13 for that fight only. Thankfully, bumping up your level doesn't affect your stats at all.
If your level is above 13, then it's just like standard KH2FM.
@@Project_NMC ah, very interesting!
Can this mod be uploaded onto a modded ps2?
What device it goes to?
I know it's a weird request (I love what you made so far btw) could the meteor strike add a meteor-like projectile falling from the sky? Take note of the cannon heartless for projectile for example
iso downloader please
I wanna play it so badd
Same but I’m letting the man cook
ENTRY NUMBER SEVENTEEN
DARK DARKER YET DARKER
THE DARKNESS KEEPS GROWING
THE SHADOWS CUTTING DEEPER
PHOTON READINGS NEGATIVE
THIS NEXT EXPERIMENT
SEEMS
VERY
VERY
INTERESTING
…
WHAT DO YOU TWO THINK
In what platafform is this from?
Pc
is this pcsx2 or PC version?
Is this playablr on ps3 ?
Can someone explain to me what is this?
A mod that's inspired by Devil May Cry
Is this for pc or ps2?
PCSX2 the PS2 Emulator.
Looks cool but not fun.