LopsidedLegend
kiwifarms.net
- Joined
- Jul 2, 2025
If by lacking a command deck you mean having a preset deck of limited use commands which you choose ahead of missions for the duration of a mission instead of a preset deck of limited use and unlimited but on cooldown use commands which you choose ahead of battles for the duration of a battle, then you're correct, But notice how the only difference between the two systems is in Days you have 1 firaga per mission as opposed to 1 firaga for a 10 second cooldown? It's the same system.Correction: Days had horrible controls because it was trying to play like KH1 on a DS. Re;coded was the only one of the two with a command deck system, and it was the best implementation of that system over the stupid unbalanced shit in BBS or DDD, making it the KH spin-off with the best gameplay.
Meanwhile in KH1-3 you don't have a limited amount of Firaga before you have to cast something else. You have a limited pool of MP and Drive/Focus which you can cast whatever you wish until you run out and either recharge by hitting enemies, using items, waiting, getting hit, or picking up bubbles.
It's a command deck. Also ReCoded being balanced is bad. The system ends up with nothing overpowered and nothing shitty. In BBS and DDD you have Meta commands like the various elemental dash or surge moves and baloonra, OP commands like Meteor or Faith, and wimpy commands like stun impact. It's not balanced, but it's fun. Which is why it's in more games. Nobody cares about balance in a single player game, they care about fun. Superbosses aren't fun in classic Kingdom Hearts because they're hard. They're fun because their flashy moveset and the fact they force you to actually learn the games mechanics provides a reward within the challenge itself. Hard for the sake of hard is just a bad NES game.