Trying to define this term will be much of what this article is seeking to accomplish. All that while immersed in a fantasy world full of Disney characters, Final Fantasy characters, and a unique dream-like fictional mythology of its own. For those unaware, Kingdom Hearts is a series of action games with a particular emphasis on exaggerated, superhuman feats of acrobatic melee combat, favoring style, spectacle, and emotive action, akin to combat-heavy anime and manga. Informally, it is reported as the sensation that the Kingdom Hearts player character lacks weight, impact, and to my interpretation, immediacy, or some combination thereof. Pictured: Floatiness?įirst off, we’ve got to define it, this floatiness. What causes floatiness in particular? What is the greater context of design which is causing whatever this ‘floatiness’ is to happen? Perhaps this exercise can help us explore the often imprecise art of ascertaining gamefeel in general. I’m going to try to define what this somewhat nebulous term is specifically referring to, and how it’s been supposedly creeping its way into one of my favorite action RPG franchises. I’ve seen this term come in and out of vogue when it comes to in-depth and armchair analysis of Kingdom Hearts‘s combat, but it’s always fascinated me. ![]() ![]() ‘Floatiness’ is the extremely scientific term that parts of the Kingdom Hearts fan community have adopted to refer to a sort of shift in how some of the more modern and spin-off Kingdom Hearts games feel to play, as opposed to their predecessors. Alternatively: “ What The Heck is ‘Floatiness’ and Is It Ruining Kingdom Hearts? I Settle it Forever“
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