![]() They can also be used to “break” opposing cards with lower or equal value and interrupt enemy attacks and items (that can break your own cards if you’re not careful), or be combined in "sleights" of three, with specific combinations activating special moves that tend to be very powerful, but come at the cost of using up the first card used, meaning relying on them exclusively can use up cards completely for a fight. The player must prepare a deck of cards with varying power, and values from 0-9 to use in their battles, with those cards determining if Sora attacks with his Keyblade, uses magic and summons, or uses an item to heal or reload cards, while being able to move him freely to dodge attacks. Rather than the usual Action RPG style of combat, Chain of Memories uses a combination of action and " card battling". Though not everything is as it appears in the castle, as memories can be tricky things. As they climb the floors, based on almost every location from their previous adventure note With the exception of Deep Jungle, as Disney had lost the rights to Tarzan during development., they learn about a strange girl known as Naminé, a previously unknown figure from Sora's past, and are antagonized by a strange group of people called the Organization (Organization XIII in later games). ![]() Eventually they are led by a cloaked figure to a strange place called Castle Oblivion, where memories come to life within its walls as illusions. Picking up right where the first game left off, Sora, Donald, and Goofy are wandering the worlds in search of King Mickey and Riku. Released on the Game Boy Advance in 2004, the game serves as an Immediate Sequel to Kingdom Hearts, while setting up new plot threads for Kingdom Hearts II. ![]() Kingdom Hearts: Chain of Memories is the second game in the Kingdom Hearts series.
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