Kingdom Hearts Re:Coded Exists

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Here we are, everyone. The moment you’ve  all been waiting for… Re:coded… ah yeah.   *sigh* I seriously don’t   even know where to begin here. Kingdom Hearts  Re:coded is a Nintendo DS remake of the japan   exclusive mobile game Kingdom Hearts coded,  which takes place after Kingdom Hearts 2 and   was converted into a cutscene collection later  on. According to co-director Hajime Tabata,   Nomura was drunk one night (I am not joking)  and came up with the idea of a mobile spinoff   that would serve as a “playground” for players?  Tabata also said he thought the idea was terrible   at first? Oh god, am I really about to do this? Is  this really happening? Are we about to break down,   in great detail, the merits of Kingdom Hearts  Re:coded? *sigh* only for this series. Only for   you, Nomura, I just love you too much.  It’s time for a Kingdom Hearts Re:coded   Retrospective. I will try my damndest to derive  meaning from this video game if it kills me.   -- Brief recap as usual:   Aqua, Terra, and Ventus are all keyblade wielders  in training at the Land of Departure. Aqua becomes   a keyblade master, but when mysterious creatures  threaten the worlds, Terra and Aqua go to hunt   down and eliminate the new threat, followed  by Ventus. To make a long story short, Ventus   clashes with the dark half of himself extracted by  Xehanort to form the ultimate weapon: The X Blade;   Terra is possessed by Master Xehanort; and Aqua  has to salvage what little she can of these two   dumbos, leaving her stranded in the realm of  darkness. Terra, now possessed by Xehanort,   loses his memory and becomes an apprentice of  Ansem, leading to the events of Kingdom Hearts 1.   Ventus is in an eternal sleep, his heart fractured  and healing inside of Sora, and his body hidden by   Aqua in Castle Oblivion, formerly known as the  Land of Departure. Oh yeah, also Eraqus died,   and Xehanort is evil. Those be the basics. Kingdom Hearts Re:coded is useless. Absolutely   fucking useless. It’s a story about Jiminy’s  Journal: one day a mysterious message appears,   and the disney gang try to solve the mystery  by inserting a Data version of Sora inside the   Journal, so that he can go run around in Kingdom  Hearts 1 Disney worlds again and battle bug blox.   Usually these games have a little more going  on that I can dive into. Character development,   tragedy, theming, all that good, juicy melodrama.  Re:coded is an even more shameless excuse to go   through Kingdom Hearts 1 again than Chain of  Memories, which at least felt like it was trying   for something. Re:coded is, however, part of the  chronology. It exists to uncover information left   by Namine about how Sora needs to go save  the Birth By Sleep trio, and other assorted   characters. In fact, that’s what the bottle at  the end of Kingdom Hearts 2 was. It was a message   from Mickey telling Sora that he has to go save  people, and also that he needs to go take the Mark   of Mastery with Riku. That’s all the bottle was.  For years I wondered what was in that damn bottle,   and this is all it was. Oi vey. It’s alright, that’s fine. It doesn’t   really matter what was in the bottle at  the end of the day, it was just a silly   cliffhanger. Look, there’s really nothing for me  to dig into here, but I guess I’m gonna try. You   go to Disney worlds, Data Sora is a new creation,  so he doesn’t know anyone from the Disney worlds,   and they don’t know who he is either, so everyone  is just meeting for the first time all over again.   I don’t know how else to describe how nothing  this content is. Back when one of my friends   was getting into the series for the first time,  I was sometimes on a voice call with him while he   experienced certain moments in the series for the  first time. Since I hadn’t actually watched the   Re:coded movie before in full, I decided that when  he got to that point, we’d sit in a voice call and   watch it together. About an hour into the thing,  I fell asleep. I drifted off somewhere in Alice   and Wonderland, and woke up to Roxas beating  Sora’s ass. That’s kinda what playing the game   feels like. You wander from Disney world to Disney  world, a whole lot of nothing dialogue happens,   there are some pointless little interludes  here and there. I guess Maleficent and Pete are   involved, but they aren’t even involved with the  real Sora, so they’re just kinda there. Are there   any themes to unpack? A bunch of riddles show up  in the Journal, maybe they all mean something? No,   not really. They’re all just different variations  of “lol go clean up bugs and save the broken   hearts please.” It’s laughable that this game ends  with a fight against Roxas because it completely   misses the point of what made that fight so  cool in the first place. It was Roxas in a   genuine duel with Sora, trying to make his voice  heard in whatever way he could, trying to make   himself a real person, until he resigned to his  fate and let Sora take the reigns. In Re:coded,   he’s just Namine’s bugged up messenger. Okay, to be charitable: the game is clearly trying   to go for the “Sora needs to learn what hurt is”  angle, and characters try to drill it into him,   but again: this isn’t actually Sora. When Roxas  goes on this emotional diatribe about hurt, and   being worthless, blahblah (play cutscene) there’s  emotional music playing, Sora tries to explain   what he’s feeling, it’s all great. Or at least,  it would be great: if any of these fucking people   were real? And hey, I’m into a good metaphor,  so just because the characters aren’t real or   the events on screen aren’t to be taken literally,  I’d be okay with that, but if this is supposed to   be a metaphor, what the hell does it represent?  What’s the message? Theme? Idea? Anything that   it’s trying to communicate? Sora learns to “carry  the hurt inside him” and the Journal(?) is testing   him to see if he’s ready? Is that supposed to  be a clue to indicate that Sora isn’t ready,   which will pay off later during his Mark of  Mastery exam? What does hurt mean? That Sora   should be thankful that he has life, even though  he’s harboring memories and feelings from those   that have lost the ability to live theirs? Instead  of trying to live life so selfishly, he should be   trying to save the people that only he can save?  Alright, that’s all well and good, but again:   THIS ISN’T THE REAL FUCKING SORA. I think the most  plausible meaning you can draw from this, is that   Namine was trying to make sure that Sora could  handle taking on all this hurt, without subjecting   him to it directly. Basically, she was trying to  see if he was up to the task of saving everyone,   hypothetically. You could read him destroying bug  blox as him trying to scrub away the bad memories   and pave the way toward a good future. It was  a Mark of Mastery conducted by Namine to see   if he was ready to go be a savior. Okay, that’s  cool: and then he goes and does an ACTUAL Mark   of Mastery that is conducted to see if he’s ready  to be a savior, and he has a thing near the end   where he learns more about the people that need to  be saved, and oh fuck am I really doing this?   (play keyblade reappearance in Hollow Bastion  scene) WHAT DOES THIS MEAN? WHAT ARE YOU FUCKING   TALKING ABOUT MICKEY? Alright, so just because  Sora isn’t real doesn’t mean there can’t be fun   moments here and there. The data recreations of  characters are so spot on that you can kind of   assume this is how the real characters would  also act. We know this already because of the   data Twilight Town. There’s an idea presented in  the second game that the emotions felt by the data   Twilight Town somehow traverse into the real  Twilight Town, in a very vague sense. It’s not   entirely unreasonable to imagine that the trials  data Sora went through would eventually transfer   over to the real Sora. The problem, especially  in hindsight, is that those feelings really   don’t transfer in the way you’d expect. In Kingdom  Hearts 3, Sora has a line about how he “knows what   hurt feels like” but the scene goes out of its way  to show that only Donald and Goofy understand what   data Sora went through. What Sora says is that  he knows hurt because of what happened to him   in Kingdom Hearts 1. Which makes sense, he went  through a lot in that game. So, perhaps watching   Sora go through a trial, even if it isn’t the  real Sora, is still enjoyable because it’s the   idea that we’re watching Sora go through something  arduous that’s supposed to be entertaining.   Unfortunately, I also think this is a flawed  way to look at the story. First of all,   anyone that’s been following the series for  this long already understands that Sora has   gone through his own trials in the past. We  already understand that he has experienced hurt,   so seeing a data version of him go through a trial  just because Namine wasn’t sure is odd. Secondly,   the actual trial doesn’t feel as authentic as it  did in the first game. Kingdom Hearts 1 Sora was   ripped away from his island and his friends.  He spent the entire game searching for them,   and when you got to Hollow Bastion, Donald  and Goofy leaving him behind really hurt.   It was one of his lowest points, and also  one of his greatest triumphs. After that,   I was willing to see any adventure with him  through to the end. Re:coded has a few scenes   that truly test data Sora, or at least try to.  This scene with Donald and Goofy is clearly   trying for a similar mood. However, there’s  something about it that doesn’t feel right.   The real Sora has already risen past this  particular breed of self-doubt, so it’s like   we’re watching him rise past that exact same sense  of self-doubt. Maybe this is trying to say that,   no matter what, Sora will always be the kind of  person to rise above those insecurities, and it’s   the ability to show something like that which  convinces Namine that he’s ready for upcoming   challenges. But even with this view of the story,  it leaves so many scenes in the latter half   ringing hollow. Sora and Riku have some heartfelt  conversations, but data Sora just has all the   answers. When he’s up against Roxas, it doesn’t  seem like he’s shaken in the slightest. It’s   hard to feel like Sora was put through any kind  of test, he just passes with flying colors.   Not to spoil too much, but I find his test in  Dream Drop Distance, and its eventual conclusion   that would be followed up by Kingdom Hearts 3,  a much more meaningful character journey than   a few scant cutscenes in Re:coded that don’t  end up meaning much for our main character.   Re:coded simply serves to show us a bunch of  stuff we already know, and we really didn’t   need that. I’m about at my wits end here, look: I  tried. I really tried. There’s nothing here.   All that leaves us are the systems themselves:  is it a fun video game? I mean… yeah,   I guess it’s kinda fun. Re:coded uses the  command deck introduced in Birth By Sleep,   so you still buy commands, merge them, and juggle  around your hand to use them in combat. In an   interesting move, it actually kinda expands  upon the idea in a way that not even Dream   Drop Distance would? Merging is handled a bit  more naturally: you put two abilities together,   and they turn into a temporary fusion command that  will appear on your deck. Through repeated use,   these two base commands will level up the same  way they did in Birth By Sleep. When they hit max,   you can fuse them into the command you've been  using to keep it permanently, and then you   continue the cycle. See, it used to be a pain  to experiment with command melding, since you   really never had any idea what you were gonna get  unless you were looking at a melding chart. Not to   mention that crucial abilities like Once More,  Second Chance, and Leaf Bracer were tied behind   this system. Re:coded allows you to not only see  what your two commands will turn into, it allows   you to use the resulting command before you fuse  it. Any potential buffs you'd get are not at all   required in the same way core abilities would  be, so you can rest easy and experiment away to   find the commands you like using. It's not lacking  in variety, either: you get Triple Magic shots,   Zantetsuken, Stun Impact, and some new ones like  Judgement Triad, Shock Fall, and Gravity Drop. The   latter can only be obtained through the conversion  system, so experimentation is highly encouraged.   It keeps a fairly mundane, DS Kingdom Hearts  combat system interesting for quite a while.   Enemy AI, unfortunately, isn't anything  remarkable. It's hard to imagine playing   something like Kingdom Hearts 2 on a handheld,  especially with its quick and aggressive   nobody variants. Usually Re:coded will throw you  elementals that shoot slow magic attacks your way,   or fat bodies interspersed with soldiers.  You guard and dodge a lot of simple attacks,   along with some platforming reminiscent  of the first game. Thankfully, movement in   Re:coded doesn't feel as stiff as it was in 358.  Platforms are made out of blocks, which makes it   a lot easier to position Sora with a D-pad  control scheme. Jumps are floaty enough that   you're given a fair bit of leeway while exploring  hard to reach areas. Usually, though, the game   goes out of its way to distract the player from  how mundane this core loop could easily become,   both through its own progression system, and  through its frequent gameplay style shifts.   Re:coded is threaded by a strong core theme:  scalability. It makes itself known through every   minute detail. Each glitched sector mini-game  will give you a side mission to complete,   where you can try to get more DP by betting  your own. In isolation, these side missions   aren't very difficult. Some of them ask you  to defeat every enemy, some of them ask you   to destroy a certain amount of blox, some of  them ask you not to heal yourself. They're   fun distractions, right? Until you combine them  with your other modifiers. Inside data Sora is   a stat matrix, a somewhat evolved version of the  ability menu in 358. You have to bridge the gap   between various data sectors in order to unlock  permanent abilities and other systems. Although   it might seem like just another ability window,  you have to make the same difficult decisions   when placing each chip. Raising magic, health,  strength, adding resistances, buffing stats,   or simply adding another level onto Sora: you've  gotta decide where you're going to place these   chips. If placed in between two CPUs, those chips  will be overclocked, doubling in value. You've   gotta figure out the best way to consolidate your  most powerful chips in a limited amount of space.   Do you chuck all your level up chips in there,  or add some magic buffs? You can switch out some   chips for others, but you can never simply remove  them, so although it is possible to switch out   chips as you gain new ones, it's very difficult  to reorganize your entire stat matrix at will.   Though this is a unique leveling system that gives  the player a lot of statistical freedom, there are   numerous subsystems that affect the entire data  scape in more meaningful ways. Re:coded has a bevy   of difficulty modifiers that aren't simply hidden  in a menu somewhere. In fact, you don't choose   which difficulty you want at the beginning of the  game. Instead, you eventually unlock a difficulty   toggle inside the stat matrix. You can turn the  knob to choose from Beginner, Standard, Proud,   and Critical mode. In terms of what they all do,  it just seems like they tweak the HP you lose from   enemies and decrease the amount you do to them,  but for once this isn't as important. Since the   actual combat of this game is nothing remarkable,  it's gonna be a bit boring at base no matter what   difficulty you're on, and enemy health bars are  never long enough to reach the insane chip damage   of Birth By Sleep's critical mode grind. What's  more interesting about this system, is that it's   classified as a "cheat" instead of an option.  Raising the difficulty will raise your chance   of getting items, and will improve your rewards  when you're ranked at the end of a world. You get   better items and commands for playing on Critical,  especially if you're consistently ranked well.   That's just the beginning, though. There's  a Loot cheat which will increase the rate   at which you get items at the cost of Sora's  HP, which you can adjust by the percentage.   Do you want a higher chance for item drops? Or  do you want more HP? It's completely up to you,   since you can change it at any point. Prize cheat  raises the likelihood that you'll get a rare drop,   at the cost of making enemies a lot stronger.  You can increase the amount of CP received by   lowering the amount of EXP you take in, and vice  versa. Finally, there's a cheat that tampers with   everyone's max HP. You can lower the max HP of  every enemy to 1, but Sora will also be at 1 HP.   Once again, on their own, they don't really mean  a whole lot, but when combined: they are so fun   to play around with. Firstly, it's amazing that  I don't feel like I have to toggle everything   to max. As they're all introduced, you can tweak  them to your liking almost as if you're tweaking   your damn mouse sensitivity. Critical mode is a  nice overall challenge, so I like keeping that on   even for tough fights. Then, I like to test out  each boss fight to see where I could get away   with making the game harder. Cerberus was a real  pain in the ass with a hop ton of modifiers on,   but tweaking them just a bit made the fight more  manageable. Not only are players incentivized   to use this system for better rewards, and are  punished for lowering the difficulty too much,   they can also use it to craft a uniquely fluid  difficulty. Past games were extremely rigid in   their difficulty selections: you were stuck with  whatever the game gave you. Lower attack, HP,   whatever. Re:coded is so customizable that  you'll arrive at a comfortable difficulty   for every single fight. Plus, the option  is still there for the wackjobs that want   to turn everything to the max. Though you're  technically punished for playing on Beginner,   the beauty of Re:coded is that you can still do  things like reduce your maximum HP or make enemies   stronger to bring that drop rate back up. Additionally, there's a ranking system at play.   Each Disney world gives you a score, which you  increase by defeating enemies, finding secrets,   getting rid of bug blox, and by finishing in  a short amount of time for a big bonus. You   can also revisit worlds after you've completed  them so you can try for a higher rank. Though I   decided to challenge myself and play everything  on Critical Mode, there is certainly a reason   why you might play everything on Standard first,  and then come back later to perfect your scores   on Critical. You're given so much freedom as to  how you want to tackle each challenge, based on   whether you want better rewards immediately for  more satisfying command conversion, or whether   you want an easier time so coming back for more  of a challenge doesn't feel as brutal. As a fan   of arcade-influenced games, and the replayability  they encourage, Re:coded is an absolute blast if   you can place it in a vacuum. If you can just  ignore everything going on around these systems,   it can be a fun time waster. You're almost always  doing something different so you don't have   to scrutinize the base combat too much. There  are 2D platforming sections, stealth sections,   shoot em up sections, turn-based combat sections,  it's crazy. The rules are turned on their head   every single world. Of course, it runs the risk of  alienating players who aren't into those specific   styles. I absolutely fucking despised the 2D  platforming section: it controlled like garbage,   the boss was repetitive, and I just couldn't stand  it. But that ended very quickly, and moments later   I found myself in a fun shoot em up. These little  mini-games break up the pace rather than replace   the core systems, which I really appreciate. I  can only take a minimalist base combo against   braindead enemies for so long. This has created a  really interesting speedrun that I love watching.   It’s fun to see people conquer these challenges  who really know what they’re doing, and part of me   even wants to become one of those people... Unfortunately, as fun as it can be,   it is extremely hard for me to reconcile in this  series specifically. I don't know if this sounds   paradoxical, but I can usually put up with a  frustrating set of flawed systems as long as   the entry feels like a meaningful chapter in the  overarching narrative that I've been following for   years. It would be ideal if all of the titles were  fun and meaningful, but we don't always get that   lucky. I've found myself more lenient on flawed  games like Birth By Sleep because its character   struggles are so profound, there are new Disney  Worlds, boss fights, music, ideas: everything   is at least new. 358 Days Over 2 is a pain in the  ass to actually play, but that ironically ends up   strengthening the tragic narrative it presents.  Re:coded is a playground of ideas and mechanics   that are certainly fun to play around with, and  even to master, but it's wrapped in such a boring   package. A pointless retread of old ground that  borders on being so meaningless that I actually   fell asleep. A set of disney worlds we've seen  several times already, music we've already heard,   bosses we've already seen. It's an extremely  solid set of core ideas that unfortunately   are probably never going to warrant a replay  anytime soon. I guess I'll put it this way:   I do play Kingdom Hearts to have fun. There are  a lot of mob fights that can feel like filler,   but are easy to look past because they offer  a similar amount of tools as Re:coded. It's a   somewhat simple combat system, for sure, but it's  endlessly fun. Yet, the reason I keep coming back   to the individual chapters is for moments like  Roxas pouring his heart out in a battle against   Sora, Aqua desperately trying to keep her fragile  friend group maintained despite overwhelming odds,   Xion and Roxas fighting to the death at a place  they used to call home. It's a fun, goofy series   with a heart of gold. Re:coded is fun, but it'll  always lack a heart; a true, helpless Nobody.
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Channel: KingK
Views: 198,211
Rating: undefined out of 5
Keywords: Kingdom Hearts, Recoded, Re:Coded, ReCoded, KH, Critique, Review, Retrospective, KingK
Id: kuSystyKr-M
Channel Id: undefined
Length: 25min 15sec (1515 seconds)
Published: Wed Apr 01 2020
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