>>716063819There are a few recent ones that get close, like SOP and Rebirth.
But the main thing is that most ARPGs look to something like Diablo 2 or Dark Souls.
Where the RPG elements have a lot of weight in your outcomes.
And the action elements are slower paced.
Most anime ARPGs have something similar to anime fighting games,
where they are very flashy and invoke similarities to the shows and manga they are based off of.
But, they usually lack any sort of restrictions in your fundamentals of moving and attacking, along with polish in gamefeel for the sake of the power fantasy.
(And turning out a product in time to capitalize on the popularity of the IP as much as possible)
KH2 came as a result of KH1s game design being influenced by games like Mario 64 and Arcade BeatEmUps like SpikeOut or Capcom's AvP, with Squares penchant for straightforward, yet kinda deep, JRPG design like FF7 and X.
And having that refined and its pace quickened to help KH2 standout.
Then when it came down to how to balance the harder difficulties, the combat designers looked to the action over the rpg elements because the games action elements stood out.
And the designers knew that fundamentals like spacing, character movesets, and letting hitboxes drive the design instead of stats and ability cooldowns would be in line with their action game influences.
Combined with the devs looking to games like DMC 1 when they were developing KH 2 that reinforced those ideas as appealing, along with their need to appeal to a wider demo thanks to the Disney branding, and you can kinda see how KH2 came to be.
(And how getting anything similar is more of a rare occurrence than something common in todays soulslike, cinematic, stat-obsessed world)
Probably gonna get more indies like KH 2 soon-ish as that generation of gamers have grown up and are becoming more present in the industry and indie scene. (But a lot will probably focus on the spectacle and end up a bit shallow. missing the fundamentals)