Kingdom Hearts 358/2 Days is a Playable Tragedy

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2007 was a new era for Kingdom Hearts: a three  game arc had concluded, and all of us were eagerly   awaiting the next Kingdom Hearts outing. You’d  see fan box art of Kingdom Hearts 3, you’d see   fanart of Kingdom Hearts 3, you’d see fanfictions  of Kingdom Hearts 3, you’d see it all! Nomura had   other plans, of course: he wanted to make handheld  spinoffs, and what this lead to is around 13 years   of quote unquote spinoffs, until Kingdom Hearts  3 became the conclusion to a narrative arc rather   than the beginning of a new one. In reality, three  new games would begin this second chapter: Kingdom   Hearts Three-Five-Eight Days Over 2 (yes that is  how you pronounce it), Kingdom Hearts Birth By   Sleep, and Kingdom Hearts coded. These three games  would later be connected by Dream Drop Distance,   with Kingdom Hearts 3 to serve as the follow  up. Legends spoke of a secret movie at the   end of both Kingdom Hearts 1 and Kingdom Hearts  2: both of which would tee up the next entries.   This ending scene, referred to as Another Side,  Another Story, served a dual purpose. It hyped   people up for Kingdom Hearts 2, but the scene  itself would be represented in Days. Minus the   part where Mickey shows up, it’s actually kinda  funny to think about that in retrospect.   Before we begin: it’s pronounced 358 Days Over  2, because this story follows 358 days over 2   people’s lives (Roxas and Xion). It’s dumb, but  I don’t make the rules, and to be honest: I kinda   admire the effort this man puts into his titles.  Now that the HD collections have been released,   I feel as though Days as an actual video game  has been largely forgotten by all but the most   dedicated fans of Kingdom Hearts, and people who  got it instead of Mario Kart DS on Christmas. New   fans will only get the abridged version of the  story we all experienced back on the DS. This   cutscene collection is serviceable if all you’re  looking for is to be caught up with the plot and   nothing else. It hits on all the important beats  and ensures that you won’t be lost come future   games, and it only takes three hours compared  to the game’s 17 to 20 hour runtime. However,   what we have to understand here is that  the cutscene collection, though a beautiful   remastering of specific scenes that weren’t voiced  in the original, is still just a collection of   cutscenes ripped out of a video game. Without  that sense of context, something is gonna get   lost in the transition, and unfortunately  I feel like the story of Roxas, Axel,   and Xion has been poorly represented. I wouldn’t  be surprised if new fans weren’t as attached to   these characters simply because they lack the  context and runtime necessary to properly bond   with them the same way most KH fans were forced  to back when these collections didn’t exist.   The more time has passed, the more I’ve been  allowed to ruminate on the game, its goals,   its narrative: I’ve come to admire it in a  strange way. Though, I completely understand   that it would be very costly to remake  the entire game for the HD collections,   and for a game that many people played just  to get more story: trust me, I understand   why it was just cutscene collections, but there’s  always gonna be a part of me that yearns for   everyone else to experience the game as it was  intended. Even though it isn’t always perfect,   it weaves narrative with gameplay in a  deceptively simple way. I want to talk   about how it does this, and what makes it  one of the most effectively told stories   in the realm of games. This is a Kingdom  Hearts 358 Days Over 2 Retrospective.   As promised, I’m gonna run through the important  points of Kingdom Hearts 2 real quick: Roxas   is introduced, and so are the concept of  Nobodies, beings that lack hearts. His fake   life is unraveled, and he merges back with  Sora, who then goes to various Disney worlds   unintentionally fueling the Organization’s plan to  complete Kingdom Hearts. We also learn that Ansem,   the final boss of Kingdom Hearts 1, was merely a  heartless of Ansem the Wise’s apprentice Xehanort,   and that Xehanort’s nobody, Xemnas, is the  head of an Organization of Nobodies who are   causing a bunch of trouble throughout all the  worlds. Diz is revealed to be Ansem the Wise,   who sacrifices himself to delay Xemnas’ plans;  Sora, Riku, and Kairi all reunite at the World   that Never Was, Roxas and Namine both acknowledge  their other halves, and all is well with the world   after Sora and Riku beat up a dragon. Most  of the key points to remember about Kingdom   Hearts 2 are the concepts introduced, like the  Organization’s plans, the idea of Nobodies,   and the struggles that accompany them. This leads beautifully into the story of Days,   which takes place in between 1 and 2, concurrently  with Chain of Memories. It was created to recount   Roxas’ life before the beginning of 2, and  what lead him to Diz’s data Twilight Town.   Presumably at or around the same time Sora became  a heartless to save Kairi in Kingdom Hearts 1,   Roxas came into being, was given a name by Xemnas  and drafted into the Organization as their 13th   member. He is… certainly a distinct Nobody  because he can’t remember ever having a past,   and as such he lacks any memory of the ideas that  make up a human: he doesn’t know why he’s in the   Organization or what their goal is ultimately  supposed to achieve. According to Axel he   doesn’t have emotions, and he doesn’t even have a  basic grasp of what friendship is supposed to be.   For all intents and purposes, he’s a newborn  baby thrust into the life of an adult working   for a cult that decides who and what he is. His goal as the keyblade wielder is to defeat the   heartless, thus releasing their hearts and sending  them to the World that Never Was, where they   form Kingdom Hearts: a version of Kingdom Hearts  *sigh*. The goal of the Organization is to obtain   hearts of their own, at least that’s what Xemnas  is telling everyone. Saix and Axel have a feeling   there’s a lot more to it, and Xigbar obviously  knows what’s up but that’s for a future game,   I’m getting way too ahead of myself. The point  is that Roxas will carry out missions everyday:   they range from recon missions, where you’ll  examine a new world and learn new things about it;   heartless hunts, which simply involves finding  and destroying artificially created heartless;   boss hunts, which are almost exactly like  they sound; and there’s emblem hunting,   which is also pretty much exactly what it  sounds like. You’ll start the workday with   either a cutscene, or by spawning directly at the  lounge to configure your character and do some   shopping before selecting a mission. This pattern  repeats itself scarily often: configure Roxas,   select a mission, complete a mission, Return to  Castle, watch a cutscene at the Twilight Town   clock tower, and cash in the day’s experience. The mission-based structure makes for quick and   easy, get in and get out game design that both  meshes well with a handheld and makes for good   multiplayer mission design, but that’s all they  really are. In fact, I’d even go as far as to say   the missions are the worst part of the game,  especially when you start fighting bosses who   each have obscure strengths and weaknesses. Leech  Grave, for instance, is immune to magic (for some   reason). Nothing about the mission description  clues you in on this like other missions do,   it’s just immune to magic, so if you came in  packing a magic build, you’ll have to quit   the mission, configure a more physical build, and  redo the lead-up to that boss. When bosses aren’t   suddenly immune, you have to be careful not to use  too much magic in that lead up phase since it is   now a finite resource that can only be restocked  mid-mission using ethers. Experimenting with   the magic system feels way too risky as a result,  meaning that unless I knew magic would be helpful,   I often stuck to strength builds. Magic in general  is fairly hit or miss, with the generic fire spell   being more useful than the direct upgrade Fira  because it homes in on enemies. What you end up   casting so often feels slow, clunky, and pointless  unless it just so happens to do a lot of damage   to a specific enemy or boss. It all felt like  a huge waste of time, and whenever you aren’t   fighting bosses or generic heartless, you’re just  collecting emblems or doing recon. When you focus   on this stuff for more than a minute, it tends to  fold in on itself; however, when you consider that   it’s for short play sessions, it makes a little  more sense. Even considering that it was made   for a handheld, sometimes short play sessions  don’t even solve the issue: the problem is that   there’s next to no mission variety. Since you’ll  be revisiting the same worlds over and over, many   times without even advancing the story of that  world, all you’re gonna find yourself doing is a   bunch of meaningless heartless or emblem hunts.  None of the worlds offer anything surprising,   you’ve been to these worlds before: Beast’s  Castle, Agrabah, Wonderland, Olympus Coliseum;   I guess Neverland has some new environments,  but really it just adds a few spacious areas   on the rocks next to the ship. We don’t get much  more from Neverland itself until Birth By Sleep,   unfortunately. Very rarely was the gameplay itself  the driving motivation, it was mostly everything   surrounding that: when I got to meet back up  with Tinkerbell, or reluctantly train with Phil   after Xigbar abandons Roxas, or to see incredibly  unusual pairings like Genie, Roxas, and Xion.   See, the problem here is that this game plays  like Kingdom Hearts 2, but shoved onto a handheld:   and with all the concessions you’d imagine it  would have to make. Your keyblade hits don’t pack   the same punch since the enemies don’t always  stagger like they used to. You can’t so much   modify your combos as much as you can switch a  keyblade and use that keyblade’s combo. If you   pick a magic keyblade, the physical combo will  be slow, imprecise, and near useless: but the   magic you throw out will be far more powerful as a  result. There’s a keyblade for longer air combos,   one for higher strength, there’s even a mix of  strength and magic. This provides a momentary   sense of variety, but it’s not a deep enough  system to compare it to the combo modifiers of   Kingdom Hearts 2. All it really does is add a  visual flourish to your A button presses, and   I’d even say it feels less customizable because  it locks you to one keyblade combo at a time,   with all the positive and negative stat changes  that accompany it. You end up picking your poison   rather than your playstyle a lot of the time. The  lack of heartless variety accompanies the slower,   less in-depth combat to help ensure that you’ll  be bored a majority of the way through. There   are only so many times I can fight a shadow,  or a bomb, or a fucking ice cube before it just   gets old. Structurally it’s very different from  previous games: instead of knocking out worlds one   by one, you instead do a series of missions for  each world that can be considered an arc of sorts;   except, you complete the arcs mission by mission,  alongside the other missions for other world arcs.   By the time you’ve gotten halfway through  Twilight Town: boom, Agrabah shows up.   This really screws with the moment-to-moment  pacing: you’ll go from a heartfelt conversation   with Phil where he tells Roxas “not to be a  stranger,” one of the more touching moments of   the game; deep into weird Neverland shenanigans  you started several hours ago. While it is cool   that you go at them from the perspective of a  “villain”, the Disney worlds end up feeling tacked   on. Why does the Organization need to travel to so  many worlds when enough heartless seem to spawn in   Twilight Town anyway. The only two new mechanical  elements to this game are mechanics that are   woefully underutilized. This grid-based, tetris  style progression system is genius on paper.   It allows players to pick and choose whether  they want higher levels, more healing items,   more powerful movement abilities or weapons. The  most powerful upgrades are in weird patterns on   purpose so you have to think about where you  place them, and so that it constantly ensures   you have to keep asking yourself questions  about your loadout. It’s a shame the game   itself doesn’t seem to even acknowledge it  though: for the most part, basic keyblade   combos and the occasional magic spell will see  you coasting through enemies and boss fights.   Some of these bosses take light years to defeat  because the damage scaling is totally out of   whack. Sometimes you’ll shred through bosses and  enemies like swiss cheese, other times you’ll be   doing chip damage, and for seemingly no reason.  Some hitboxes are so tiny that doing any damage   at all is a chore, especially this Neverland  boss fight where you have to hit the tail of a   heartless that will never stop moving. Enemies  sometimes give you very little time to react   to their attacks, and counter you at seemingly  random intervals. As a result, the most effective   tactic becomes a hit-and-run: you’ll have to  forgive me if I didn’t need to think about   what panels I was placing where. Doing extra  missions gets you more panels, more experience,   and thus gives you more options: but I never felt  like I needed more options to get by. The fights   were so simple and boring that I glided through  them with basic keyblade combos a majority of the   time. Unfortunately it just meant that the system  was overly convoluted. The second new system is   the limit break system: at low health, you can  sacrifice a small bit of your HP bar to enter a   limit break, where Roxas flies around the screen  dealing massive damage. Again: really cool idea,   but it’s harmed by a few nasty overlooked details.  First of all, the moment you initiate this limit   break, it is very hard to cancel out of it. This  wouldn’t be a problem, except you can still take   damage when performing a limit break: and since  you need to be at low health, you can kinda see   where this neat new system often threw me. I  almost never used limit breaks because they   were so unsafe: in almost every circumstance, it  would be unequivocally safer to heal up and deal   slower combos so you don’t get one shot in the  middle of your flashy limit break. There are a   few braindead damage sponges that are helped along  by the system: this side objective in one of the   earliest missions, it is a sloggggg, who thought  this would be fun so early on? You don’t have any   of your later abilities, so it’s most effective  to go to lower health, spam your limit break, and   call it a day five minutes later, but does that  really make the limit breaks good on their own?   Are they anything more than a bandage? Why do so  many bosses have invulnerability phases that they   pull out every five seconds? It feels like you can  only get an attack in every few minutes. I do like   the movement abilities you gain access to, and  the spacious level design was intriguing at first,   until you realize that there’s not a whole lot  to do in them except fight mook heartless, click   “examine” on some rubble, or god forbid you push a  block across a giant chasm. It’s like it has every   component that makes the Kingdom Hearts 2 gameplay  great, plus some promising new additions, but none   of those components are in the right places. Which  means… we’re done, right? A boring, meaningless   waste of time that’s only really fun if you’re  an 11 year old stuck in a car ride. Well… what   if I told you that the mundane gameplay is  unintentionally one of its greatest strengths.   On the surface, the mission-based structure is  a complete chore; however, it’s also a fantastic   way to get the player into the same headspace as  Roxas. He works as the Organization’s puppet for   almost an entire year, completing missions day  by day, and the repetition of that structure is   key to the attachment players will have with  Roxas’ future disillusionment and his current   distractions in the form of his relationship with  Axel and Xion. You spend a lot of time on missions   with other Organization members, which is a great  way to learn more about their characters, and to   better explain how they knew so much about the  worlds in Kingdom Hearts 2. I especially like the   interactions Roxas has with the Castle Oblivion  members, and wish there could have been even more   time spent with them. Unfortunately, they get  sent off to Castle Oblivion almost as soon as   the game starts, and we all know what happens  to them there. You can’t really place this game   in the timeline where it is and also expect more  time with those members, so I understand why we   couldn’t: it’s just a shame because they do a good  job fleshing out the members that we already had   more exposure with in Kingdom Hearts 2. Anyway,  my point is that though you spend a lot of time   with them, it’s clear that they aren’t trying to  form any substantial connection with Roxas. So,   the time he spends with Axel and Xion are even  more special since they’re some of the only   characters who don’t yell at him or smack him  in the face. But, since he still doesn’t have   much else to latch onto, he just keeps carrying  out missions as he’s told, hanging onto the brief   hope that he can go have ice cream with his  friends after work. Key word there: work. I   doubt this was an intentional move, but playing  Days made me associate the missions with work;   it was something I had to do to make ends meet,  but it was never something I wanted to do. I   almost feel like making a handheld game that’s as  fun as Kingdom Hearts 2 is impossible, especially   on a DS; so instead of trying to make it super  fun, they made it tolerable. There’s a baseline   level of satisfaction you get out of these  missions in the same way there’s a baseline level   of satisfaction you get out of doing work, even if  you ultimately don’t want to do it. The animations   and sound effects for defeating heartless feel  instinctively good in the same way they did in   the previous games, even if the system lacks the  depth that made it exceptional. It brought me   closer to Roxas; when he was weakened by Xion and  his level was cut in half, or when he gave up his   keyblade to help Xion remember how to use hers:  it wasn’t fun, but it was necessary. Work is very   rarely fun, but often it’s the friends you make at  work that make the experience tolerable. When you   take out the friends, the sense of connection, all  you’re left with is a meaningless time waster.   It’s fitting that the parts of the game where I  felt most distressed is when Axel or Xion were   missing, or when there was tension between the  trio. Roxas wants desperately for those moments   eating ice cream on the clock tower to last  forever, but the player knows it won’t happen,   the player has the benefit of hindsight. More  time without Axel and Xion means more time alone,   doing missions, going through the motions: and  less time overall with friends that won’t last   forever. Because another subject this game tackles  well is identity, even more than Kingdom Hearts   2 could ever hope to realize. Roxas and Xion have  no concept of how the world works or what emotions   are even supposed to be, meaning that Axel has  to be the one to teach them these concepts,   often failing to hit at the heart of what they  mean or why they’re so powerful, likely because he   doesn’t understand the full extent of them either.  It leads to Roxas’ definition of friendship being   sea salt ice cream, because Axel doesn’t know how  else to describe it to him. All he knows for sure   is that they all don’t have hearts, or at least  he thinks he knows because of what he’s been fed   by Xemnas, despite being part of numerous scenes  where emotions are arguably present. He denies it   by positing that maybe they remember what it  felt like to have emotions, even though it’s   all just a thinly veiled justification to keep  doing work for the Organization, to give some   of their arguably wasted time more meaning. Roxas and Xion both struggle to seem like they’re   authentic, to seem like they’re real people who  can fit in. When, in reality, everyone in the   Organization is just a tool to serve Xemnas,  literally in the case of Xion who was a puppet   created to transfer the useful parts of Roxas  into something the Organization could wield full   control over. When they start to learn more about  their origins and their purpose, especially Xion,   that simple worklife is utterly destroyed. Xion  learns that she was never supposed to exist,   that her only purpose was to steal memories  from someone and further the goals of their   twisted leader. She tries desperately to cling to  her simple life with her friends, the time she’d   come to love: but it can’t change the fact that  this trio is headed down an unavoidable path of   tragedy. Axel tries his hardest to keep the unit  together despite knowing that none of his options   are ideal. He could have told Roxas everything  that he found out from the start, but that would   only cause a rift between the group sooner; the  reason he kept it to himself is because he wanted   to be with them as much as he could before reality  caught up with them. He’s caught between his age   old friendship with Saix, his allegiance to the  Organization, and his blossoming friendships with   Roxas and Xion. The tragic truth is that although  Roxas and Xion desperately want to be people, they   work like everyone else, they laugh like everyone  else, they have friendships like everyone else:   they aren’t allowed to be people. They were  created to fulfill a purpose, and when its clear   they can no longer fulfill that purpose, they fade  away. It becomes increasingly obvious that you’re   driving these characters toward their demise,  while also fueling the desires of an evil man,   but you just have to keep going. You have to keep  playing the missions, upgrading your character,   trying different builds to maintain a sense of  brief variety and momentary fun, so that you can   maybe get more scenes where the trio get together  and be friends for a few minutes. You, like Axel,   know it can’t last forever; but you also, like  Roxas, want it to last forever, to evade the   inevitable tragedy as long as humanly possible. You can almost prove how effective the gameplay’s   relative mediocrity is at getting the player to  connect with the overall struggle, by pointing to   the cutscene collection. You rip out a portion  of the whole and expect it to deliver the same   way? I watched the cutscene collection before  I went back and played Days again for review,   and what I found is that the cutscene collection  didn’t affect me in nearly the same way playing   the game did. Sure, it was sad: a lot of sad  things were happening on the screen, but I   didn’t cry like I did at the end of the actual  game. I wasn’t shaken when Axel screamed “what’s   your problem” because I hadn’t just spent 17 hours  trying to keep this broken trio together, trying   to stop the train from veering off the tracks,  trying to hold onto the good. This story doesn't   work as well when it's just a movie. They cut so  much out of the collection, so many minor moments   of character building. Remember when Roxas picked  up a stick to fight with, and Xion says, “Roxas,   that’s a stick.” That’s funny! Maybe having it  in the collection wouldn’t have been important,   but it was a nice moment that is relegated to a  text blurb synopsis in the collection. Sometimes   when visiting Disney worlds, Roxas will experience  a sense of deja vu: but instead of telling you   what Roxas is feeling, they show scenes of Sora  doing the exact same thing. Without a word, and   without disrupting the flow of a normal scene, it  shows what Roxas is feeling in that moment. It’s   harder to understand Roxas when you aren’t doing  the same things he’s doing: you aren’t working   everyday of your life, you aren’t experiencing  these moments at the clock tower as a reward or   a moment of release, you aren't experiencing  weird deja vu: you’re experiencing disjointed   scenes back-to-back, you’re experiencing them  in a way that was absolutely never intended.   Thus is the art of playing a tragedy: Days  shouldn’t be fun, should it? If Days was fun,   working for the Organization would be fun, the  struggles of Roxas, Axel, and Xion wouldn’t be as   hard-hitting, and that thematic core of finding  yourself in spite of difficult circumstances,   and the unsatisfying, life altering consequences  of those revelations, would be pointless. As the   cutscene collection shows, without that context,  it’s just a brief glimpse into various moments in   Roxas’ life to fill in his backstory. Days is so  much more than just a piece to fit into a larger   puzzle, it deserves to be so much more than that.  Yet, because it isn’t the height of fun gameplay,   I have a hard time recommending anyone play  it over just watching the collection. For me,   games have the ability to be more than just  fun, but I know there are a substantial amount   of people that only view games by how fun their  gameplay is. I get where they’re coming from, but   looking at every single game from the same lens  can sometimes lead to tunnel vision. If I were the   me of several years ago, I would have hated Days  for being so boring, but that’s obviously changed,   and I've found a new experience I simply  can’t get anywhere else. An experience that   can only exist in spite of the issues it has. I think I can get my point across the best by   looking at the infamous ice cream line. This has  been memed to hell and back, and out of context:   yeah it's hilariously weird. With context,  however, it makes so much more sense. Through   the hours and hours you've spent working for the  Organization, through all the good times and bad   times, sea salt ice cream, those moments sitting  on the clock tower, bullshitting away about   whatever came to mind: those moments were the  highlights, and to Roxas, those moments defined   his friendships. Eating ice cream with someone was  an action he only considered doing with his two   best friends, the only thing he ever truly wanted  in life. To be denied that by the very people   he’d been working for all along, after realizing  that he'd taken them at their word for so long,   put so much stock in faith. After doing everything  he was ever asked, with his only desire to hang   out after work and eat ice cream: they threw him  and Xion away, the useless tools they were.   When I hear this line, “who will I eat ice  cream with,” it hits me hard. Everything   about this climax devastates me. You're forced to  fight Xion through all of the areas you've been   doing missions in, putting into perspective how  useless it all was, ending with a fight at the   clock tower, Vector to the Heavens blaring  in the background. The tragedy has begun,   and you can't stop it anymore. Xion is  one of the best boss fights in the game,   making use of all the abilities you likely  have stocked, incorporating some of the best   actual bosses of the game, and removing most of  their annoying invulnerability phases, with the   exception of maybe a few moves. Going from place  to place, hearing the different boss themes,   fighting a different version of her: until it  all ends with her giant variant and, again,   vector to the fucking heavennssssss playing in the  background, pillars of light shooting everywhere,   whirlwinds, everything is falling apart at the  seams. Ironically the most fun fight in Days   is the fight you don’t want to do, the fight you  never wanted to do. The one where you kill Xion.   It really gets to me that none of these characters  can do anything to avert the coming sadness. Xion   ends up deciding that submitting to her cruel fate  is the best option for everyone, and that gets her   killed; Roxas decides that defying fate is for  the best, and that gets him captured; Axel has   no idea what to do about fate other than to delay  it as long as he possibly can, and he ends up   losing his two best friends, as we later learn in  Kingdom Hearts 2: his only reason for existing.   You know, people complain that nobody dies in  Kingdom Hearts, and that’s a fair complaint;   however, they instead go through an insane  degree of emotional trauma to make up for that,   and I think that’s a fair substitution. It  traumatizes me, that’s for sure. After Riku   succumbs to the darkness and captures Roxas, the  ending theme of Sanctuary plays at the credits.   A theme that had once been used to bookend a  touching, happy conclusion in Kingdom Hearts 2,   a song you associate with joy, is being  used in a completely separate context   to elicit sorrow. To bookend a tragic tale that  no one but the player will ever truly know.   I resonated with Days in a way I never expected  coming back to it. It took so long to make this   video because I dreaded the idea of going back  and wrestling with the camera to do a bunch of   inconsequential missions. There are a lot of  ideas in Days that would work so much better   in a game that took better advantage of those  ideas. The panel upgrade system is genius,   because it both allows for a wider degree of  player freedom, while not letting up on the   limitations necessary to balance the difficulty. I  wouldn't mind seeing it resurface in a future game   that is better designed with that in mind. The  mission mode is quite fun, I remember having loads   of fun with my friends back in the day. Just being  able to play as so many different characters,   despite how simple their combos are, has a  novelty that I want to see explored again   in the future. That isn't really the point  though, I enjoyed it in spite of its issues,   in spite of anything the devs wanted it to be, or  what it was supposed to elicit: I liked it for my   own reasons, and it will always stick with me for  my own reasons. At the end of the day, for a game   to leave an impact on me, to stand out among a  sea of games that are more fun, but nothing else   *cough cough COUGH*? I'll take 358 mundane Days  with some of my favorite characters, anyday. (Ugh   that pun was bad I'm sorry)
Info
Channel: KingK
Views: 517,457
Rating: undefined out of 5
Keywords: Kingdom Hearts, Review, Retrospective, Critique, Commentary, 358/2 Days, Days, KH, Roxas, Xion, Axel, 358 Days
Id: jyYNCNUtvFk
Channel Id: undefined
Length: 31min 33sec (1893 seconds)
Published: Sat Jan 26 2019
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