A Passionate Defense of Kingdom Hearts 3

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I have never, in the twenty five years I've existed on this planet, been as excited for something as I was for Kingdom Hearts 3. I don’t even know how to properly express it. Being a fan of Kingdom Hearts doesn’t even begin to describe my connection to the series. I feel like I’ve lived this series, bled for it, grown with it. I’m not exaggerating when I say that I’ve been there from the beginning. I’ve been with this series since 2002; I’ve been with this series for twenty years. I’m twenty five years old, which means that barring five years of my existence, Kingdom Hearts has always been there. I’ve had twenty years to play the games, listen to the music, think about the story, and cry. A lot. I pieced together the plot over time before it was so… available; spent sleepless nights pouring over Wikia pages to line the pieces up. I read and wrote a few fanfictions which will never see the light of day. I played Kingdom Hearts at least once a year, mostly the second one. It wouldn’t be a stretch to say that the series makes up a large part of my identity, which isn't something I like to admit, but everyone has a blind spot. You can track my life through Kingdom Hearts releases: the innocent child playing through Kingdom Hearts, Chain of Memories, and 2; the angsty pre-teen playing through 358 Days Over 2 and Birth By Sleep; the eager, confused teenager playing through Dream Drop Distance, waiting for Kingdom Hearts 3; and now, the anxiety-ridden adult, playing Kingdom Hearts 3. With each milestone I gained another reason to love it. As a child, I was excited to see more of the Disney worlds; Roxas resonated so strongly with my pre-teen self that I thought about him practically every day; as a teenager, I dived headfirst into the bizarre lore; and as an adult, I'm able to identify themes I never knew were present. As the franchise has grown, changed, evolved: so too have my tastes broadened, morphed, transformed. Though the franchise won’t end anytime soon, Kingdom Hearts 3 was the end of a story arc. Just as you can say it’s the final act for a chapter in these character’s lives, it too marked the conclusion of a chapter in my life. For many, this was an unsatisfying conclusion to that chapter. I suppose controversy has never quite been foreign to Kingdom Hearts, but usually that disdain originated from external sources. For those unfamiliar with the series, it's sorta become the internet's punching bag. Not everyone has the patience to deal with Tetsuya Nomura. Can't say I blame them. But, Kingdom Hearts 3 was one of the first times I saw such a massive gulf between the opinions of fans. Evidently, it was not what everyone wanted, not even close. Often, even when I disagree with an opinion, I at least understand where it's coming from. I think Final Fantasy VII Remake is a bold and refreshing commentary on the nature of remakes and the strict rules they're coerced to abide by; yet, I completely understand why there are some who do not like that direction, as it essentially had to betray a subset of people to make that point. I don't really hold Super Mario Galaxy 2 in high regard, I think it's an unfortunately derivative sequel which lacks a lot of the heart I always saw in the original; but I completely get that, for a lot of people, the levels being more fun for them is enough of a reason to love it. We all have different perspectives, we don't all have to like or dislike something for the same reasons. I understand that a lot better now than I did when I was younger. Nevertheless, with Kingdom Hearts 3: I just don't get it. I do not, and probably will never fully understand why so many fans were disappointed by it. Because when I raced up to Gamestop that cold, snowy January day, blaring "Face My Fears" on the car stereo, praying that I wouldn't slide into a fifteen car pile-up, and finally plopped that Disc into my PS4, I was out of commission for several days. When I emerged from that binge, my face was red from tears, and my heart had never been more full. That left me… in a weird spot. There were very few people I followed at the time who loved KH3 like I did, and in fact, most people I knew didn't like it. I saw claims that it was one of the biggest disappointments in gaming, which has ultimately become its legacy. I've had a long time to think about that disparity, and I'm not happy to admit that it's made me feel… less than good about myself sometimes. I'm someone who champions detachment. Your video game opinions should never matter so much that they begin to affect your mental health, and they usually don't. But even I have to admit, coming out of that opinion-binge, seeing what people had to say, be it friends, other creators, or even just a bunch of random Reddit posts… all I could think was… "Am I stupid? Are my standards really that low? Did I overlook something? What's… wrong with me?" It's no one's fault but my own, people are allowed to feel whatever way they want. Yet, I couldn't escape the feeling that something was wrong with me. I like to put on a mask of confidence, say that absolutely nothing phases me anymore, that I've seen enough comments to build a platinum wall around my skull… but that's not really the truth, is it? Occasionally I find myself trying to explain why I came away loving the game, and I can never shake the feeling that people think I'm crazy. It's one of the reasons this video has taken so long to write; I was terrified of putting this out there. Ironically, it would only get harder the longer I waited. Expectations continued to mount, everyone would ask me when KH3 was coming. I didn't want to disappoint anyone, and that pressure had me staring at a blank page for hours some days. Just as Nomura went through many drafts, I too have gone through many, many different scripts. I started the first couple paragraphs back in 2019, and have written, torn up, and replaced so much of it. I think it's been long enough. I can't let my insecurities hold me hostage. My video on Kingdom Hearts 3 is happening now. I'm here to tell you that Kingdom Hearts 3 is a more than worthy conclusion to the Dark Seeker Saga, and proudly sits among 1 and 2 as one of my favorites. Whether you choose to accept it or not, this is as passionate a defense of KH3 as I'll ever be able to muster. - Half of Kingdom Hearts' essence is found within its Disney content. The crossover appeal was what initially drew me in; however, I'll be the first to admit that its implementation can be fairly hit or miss. Spinoffs like Chain of Memories, Days, Re:coded, and Union Cross tend to rip Disney Worlds from the numbered titles wholesale. There might be one or two interesting shake-ups, such as you being the "villain" in 358, but for the most part, it's just you doing the same plot you did in the more interesting game. I generally find that the Kingdom Hearts games lower on my totem pole treat their Disney integrations as somewhat of an afterthought. Kingdom Hearts 3 is on the top of mine in part because of the love and care put into its Disney side. Excluding Hercules, Pirates of the Caribbean, and Winnie the Pooh, we're dealing with entirely new properties. We get films like Tangled and Frozen, your more traditional Disney Princess-faire. We visit a Marvel property through Big Hero Six. And we finally get to step into the realm of Pixar, spending time in the worlds of Toy Story and Monsters Inc, a dream I've had since the series began. A lot of work was poured into these worlds. Films like Tangled and Frozen have had many of their iconic scenes recreated nearly frame-by-frame. KH3 is able to do this because it's not only the best looking Kingdom Hearts by a country mile, it's also one of the best looking games I've ever played. They've done so much justice to the films they're adapting and brought us so close to them. It's startling to me how many scenes taken directly from the movies rival their quality, even for a live action property like Pirates. We're a far cry from the PS2 Port Royal days, fond as I am of them. Sora, Donald and Goofy have been given a delightful Pirate-themed makeover, which they absolutely did not need to do. Feels as though every Disney World was this huge project, and more of a priority than they have ever been. Olympus Colosseum is the perfect kick-off to such a conclusive title. We're given a chance to explore a whole new aspect of this world while still reveling in its return. It's heartwarming to see Hercules again, getting to hear a new rendition of that classic battle theme. Where KH2 introduced the underworld, and let you explore its dark depths, KH3 does the opposite and has you ascend to Mount Olympus. You arrive to help Hercules save the city of Thebes, before you start your journey up the mountain. They really sell how dire the situation is, the titans are wreaking havoc. Amidst the blaze, you get to help citizens in need, demonstrating your might as true heroes! The scale of the world is unlike anything we've ever seen in this series before. You can look back as you climb Mount Olympus and marvel at the path you took to get up. Some of the world's secrets can only be found by diving off once you're at the highest point. There are many different winding paths up this mountain, each with a ton of chests and heartless battles lying in wait. You cap off the ascent with a fight against the Rock Titan, a real spectacle as you run up the cliffside, dodging the rocks it throws your way. A storm gradually sets in the farther you climb, as a fantastic, multi-phase rendition of The Deep End plays, arranged by Yoshitaka Suzuki. In true Kingdom Hearts fashion, you defeat the Rock Titan by ramming him with the train from Disneyland's Big Thunder Mountain. You'd expect this to be where any normal Kingdom Hearts world would end, but this is only the midpoint. What follows is an exploration of Mount Olympus, which leads to a Titanic Clash against the Ice, Fire, and Wind Titans. I think it's fitting that, for the (likely) final appearance of Olympus, we get the true end of the original film, putting a nice bow on top of this now iconic KH world. It's a great way to ease players from the old directly into the new. Toybox utilizes its scale wonderfully. I love how it feels to be the size of a toy, for the surrounding structures to tower over you like skyscrapers. True to its name, Galaxy Toys is super fun to hang out in, with all of the stores you'd expect. Toys, video games, even a playplace! You get to run up and down the aisles, sliding into the ventilation shafts, playing rock 'em sock 'em robots, and fighting creepy dolls. Some of the new Heartless are giant mechs called Gigas, who will kick your teeth in if you try to fight them normally. Naturally, you're allowed to pilot these mechs to turn the tables. I love making an emergency escape, desperately searching for a new mech to climb into. It's a cool shakeup to the core gameplay, though you're given the option to brave that challenge outside of the mech if you really want to. The Kingdom of Corona is a more standard re-telling of the film. You help Rapunzel escape her tower with Eugene, making your way to the castle. Along the way, there are optional mini-games you can do with Rapunzel to teach her more about the world. Using Aero on the dandelions, splashing her with water, slowly gathering up the birds. It's small stuff like this that goes a long way in making Sora and company feel like meaningful inclusions to the stories they inhabit, while also giving each world a distinct flavor. Sora, especially, knows how exciting it is to set out from your home and explore the outside world. Who better than him to help ease her into it? San Fransokyo has a pseudo-open world to explore. We're at the point now where we can recreate Another Side, Another Story, battling heartless on the sides of skyscrapers. As someone who loves the more explorative side of Kingdom Hearts, this is some of the most satisfying level design in the series, with secret chests and lucky emblems hidden everywhere. That explorative urge is heightened in The Caribbean, which may as well be its own sub-game. You're given a ship you can use to explore the seas, dropping anchor on several islands that feel like their own mini-dungeons. Along the way, you do battle with other ships, and board them like a true pirate. I've spent hours in this world sailing around, fighting ships, exploring underwater for chests and ingredients. Practically every Disney World has something that sets it apart from the rest; It's probably the most diverse set of worlds we've ever had. Many of them have even been given original stories to follow, like Toybox, Monstropolis, and San Fransokyo. The Toy Story Trilogy is one of my favorites, so it's a bit surreal to be running around with Buzz and Woody, taking orders from Sarge, and geeking out with Rex about Final Fantasy. This toy store is huge with secrets hidden everywhere, truly a joy to explore. Makes it feel like the gang is on a field trip; I could genuinely see a story like this taking place in between the movies. Gives off "direct to DVD" energy. The KH stuff even makes for a fascinating premise, turning Buzz into the actual Space Ranger he thought he was in the original film. It puts him on edge: he knows how unnatural and dangerous this is. He's afraid of being possessed; pitted against his friends. Woody serves as the voice of hope and optimism. It's fitting that he's the one to save Buzz from Darkness, delivering the most raw verbal beatdown to a KH villain I've ever seen. I do kinda wish they chose to retell Toy Story 2 so I could have gotten an HD Remake of one of my favorite games. The scale of the world makes it feel like the Toy Story 2 game anyway, so I suppose I should count my blessings. I swear to you, I'll make a video on it one day. I don't have anything against rehashing the movie plots, I think that approach is still perfectly valid. It all depends on how Nomura and his team want to connect that story with the overarching themes of Kingdom Hearts. Seeing as worlds like Tangled already have a story tailor-made for the themes of Kingdom Hearts, there wasn't much reason to change it up. For Monsters Inc. I think it was vital to pick up after the end of the film, where Mike and Sully will be using the Laughter of children instead of Screams. This has the effect of making Vanitas and the Unversed fit in seamlessly as the antagonistic force. In fact, it's the very essence of this world which resurrects him for the final battle. A common complaint with the Disney stuff is that it feels too disconnected from the larger KH plot, which I suppose has always been true for Kingdom Hearts to a certain extent. Most of the major story developments happen outside of the Disney Worlds like they always have, but in this case people take issue with the Power of Waking. The reason why Sora is exploring Disney Worlds this time around is to regain his lost Power of Waking after failing his Mark of Mastery. He does this by turning his heart into his "guiding key" and using it to light the way forward. The Heart in this universe is a bit like a Wayfinder. We've seen concepts like destinies becoming intertwined, friends suddenly and conveniently reuniting. It's as if Hearts are drawn to one another; the Heart always knows what it wants, deep down. Sora trusting in his own heart to guide him to worlds which will teach him what he needs to become a true hero feels pretty in-line with what Kingdom Hearts is all about, no more or less effective than sealing keyholes or searching aimlessly for friends. Sora encounters much on this journey, but a lot of that is him rediscovering things his heart already knows. His interaction with Pete and Maleficent reinforces the idea that he's feeling quite down on himself after failing the Mark of Mastery; he doesn't think he's powerful enough to be of use to his friends. His heart chose Olympus to remind him of his inner strength. Hercules tells him that he can accomplish anything if he gives it his all, something he's proven time and time again. I've already mentioned how Tangled mirrors Sora's initial journey, leaving Destiny Islands, but it ends with Eugene sacrificing his life to save Rapunzel; just as Sora sacrificed his to save Kairi. And just as Kairi was able to bring him back with her pure heart, Rapunzel was able to bring back Eugene with hers. Sora's nature is to sacrifice himself for those he loves. That heart of hers is what draws Marluxia to the world, on orders from Xehanort to safeguard her Light in case the Guardians fail to save their friends. Marluxia's presence here even reflects his introduction in Chain of Memories, since he's siding with Mother Gothel, keeping a young girl shut away from the rest of the world in order to take advantage of their power. In Toy Story, toys have a sentience that is unknown to their human owners. In a sense, these otherwise soulless pieces of plastic house their own Hearts borne from the love of their owners. Inanimate concepts being given hearts, now where have I heard that one before? Young Xehanort is here to study how to place Hearts within any vessel of his choosing, knowledge he would eventually use to help complete the New Organization. By separating Buzz from the people he cares about, he's able to exploit his insecurities and turn him to the Darkness, concluding that it is the heart's true nature. Sora and Woody conclude, however, that once you forge that bond, no amount of separation will ever be enough to extinguish that connection. Whether you're stuck in the realm of Darkness, lulled into an eternal slumber, or maybe you were never meant to exist at all: reunion is inevitable. Don't lose yourself in the sorrow of separation: be thankful your bond is strong enough to create that sadness. The closer you look at every world, the more meaning you can mine from them. Vanitas melds exceedingly well with Monstropolis' past, introducing Unversed as the main threat. Mike and Sully help Sora battle those negative emotions, cementing their resolve to keep the lights on using positive emotions. Though they were once on a darker path, they found the strength within themselves to do things differently. No one is ever truly lost, and anyone can choose to be better, even a true being of Darkness like Vanitas. Faced with beings of negative emotion for the first time, Sora never loses heart. He's always making his goofy faces, trying to make a kid laugh despite it all. His blindingly bright, childlike optimism has always been one of his greatest strengths. Arendelle centers around the bond between Anna and Elsa. Anna never gives up on her sister, even when she tries to keep everyone at a distance in order to protect them. This relationship is reminiscent of Sora and Riku's relationship. It took a long time, and a lot of effort, but Sora was eventually able to find Riku and pull him out of that darkness. Riku never needed to feel ashamed or afraid of meeting Sora in KH2. Sora doesn't let anyone's past define them. By the time you reach The Caribbean and San Fransokyo, Sora is noticeably more confident. He's regained so much of his power that he's now taking the helm of his own pirate ship and teaching the members of Big Hero 6 more ways to use their powers. His journey across the Disney Worlds taught him that his Heart had always been strong. It's his drive to help people with all his heart, his confidence that everything will be okay no matter what happens, his adventurous spirit, stubborn refusal to give up, and his willingness to sacrifice himself to save those he cares about: that's what makes Sora truly powerful. The Disney Worlds were able to make him realize that the Power of Waking, in both a literal and metaphorical sense, had been there all along. In the same way that the worlds in the first game facilitated a hero's journey, and the worlds in the second game fit a unified theme of identity, the worlds in the third game are meant to show Sora that he's a true hero, ready to save his friends and take on Xehanort. This will upset a great deal of people, but I think KH3 handles its Disney side the best. I truly believe that. All of them are not only thematically relevant to Kingdom Hearts, but are reflective of Sora's growth as a person. By its nature, KH3 is a contemplative game, looking back and celebrating what got us here. Most of its music consists of remixes, all of its character stories were set-up by previous installments, and it's the climax to twenty years of storytelling. It's a stroke of genius to make Sora's adventure through the worlds a much more personal journey, and I think they went to great lengths to make each and every world feel like a worthwhile inclusion. With all the talk of people wanting the next game to cut out Disney entirely, I can't help but wonder if a lot of people are simply sick of seeing them. I simply couldn't imagine Kingdom Hearts without Disney. - Kingdom Hearts 2 Final Mix has been lauded as one of the best action RPGs out there, including by yours truly. And it is! It completely deserves to be considered as such. It's a wonderful game, but often it feels like it has grown into a monolith of discourse about what's "right or wrong" to do in a KH game, in my opinion severely limiting what a new game is allowed to pursue. Just as I think the original Kingdom Hearts stands tall alongside its sequel, I also believe the same is true for KH3, even if all three of them seem to have different goals. When I was a kid, dreaming of an eventual Kingdom Hearts 3, my mind always went back to the Lingering Will, and by extension, the idea of transforming your keyblade. I read a fanfic called KH3: Brotherhood of Dark which used it quite well from what I remember. Did anyone else read that one, was it just me? Anyway, KH3 having keyblade transformations is like a dream come true. The keyblade system was pretty straightforward in previous games. You get a neat little upgrade after each story event or unlockable boss fight, with a visual overhaul and some stat increases. With a few exceptions, you essentially never had any reason to use an earlier keyblade, as they're almost always weaker. In KH3, you're encouraged to use any keyblade you want, since they're all more or less acquired on equal footing, and offer substantial gameplay changes akin to drive forms or command styles. In fact, they're an intelligent fusion of those two mechanics, providing the ultimate form change system. Every Keyblade has a transformation path you can enter by performing combos with it. The Kingdom Key will eventually prompt you to enter Second Form by pressing the triangle button, which you can do at any time. Doing so will alter your base combos similar to a command form. From there, you can either perform a finisher or continue down the path for another form change. Since you can switch between three equipped keyblades during battle and it will store your current form change, battles feel more fluid than ever. One minute you're using Happy Gear, drilling through the floor or whipping around your little yo-yos. Then, mid-combo, you can swap over to a form change you stored earlier for Favorite Deputy, smashing your hammer into the ground. The visual effects for these transformations are feasts for the eyes, it has never felt better to decimate heartless. In terms of game flow and function, I prefer the form changes to the Drive Forms. They're themed to each Disney World, giving you a tangible memento of your time spent there, and have a variety of effects on your base moves that you can chain together. Double Arrowguns allows you to shoot from a distance, but you can also weave in your magic to shoot all of them out as projectiles which hit more often. If you pull out the Drill, your magic will come out in a circle around you much quicker, like Fire did in KH2. Dodging with Ever After will create afterimages which provide extra ranged attacks. The Counter Shield is not especially useful in traditional combat, but if you counter a few attacks, with a critical counter thrown in for good measure, you can fire back with devastating damage. It's very satisfying to pick a set of three keyblades and make the most of their form changes. Given that you also have a bunch of magic, summons, shotlocks, and flowmotion returning, this is the most variety a Kingdom Hearts game has ever offered, and it makes repeat playthroughs on Critical Mode really fun. I thought it was great even on launch day, so obviously the relatively low difficulty never bothered me too much. You have so many ways to fight that it rarely feels boring. I've seen almost everyone complain about Attraction Flow and I don't think I'll ever get it. They're cute little mini-games based on DisneyLand rides, asking you to time your button presses, juggle enemies in the air, or even something as simple as rock your boat back and forth. My favorite is the raft attraction, where you have to create a water trail that will trap heartless, letting you ram into them with your raft on a return trip. I think it's cool that the DisneyLand rides were turned into a core mechanic, it makes it feel more "Disney '' than ever. As someone who's primarily into the KH gameplay for the satisfaction of blowing away heartless, these mini-games are perfect. I also find that they do show up when it makes sense, like riding the raft to put out fires in Monsters Inc. or riding the TeaCups in tighter, enclosed spaces with walls to bounce off. I love that every keyblade has a unique shot lock attack, some that can even be used to restore HP. I love that Water can be used both offensively and defensively, like a stricter version of Reflect. I love that Flowmotion is still fun to use, but feels less like a crutch now that it's much more limited. There are so many little things about KH3 that make it feel like a proper return as a numbered title. The handheld games were pretty alright for what they were, but none of them felt this fun. None of them allowed you to do quite this much, and it's refreshing for the series to leap back onto the console scene feeling this good to play with so many options at your disposal. Every world you visit, you're constantly unlocking more. A new keyblade, a new summon, more magic, and by the end you've built an outstanding arsenal of wacky attacks. To pair well with the gorgeous new graphical leap, and to fit the climax of a decades long story arc, we're now taking on bigger threats than ever before. You tango with a huge tree monster while you climb the iconic tower from Tangled. You fight a giant UFO in a playplace, with blocks shooting across the arena. The spectacle here is insane, and makes the Heartless feel even more terrifying. As the Keyblade War draws near, it would make sense that the darkness is stirring ever greater. Yet, it also doesn't skimp on the more down-to-earth fights. You get to battle Davy Jones and the Kraken in a multi-phase fight during the climax of At World's End. You get to fight a Dark version of the original Baymax from the first film on the back of the new Baymax. By the time you reach The Graveyard, you're bombarded with cool fight after cool fight, leading to this amazing six hour long climax to years worth of buildup. All of this is enhanced when playing on the free Critical Mode update, but I still felt the epic impact of these boss fights on my first playthrough. It feels so right to stroll up to all these brooding losers and whip out a giant hammer from Toy Story to flatten them with. It's not as focused as KH2, where everything felt like it had a distinct purpose, and boss fights were more like controlled duels that could get you sweating a little more often. KH3 is a little more free form, a little less technical, and a little more flashy. But Kingdom Hearts has never been the pinnacle of action combat anyway. An important point about these games is that they're Action RPGs, built to merge the action genre with the turn-based feel of Final Fantasy. In basically all of them, you can grind to max level if you really want to and break them in half. It makes sense to me that throwing out a big Magic Spell or a Summon would do ridiculous amounts of damage, it feels just as good as it would in a Final Fantasy, with the benefit of that visceral action feel. KH3 manages that balance pretty well, even if it doesn't feel as demanding as KH2 often did. I suppose I go to these two games for different reasons, and one approach doesn't outweigh the other entirely. KH2 was so focused on its combat, that other areas suffered a bit. I don't think it handles its Disney Worlds particularly well compared to the first game, and it isn't nearly as fun to explore or platform. It also relies on a few too many gimmicks that feel like slogs on repeat playthroughs. I'm not trying to bring down one game to praise another, I'm simply trying to illustrate that these three numbered titles all have their strengths and weaknesses. I rate them all fairly equally. I'd even say, overall, that I still prefer KH2 as a game. What I'm trying to say is that combat depth and balance isn't the end all be all of Kingdom Hearts, and I know that to be the case because I adore playing around with three's systems despite it being quite a bit more unbalanced. It has the same building blocks that made KH2 feel great to play. Enemies have a consistent revenge value again, most of your moves have a cost associated with them, and your freedom to choose, with a traditional command menu, makes it so outside of your situation commands, which basically emulate reaction commands anyway, everything that matters to you is under your control at all times. This includes the difficulty, which now includes Critical Mode, the No Experience toggle, and the Pro Codes which let you toggle various settings to tweak your experience to your liking. It's the same with EZ codes, which feel like modern day cheat codes, it's actually kinda awesome to see such a modular difficulty selection. You can have your HP and MP drain at a constant rate during battle. You can set your defense value to 0, you can turn off Attractions, form changes, shotlocks, summons. On the flipside, EZ codes let you auto-block attacks, one shot weaker enemies, regen your resources automatically, equip abilities without the need for AP, etc. What I love about this dichotomy is that I can genuinely see myself using options from both sides of the aisle here. Obviously, it's kinda cool to have an option to turn off summons or shotlocks, forcing me into a particular playstyle that I'd have to create for myself in previous games. However, I think it's actually even cooler that the EZ codes have options like making Excellents easier to get when cooking, or having Team Commands show up more often. By the way, did I mention that there's an entire side mode dedicated to Remy Ratatouille over here, where you gather ingredients and play a set of cooking mini-games to give yourself stat boosts? Or that, in the same world, you unlock little Game and Watch games on your Gummi Phone that each represent a black and white Disney short film? This game is so rad, people don't like this? There's so much to do in KH3. You get to fly the Gummi Ship through a big 3D space now, collecting materials, participating in shorter, more controlled KH2 dogfights here and there. This is probably blasphemous for some, but this is absolutely my favorite incarnation of the Gummi Ship, it really fits well in a game asking you to explore huge areas for helpful items. What it sometimes lacks in visual variety and highly controlled setpieces, it more than makes up for in its freedom to explore for Gummi blocks, keyblade upgrade materials, EXP, and even secret boss fights. It gives you more of a reason to invest your time into building your Gummi ship. You'll be making progress toward unlocking the Ultima Keyblade, upgrading your other keyblades, and eventually fighting the Swarzgheist from Einhander, fit with a banger remix of Thermosphere by Kenichiro Fukui. Since each world is bigger than usual, with more stuff to collect, it takes even longer to fill out Jiminy's Journal. It is true that KH3 lacks post-game content at its core, but I think it more than makes up for that by creating an incredibly solid main campaign, with Disney Worlds twice the size. And if I had to choose between the main game feeling rich with content, or the post game, I think you'd know which one I'd pick. Especially since, per the tradition of Final Mix updates, they can spruce up the post-game however they like. And spruce up they did. The data organization is likely the hardest set of bosses the series has ever had. Well, the hardest set of fair bosses, anyway. The Lingering Will might outclass some of them individually, but I think when you compare this set of bosses to the data org in KH2, they come out on top in terms of overall challenge. These fights are excellent tests of your reaction speed, with some truly insane attacks. I remember when I first fought Dark Riku, got to his DM, and thought to myself "oh no." This is truly the pinnacle of what KH3 combat can achieve when it wants to. Young Xehanort has his best fight here, teleporting across the screen, whipping his keyblade at you, using his time manipulation in a way that doesn't annoy me, and fits with the fast pacing of the fight. A well-timed critical counter can actually knock him straight out of his time stop, and since he always ends the fight with one, that final hit is always a nail-biter. Luxord is a little easier than the rest, but it's certainly a far more interesting fight than his KH2 battle. Figuring the game out involves breaking his cards to make his hide and seek easier, allowing you to fit in more punishes before your time gauge runs out. To do this, you have to use the correct type of magic and block them with the right timing. He likes to fake you out too, with varying speeds and card formations. What's cool, though, is that this only makes his mini-game easier to complete. There will be less cards on the ground while you're trying to keep track of him, but even if there are more cards on the ground, technically nothing is stopping you from braving that challenge. It truly feels like a game you two are playing, and it always ends with a frantic round of hide and seek at the very end. Xigbar changes the shape of the arena to better suit his long range capabilities. His fight is focused on blocking his shots back at him to leave him open for a counterattack. I haven't talked much about it, but airstep is very useful here, a new move in Sora's arsenal which lets him warp straight to bosses for a faster punish. You tend to use it most in these data battles, where the window to attack is much shorter. For the most part, Xigbar dictates the pace of the battle, with a return of his tiny platform dance party, and even a cute face-off minigame. I could go on for hours, I love every single fight. Saix and Dark Riku veer a little bit into bs territory sometimes, but they're all so well designed that it hardly matters. Marluxia has a sick Doom counter phase where he summons a giant skull. Xemnas forces you to contend with his laser dome through actual gameplay, weaving together your blocks and dodges. Xion can reduce your max HP by hitting you. They're awesome, every fight is awesome, they might be mentally draining on Critical, but they're so coooooool! And they all have really, really good remixes, especially the Luxord 13th Struggle by Yuki Komiyama. Oh my god that one is good. It ends with a battle against Cole Sprouse, the best secret boss in Kingdom Hearts, set to one of Yoko Shimomura's most legendary pieces, Nachtflügel. This is everything that made The Lingering Will fantastic cranked to the max. It will test your resolve as a human being, and I am so interested to learn more about this character. Kingdom Hearts 3 may not feel exactly like KH1 or KH2, but neither does 2 feel entirely like 1 to begin with. 3 did exactly what I wanted as a sequel mechanically, and crafted an experience I can only get by playing it. That's all I could ever ask. - Kingdom Hearts 3 is the conclusive chapter to the Dark Seeker Saga. We're here to save the Guardians of Light, fight in the Keyblade War, and take down Xehanort once and for all. Other threads run in the background; table setting for future entries as per usual. For the most part, though, I would describe this tale as cathartic. Predictable, but cathartic. If you were a fan of Kingdom Hearts during the lead-up to 3, you basically knew everything that was going to happen in advance. I saw the phrase "Re:connect Kingdom Hearts" enough times to give me an ulcer. The question wasn't what was going to happen, it was how. I suppose the how of it all didn't resonate with very many people. Well, it resonated with me, you heartless wretches. Though it was removed from KH3 to serve as a demo of sorts, I think 0.2 Birth By Sleep ~ a fragmentary passage does a good job setting the tone moving into KH3 proper, following Aqua as she attempts to survive in the Realm of Darkness, the Demon Tide chasing after her, representing the Darkness itself, a consistent force that can never truly be defeated. As you'd imagine, the Realm of Darkness is a bleak place, playing tricks on the mind, creating false hope. That Aqua hasn't broken under its influence, being alone for a length of time that she can't even place anymore, is a testament to her strength. It's another reminder of what the stakes are and why these characters are in desperate need of saving. There's quite a lot this story needed to accomplish. It needed to tie together the stories of Roxas, Xion, Axel, Namine, Aqua, Terra, Ventus, Kairi, Riku, Mickey, Donald, Goofy, and Sora; plus, Xehanort and the members of the New Organization. On top of that, it needed to introduce a ton of new Disney Worlds, wrap up the plot of the Radiant Garden researchers, and continue the running threads in the background which would continue the story after the Keyblade War was said and done. Given how much there was to wrap up, I think the team did a commendable job. Everything you do in 3 has something to do with one of the missing lights. Revisiting Twilight Town is mostly for Roxas. You meet up with Hayner, Pence, and Olette again to figure out how to restore him. It's a bittersweet, nostalgic trip. As Sora says, it feels like it's been forever since we've stepped foot in Twilight Town, even if it hasn't actually been that long in universe. It shows how much Roxas has been longing to come back, something Sora feels for him. It's familiar, the trams are running, the shops are open. But now there's a film festival, a bistro run by a rat, and the hole in the wall has been repaired. You have to run through the sewers to get to the Mansion, but once you're there, it's like nothing's changed. Ansem and Xemnas are a perfect fit to antagonize Sora, taunting him about the lengths he'll have to go to sustain the life of a Nobody, wondering if he'll once again fall to darkness. This is a pattern the story falls into. At each leg of the journey, a new idea or problem will be tackled. Riku and Mickey are on a mission to save Aqua from the Realm of Darkness; Ienzo helps to build a vessel for Roxas; all the while, Ventus attempts to claw his way out of Sora's heart when Aqua is brought up or when he's confronted by Vanitas. Despite what many might say, there's actually a good amount of progress made both during and in between Disney Worlds towards this end game conflict. One of the reasons they're able to recruit Xion into the New Organization is thanks to Young Xehanort and Dark Riku, whose efforts combined with Vexen's replica research is able to recreate Xion to become one of the thirteen darknesses, no strings attached. Vanitas' resurrection occurs in Monstropolis thanks to the surplus of negative energy present in the world, and he's able to alert Sora to Ventus' heart residing within him. Xehanort's shown to have a fallback plan in case the Guardians fail, sending Marluxia and Larxene to find and safeguard the new Seven Hearts. There's a whole side plot with Vexen, who betrays the Organization and seeks to atone alongside Ansem the Wise, ultimately making it thanks to him that we're able to create vessels for Xion and Namine. We cut to Kairi and Axel bonding together during their training with Merlin, and though it isn't much, their scenes together are really cute. Their relationship has come a long way since KH2, and the scenes where Axel is reminded of someone who never existed are… tough to watch. It makes their fights at the Keyblade Graveyard marginally less disappointing. What I'm trying to outline here is that there's a buildup to KH3 that's meant to burst once you save Aqua, the crescendo of a chess match Xehanort and Eraqus have been playing since they were young lads. Perhaps some of the early narrative pacing is sacrificed in order to make the end game more satisfying, which is a bit disappointing considering how revelatory and climactic the midpoint of 2 was. But that also means that the end game of 3, in my opinion, is the strongest in the series. Sora, having regained his confidence, journeys into the Realm of Darkness to fight Aqua, alone, and what a fight that is. Anti-Aqua by Yoshinori Nakamura is a harrowing theme. She's lost the battle against her insecurities, all of her negative emotions have bubbled to the surface, her loneliness, her fear, her anger. She's become one with the mirror images she once fought against, fully embracing the Darkness after an eternity spent with it being her only companion. It's heartbreaking to see Aqua like this, but it's also humbling. Not even the strongest of souls can brave the world's darkness on their own. Without the warmth of others, we'd lose ourselves. Our power is limited, and sometimes, we need help. Sora, the blinding beacon of hope that he is, cuts through that despair and, with a little help from Riku, saves her from that abyss. Her reaction waking up on the Destiny Islands is still hard to watch. It says a lot that, upon waking up, she still believes she's in the Realm of Darkness. That's how long she's been trapped, it's become her new reality. So when Sora and Riku assure her that she's finally in the Realm of Light, that she's home, the tears that fall down her face are gut-wrenching. The relief flowing into her is palpable, you can feel the muscles in her body release all of their tension. This is the payoff to a tragedy set-up back on the PSP, one that we had been patiently awaiting for nearly a decade. Since everything is so backloaded, this event serves as the first domino, which sets off a chain reaction of payoffs. As soon as Aqua's safe, the next course of action is for her to go wake up Ventus, where we get to play as her in a short battle against Vanitas. Unfortunately, Vanitas gets the upper hand, showing even early on that Aqua still hasn't fully recovered from her experiences in the Realm of Darkness. When all hope seems lost, Sora is able to use the Power of Waking for the first time to summon Ventus. Watching him crash in to save Aqua was another fantastic moment, and it gives me chills watching them finally talking to each other after all this; not through dreams or apparitions, they're both actually here. I'm trying my best not to rattle off a bunch of plot points, but I want you to understand where I'm coming from here. The climax of KH3 is so good, it's one of the best parts of the game, and it basically had to be. This is the ending of the Dark Seeker Saga. I'll say once again that we all knew who was going to be saved, but it was about finally seeing them back in action, smiling and safe again, that made the long wait for this game more than worth it. I revel in the smaller moments, like the Guardians assembling at Yen Sid's Tower before journeying to the Keyblade Graveyard. Ven remembering Axel after their brief bonding moment back in Radiant Garden. Aqua's swelling pride in how far Sora, Riku, and Kairi have all come since she first met them as children. Even Ven and Aqua's quiet moment together on the steps of the tower, where they vow to save Terra together, warms my heart. These characters all mean the world to me. I've been following their stories for most of my life, watching them suffer through unimaginable nightmares. They've been killed, trapped, possessed, sent to sleep. We waited years to finally see them happy again, and this was the first major step toward seeing that goal realized. It's not without its dramatic turns, though, and their first steps into the Keyblade Graveyard was something I could never have expected. At this moment, you're on top of the world. You've regained the Power of Waking, you've assembled the Guardians of Light, and you've just completed a battle against a horde of Heartless, Nobodies, and Unversed. Surely, we're ready to take on the Organization, right? Terra appears, catching the Guardians by surprise. As his hair turns white, and he rushes them, the situation turns dire faster than you can blink. One by one, the Guardians are taken out, while a hurricane of Heartless form to defeat them. This is what the Guardians are up against: darkness itself. They're outnumbered in this clash. It's seven lights against thirteen darknesses, an uphill battle. As Sora loses everyone, he doubts himself. All of the growth he had throughout the Disney Worlds was all for nought if he couldn't save a single one of his friends. As he says, without them, he's worthless. And this is where Riku shines brighter than he ever has. He knows the situation is hopeless, he has every reason to doubt. It's him and Sora up against a force of nature, Darkness itself. Instead of giving into that fear, that despair… Riku clenches his fist, and raises his Keyblade to protect Sora. He's been through so much. He's brushed with Darkness many times, it's taken him the entire Saga to come to terms with that and become a Guardian of Light. He's battled his inner demons, gotten over his insecurities, and knows that he's a strong person. Which is what makes this line all the more powerful. Sora was part of the reason Riku even made it this far. It was his unwavering belief in his best friend that got him through the darkest period of his entire life. The fact that Sora was never willing to give up on his friend, no matter what Riku did, is the reason Riku's still standing today. He knows better than anyone that what Sora's saying here is wrong. Sora's more powerful than anyone here. It may be true that part of his strength comes from others, but he's only able to draw upon that strength thanks to the kindness he extends to them. He is the reason he has so many friends, that he's able to so naturally share his heart with others. With the help of Riku's words, and Kairi's light holding his soul together, he embarks on a journey to piece himself back together and prove his worth by bending reality itself to save his friends. And here's where I want to let everyone in on a little secret. A lot of people clown on this aspect of Kingdom Hearts. Oh, none of it makes any sense, where's the logical consistency, KH jumped the shark, why can't we return to the simple days of KH1? And you know, there's a part of my brain that's inclined to agree with that. A lot of KH dialogue is pretty clumsy, and it certainly does pretty much whatever it wants to with little to no consideration for what consequences it will have. It's a rocky road, one that probably wasn't fully thought out from the beginning. That is… true… but… I THINK THIS SHIT IS FUCKING AWESOME! YOU AND YOUR FRIENDS ARE KILLED BY LOREAL-NORT AND SENT TO THE AFTERLIFE? HERE'S A SOLUTION: PIECE YOUR SHATTERED FORM BACK TOGETHER, CHASE DOWN THE LICH FERRYING YOUR FRIENDS HEARTS TO THE UNDERWORLD, FUCKING BEND REALITY TO YOUR WILL TO MAKE IT SO, ACTUALLY, NO, WE NEVER LOST THAT FIGHT LIKE YOU HAVE A FUCKING JOJO STAND, AND TRY AGAIN. THIS SHIT IS SO COOL, I DON'T EVEN CARE ANYMORE! THIS IS WHAT KINGDOM HEARTS IS ALL ABOUT BABY! *ahem* Yeah, so I like this part of the game quite a bit. The Final World is as picturesque and dreamlike as the Stations of Awakening, which as it turns out are one and the same. This do-over launches us into the next best part of the game, where you get to ride the keyblades of the fallen wielders from Union Cross, spamming the triangle button to attack with their displayed usernames, using the power of the most dedicated players who have now been immortalized in KH canon. These players became the weights that tipped the scales in favor of Light: they're the reason the keyblade war was able to happen. Moments like this are what make video games so damn cool! Yen Sid finally gets up out of his chair and parts the red sea, you get battles with every member of the Organization, teaming up with a friend or two to take on multiple at once, a true battle royale. Whenever you defeat an organization member, they get a dedicated cutscene with their final moments. The first couple battles are nothing groundbreaking. Sora makes peace with Marluxia and Larxene, happy that they'll be made whole again! Dark Riku, who is revealed to be a past version of Riku Replica, is sent out of his vessel by the current Riku Replica, who by the way is also inside Riku, which means yes: Riku flew out of Riku into Riku in order to defeat Riku. I love Kingdom Hearts. I don't think anything will ever match the emotional weight of the battles against Terra Xehanort, Vanitas, Saix, and Xion. The BBS trio reuniting again, confirming a long held fan theory that Terra was the Guardian all along. Watching these goofs finally reunite, tears streaming down their face, I can't help but get choked up every time I see it. These three have been through hell. Finally, they're together again. Safe. Happy. Great as this was, though, nothing could have possibly prepared me for what came next. The Sea Salt trio, as per usual, broke me. I was in shambles during this whole segment. I was angry watching Xemnas beat on Axel, I wanted to kick his teeth in more than anything. But when Xion goes for the swing, and Sora blocks it, tears in his eyes, Roxas calling her name. Finally, they remember her, finally she has her memories, finally Roxas flies in to save the day, and you BEAT THE LIVING MOONLIGHT OUT OF THIS RAGING FREAK WHO CAUSED THIS TRIO SO. MUCH. PAIN. TO THE TUNE OF HEARTS AS ONE, BY SHOTARO SHIMA, BLENDING ROXAS, XION, AND A LITTLE BIT OF SORA TOGETHER TO CRAFT ONE OF THE MOST EMOTIONALLY SATISFYING SONGS IN VIDEO GAME HISTORY. Roxas absolutely shreds through Saix, which says to me that the fight was meant to be easy. They wanted Roxas to let it all out, and I don't blame them. Tears were flowing down my face once Xion started crying. Like them, I couldn't hold it in anymore. I don't think I realized just how special the Sea Salt Trio were to me until this moment. This was everything I wanted to see, my beautiful anime boys and girls happy again! It just doesn't stop, either. No room to breathe, this is the keyblade war, we aren't letting off the gas. So you're thrown straight into the fan dubbed Nort Court, where you battle against Ansem, Xemnas, Young Xehanort, and Master Xehanort with Riku and Mickey. Master Xehanort watches from on high, throwing keyblades around, while the other three gang up on you. On Critical Mode, this fight is pure madness, it is terrifying fighting three previous final bosses all at the same time. Their endings are so perfect. Young Xehanort flips his middle finger at Sora, hinting towards his inevitable demise. True to his nature, he goes out like the gremlin he always was. Xemnas, in his final moments, seems to genuinely regret what he did. He took his life for granted, took those around him for granted. His first emotion at the end of everything: heartache. Ansem's parting words might be the most satisfying of all, telling the party, and the player by proxy, to move on from him. He may have started everything, but this is where he finally bows out. Forza Finale, by Yasunori Nishiki, is a banger, incorporating all three of their themes into one beautiful rendition. I've been highlighting who made these tracks because I want to stress just how many people were involved in the making of this game. Instead of Yoko handling most of the soundtrack like she usually does, they had so many other composers from all walks remixing her works, which I think fits really well as a culmination of the series' past. Unfortunately, Kairi gets fridged again, and the key blade is forged at last. In one last ditch attempt to stop him, Xehanort is trapped inside his own past, transporting him back to Scala ad Caelum, where he trained with Eraqus to become a master. We're ending his story where it all began, and we're doing it with Donald and Goofy by our side. Couldn't have it any other way. The replicas that confront you are really freaky. Each of them resemble a member of the New Organization, fully transformed into a Xehanort clone. Finally, he has achieved the ultimate power, he not only wields the keyblade, he has an army of clones at his beck and call. He continues to serve as Sora's antithesis, manipulating his underlings, bending reality to his whim, warping the ground beneath them. It is the perfect end game spectacle I was expecting, buildings are breaking, flying all over the place, Xehanort can choke slam you, they even throw in an underwater segment, the absolute madmen. It ends in the skies above, Kingdom Hearts towering over the destroyed city. Destati plays one last time; chills run down my spine. Xehanort wields the key blade, warping through keyholes, draining the light from Sora, forcing him to take it back while trapped in Rage Form. It's everything I ever could have expected from the final battle, and with Donald and Goofy at your side, you deliver the final reaction command… Trinity. Dare I say it? Kino. True Kino. I'll be the first to admit that, as much as I love this ending, as much as I love this game: it is still Kingdom Hearts, which means that I have my issues with it. Dark Domination is an alright song, but it's definitely the weakest final boss theme. Takeharu Ishimoto put in some fantastic work here. He gave most of the bosses a sense of spectacle, and I love his work on The Caribbean. But he really shouldn't have been tasked with the final boss, that honor really should have gone to Yoko. It was completely unnecessary to shaft Kairi in the way that they did, I really, REALLY hate that they did that. She gets a great playable segment in Re Mind, but it's always gonna suck that she got shafted in the main game. I think it's criminal that Edge of Existence only gets to play for a few seconds in Scala ad Caelum, considering it's one of the few new tracks Yoko made for the game and is probably one of her best area themes ever. The "platforming puzzles" they have in the Keyblade Graveyard are really… weird? And imply they probably wanted to do more here? It sucks we didn't get to see more of the Hollow Bastion gang until dlc, it really bites that we didn't get a final Sephiroth battle. There are a lot of little things I wish were done differently or absences that bothered me. But when I look at what KH3 delivers on, this explosive finale I could have dreamed up when I was eight years old, all of those thoughts fade away. It might not have been literally everything I could have ever possibly imagined… but it was enough. More than enough. -- My favorite scene, the one that represents everything I’ve been waiting for, is a scene near the end. When every character is on Destiny Islands. They're tossing Donald's shield around, making sand sculptures, laughing away like old friends. This might sound odd… but this scene made me cry the most. They were tears of joy, but I still cried them. This scene represents the culmination of twenty years of buildup, and also effectively marks the end of my childhood. I was 21 years old when I first saw this. Only a month into the legal drinking age, and it was the first time I felt like I was an actual adult. I had just moved out of my dad's house, I was paying my own bills, driving my own car, running my own life. It was… a bit terrifying, one of the biggest paradigm shifts of my life. KH3, like the entries before it, felt like it came along at the perfect time. After all, it's a game about leaving your childhood behind. Sora has come a long way, defeated many a foe, but even he can't help but doubt himself in the face of an unknown future. Everyone around him is telling him that he needs the power of waking, but no one can tell him how to get it. He has to figure that out on his own. It's a lot of pressure to put on a young boy, but luckily he has Donald and Goofy to help him figure out the answer. Given how vague the explanation is for the Power of Waking, I can't help but read it as a metaphor for the anxiety of growing up. The older you get, the more people expect of you, the more you're meant to handle problems on your own, and come to your own conclusions about what you want to do with your life. It can be hard not to break under all that weight. Xehanort plays the antagonistic role quite well, a dark mirror of Sora. Once upon a time, he was in a similar position. Poised to become a Keyblade Master, blessed with natural gifts, departing from the Destiny Islands. How was he going to defeat the Darkness and save the world? He was confronted by many of the same questions, but he decided to tackle them on his own. He abandoned Eraqus, poured over the ancient texts, learned all he could about the world, and through his isolation, he came to the conclusion that the world was rotten to the core. Only he could fix it, by enacting the Keyblade War and resetting the world. Their conversation at the end of the game is one that will forever stick with me. Xehanort has lost all faith. He's scorched the earth in pursuit of his goal, with the fervent belief that it is beyond saving. He truly does believe that Darkness is the heart's true essence, and that only he is capable of setting things straight. Sora comes to a different conclusion. Maybe the world is broken, maybe Darkness does have a hold on the hearts of many. But, even if that's the case, Sora knows that one person shouldn't decide the fate of the entire world. No person deserves to hold that much power. And besides: no one is ever truly lost. It's here where Xehanort, having been bested both physically and mentally, bequeaths the keyblade to Sora, entrusting the future of the world to his optimistic spirit. In this moment, Sora's ready to strike out on his own, and brave an uncertain future. Despite the warnings from everyone around him, he abuses the Power of Waking to save the girl he loves, losing himself in the process. No one knows what the future will hold for him, no one knows where he is, or what he's doing, perhaps not even himself… but even so, the future comes for everyone. This was a formative moment for me. Playing this game was… tough, sometimes. I got to visit my childhood again, hang out with Sora and the gang, watch them beat up heartless with Buzz and Woody. But with each hour I sunk, each world completed, I grew one step closer to leaving that childhood behind once and for all. At that point, I'd need to have my own answers. But hey, if Sora was able to do it, why can't I? Yeah, that's dumb, that's really cheesy, but that's the experience I've consistently had with Kingdom Hearts. Stupid as it sounds, the series practically changed my life. It was inevitable that reaching the end of the Saga was going to destroy me like this. I think maybe it's possible that my connection to this game, to this series, is too personal to properly express. It's taken me so long to write this script, and I don't even know if I'm fully satisfied with how it turned out. It is difficult to describe what the heart feels. I've discussed many of the reasons why I'm drawn to Kingdom Hearts. It's insane, colorful, funny, whimsical, nostalgic, sad, heartwarming. It's… everything, really, but there's one thing that keeps me coming back; one aspect that I think it nails more than anything else. It's simple, really: Kingdom Hearts is fun. I mean that in every sense of the word. It's a fun memento of your childhood. It's fun to piece together the crazy lore. It's fun to run around on the back of Wreck it Ralph. This series is fun incarnate, I almost always have a smile on my face, and KH3 might have been the most fun I've ever had playing any of these games. It brought me back to a simpler time. I'm living out a new chapter of my life now. Twenty five years old, still paying my bills, paving my own path through life. It's been a struggle, especially recently, but I know I can always go back to Kingdom Hearts to make me smile again. No matter the game, Tetsuya Nomura and his team are dedicated to making magical games which transport you back to your childhood. I don't know where I'd be without this stupid series. I hope it keeps going. I hope it eventually shows us what's in that black box. I hope I can theorize about it for the rest of my life. I hope it keeps going with this absurd unreality stuff it's setting up. I'll be on the ride until my dying breath. Kingdom Hearts has changed alongside all of us. It had growing pains, shifted its approach, adapted its philosophies. But no matter how much it's evolved, no matter how old it gets, no matter how old I get… It's comforting to know that it hasn't lost its heart.
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Channel: KingK
Views: 272,796
Rating: undefined out of 5
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Id: QCk3tIxJR_8
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Length: 73min 0sec (4380 seconds)
Published: Sun Mar 12 2023
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