Why I Still Love Kingdom Hearts

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The fabled Kingdom Hearts 3 is set to release  sometime this year, and it’s given me pause   for reflection. As a 20 year old college student,  I’m in a state of disbelief. I’m a fully-fledged   adult, I have taxes to file, jobs to hunt for, a  life to carve out for myself: where did the time   go? The days where I would run around Traverse  Town with my rented copy of Kingdom Hearts from   Blockbuster… back when it still existed. It’s  hard not to feel melancholic as I watch each   year pass me by, vestiges of my youth torn down  one by one, only to be reassured that this dumb,   monolithic series is still going strong.  Say what you will about its overall quality,   we have an unbreakable bond that formed in the  early years of Elementary school, that stuck with   me through my darker, pre-pubescent phase, rode  with me through the best of my high school years,   and is currently struggling with me through the  pit of the unknown that is adulthood. Maybe it   sounds silly, but I do not know where I would  be today if it weren’t for this goofy keyblade   wielder and his eclectic group of friends. Join  me as I figure out why this Final Fantasy Disney   crossover about the power of friendship has such a  powerful hold on my very being: you might call it,   a Kingdom Hearts Retrospective. I will be playing the Kingdom Hearts   HD 1.5 + 2.5 Remix on PS4. 1080p, 60fps, every  final mix version: the best kind of remaster,   all in one simple to digest package.  Unlike other retrospectives I’ve done,   this is pretty clearly the definitive  version of the Kingdom Hearts series,   at least for the main games. Kingdom Hearts,  Chain of Memories, Kingdom Hearts 2, and Birth   By Sleep. I’ll be using this collection for all  of these. For Dream Drop Distance I’ll be using   the Kingdom Hearts HD 2.8 Final Chapter Prologue  *sigh* to play the HD remaster also in 1080p and   60 fps. For the rest, I guess I’ll just need to  play the originals. That means for the two DS   titles I’ll either be emulating or purchasing off  the black market. In terms of video release order,   I’ve opted to stick to the order of release  instead of the order presented in the HD   remaster. Not that there’s a huge difference, just  swap Kingdom Hearts 2 and 358: there you go.   We start, with none other than Kingdom Hearts  released originally for the Playstation 2 in 2002,   the result of a chance meeting between a  Square and Disney executive in the elevator   of the building they worked in. First time  director Tetsuya Nomura helmed the project,   with the intentions of “making a game with the  freedom of movement in three dimensions like Super   Mario 64.” So we get a command menu, styled after  the menu of the turn-based Final Fantasy series,   injected into a 3D action RPG combat  system custom fit with dodge rolls, combos,   invincibility frames, and an involved story  fit for a Final Fantasy game, with a simple,   clean message to service its Disney roots. We  follow the journey of Sora, Riku, and Kairi as   they involuntarily set off from their homeworld,  Destiny Islands, and are thrust into an end of   the world incursion of zombie-like beings known as  the heartless. Sora wields the legendary keyblade,   the only known weapon capable of defeating  the heartless and closing the opened keyholes   in each world. With the caveat being that Sora  travels with Donald and Goofy as party members,   who form a series spanning bond searching for  their respective friends and saving the universe   several times. Surreal is a pretty tame word to  use when describing the story setup, which is part   of the reason it feels so unique and interesting  to me. Using Disney worlds and characters as   tools to develop Sora as a character, to have  him experience a hero’s journey, is such a   fascinating take on an overdone trope. This could have just been Sora, Donald,   and Goofy sightseeing at various Disney  movie locales, talking to iconic characters,   but it’s so much more than that. Tetsuya Nomura  decided to splice the Disney elements into its   Final Fantasy DNA. Rather than a bunch of  disconnected romps through Disney worlds,   it’s more like the Disney universe of films,  and the Final Fantasy realm of characters,   merged together into a cohesive unit. Imagine  a world where venturing into outer space means   stumbling onto a Disney world, where characters  respond to universe shattering events in line with   their established character motivations, and where  evil figureheads naturally incorporate themselves   into the larger narrative. Maleficent could have  just been a one off Disney villain who picked on   princess Aurora and prince Phillip, but in line  with the logical direction of her character,   she becomes a malevolent force of evil. She forms  a rogues gallery of Disney villains to spread the   heartless to more and more worlds, she learns  how to control said heartless, and even woos   a young and vulnerable Riku to her side as she  drives a wedge between him and Sora. You could   totally buy that Maleficent, “the mistress of all  evil” would respond to the heartless by riding   that wave of evil to suit her own desires.  She works with the Final Fantasy villain,   the one who created the heartless out of his own  unquenchable sense of curiosity. Ansem, Seeker of   Darkness is responsible for the destruction of  so many different worlds, and you could totally   buy that it would be the Sephiroth, Kefka stand  in that would ultimately beat out the relatively   simple Disney villains in terms of raw power. On the flipside, it stands to reason that Sora   would get along really well with the heroes of  those stories and fight alongside them. Characters   still act logically within their own boundaries,  of course: Jack Skellington is a bit aloof,   he seems far more concerned with using the  heartless for Halloween than fighting them off;   Peter Pan is as standoffish as usual, growing  more comfortable with Sora as time goes on;   Tarzan is just interested to meet new people.  You even have genuine conflict between Sora and   King Triton in Atlantica about how dangerous it is  for the keybearer to nonchalantly roam around each   world, as they’re supposed to be separate.  Characters like King Triton probably would   know about keyholes and other worlds, given his  royal status. A kid like Sora probably would be   a pretty bad keybearer, meddling in the affairs  of other worlds by virtue of being so excited   to do that very thing. His weaknesses are even  highlighted at Hollow Bastion when Riku steals   the keyblade from Sora, stealing away Donald and  Goofy in the process, driving home that Sora is   powerless without his friends. You run around with  a wooden sword, ineffectual against the heartless,   forced to rely on Beast to do the fighting for  you. Maybe it’s a little on the nose, but it is   a game designed for children to enjoy, with themes  that are applicable to all audiences. Themes that   say you can do anything if you have friends to  rely on, a theme that is still applicable to   this day: I’d be nothing without my friends, after  all! That’s how Sora wrenches the keyblade back,   he chases after Donald, Goofy, and Riku,  he doesn’t give up on Riku even after he’s   crushed by his allegiances: it doesn’t stop Sora  from trudging on to save his lifelong friend.   It manages to capture the grandiose, world  ending stakes of a Final Fantasy story, with   the universal theming of a Disney movie, which  is probably why it had such a wide appeal.   Simple is not always bad. We may be sick of  “chosen one” stories, but Kingdom Hearts proves   that it’s a popular story trope for a reason. It  provides the breathing room necessary for these   characters to shine and stick in your hearts  forever, as a kid, as a teen, as an adult. I   can tell you that the relationship between Sora  and Kairi is a relationship I’ve been following   for my entire life, waiting to see its natural  conclusion. Nomura drops in little hints at their   budding romance, with the paopu fruit mythology  introduced in the first few hours becoming a   symbol of their developing relationship. Sora  and Kairi form their relationship by drawing   their faces on cave walls, Sora attempts to  advance that relationship by drawing a hand   extending a paopu fruit before tragedy strikes and  they’re separated. Kairi doesn’t get to see this   drawing until after their bittersweet end of game  exchange. To which she responds by extending her   own hand, in essence: sharing a paopu fruit.  Having this be the final shot is beautiful;   it shows that their destinies will be forever  intertwined, and that they’ll remain a part of   each other’s lives forever, even if they’re  separated. Sora sacrifices himself to save   Kairi at Hollow Bastion, and Kairi returns  the favor by protecting him moments later,   and turning him back into a human. How  could you not root for the two people who   are obviously meant to be togeth- okay, I’m  getting into dangerous territory with this   pairing discussion, I need to stop before  the Sora X Riku folks get mad at me.   That said, I can clearly see why so many people  get behind that pairing. Sora and Riku have their   own little bromance going on throughout the games,  and who’s to say you’re wrong for thinking they   might have romantic feelings for each other: it’s  a perfectly valid reading into their relationship,   one that I might not personally subscribe to, but  is totally valid when you consider how close they   are as people, that they’ve been best friends long  before Kairi ever showed up on Destiny Islands,   and that they arguably have more emotional  scenes together. Who am I to say you’re   wrong for coming to that conclusion? This is  how lovingly crafted each character is, they   manage to tug at your heartstrings and carry  you through a multi-game epic. Why do you think   I’ve stuck with the the series through its  highs and lows, its very embarrassing lows:   the characters are just raw enough to invest me  in their arcs, and as far as I’m concerned this   is a perfect origin story for them. They each  get their moments to shine, they each learn   valuable lessons throughout their adventures,  and this is most definitely the game I’d have   my child play to learn about the importance  of forming long lasting relationships.   I also don’t think Nomura gets enough credit as  a director, specifically for the way in which he   sets up the events of the story. The first act,  if you will, is a brilliant way to introduce the   central characters. Show a few days of the kids  daily routine on Destiny Islands, attempting to   create what they think will be a robust wooden  raft to whisk them away to faraway worlds,   jumping over to Disney Castle intermittently so  that Donald and Goofy can go set off in search   of the keybearer at the behest of King Mickey.  Thing is, Donald and Goofy leave for Traverse Town   around the same time the heartless invade Destiny  Islands. This happens after Donald reads a letter   from King Mickey about the the worlds blinking  out one by one, only to then have Destiny Islands   succumb to darkness, show a scene with Donald  and Goofy watching a star blink out of the sky,   and immediately pan to Sora unconscious in  an alleyway. This is a wonderful crescendo in   and of itself, but Nomura goes on to show several  scenes of Donald and Goofy narrowly missing Sora,   all so that they can meet up at the climax of  the world to fight the big armored heartless.   Think about how many different ways Nomura could  have painted the opening moments: he could have   just followed Sora and told the story of Donald  and Goofy through backstory or an info dump,   he could have skipped Destiny Islands entirely, he  could have shown the Donald and Goofy bits in one,   uninterrupted block: yet he chose to gradually mix  the two perspectives until they became one.   I even left out the scenes that take place when  Destiny Islands is falling, where Kairi seemingly   disappears, but in the direction of Sora. Now,  on your first time viewing, you may interpret   this as a creepy way to portray Kairi’s sudden  disappearance, her ghastly visage flying at Sora   unexpectedly. Though, it also serves the function  of foreshadowing the plot twist that Kairi’s heart   was inside Sora the entire time, which is why no  one could figure out how to restore her heart:   at the beginning, she literally went inside Sora,  and the game flat out shows you this. It’s the   type of shot framing that would fly over your  head, but you could legitimately figure out on   your own after learning more about how heartless  are created and the nature of hearts.   It’s this strong directorial influence that  strings the game together structurally. The   worlds that were selected to be in the original  Kingdom Hearts were great picks for visually   and mechanically varied gameplay. You’ll go  from the winding labyrinths of Wonderland,   to the arena style combat in Olympus Coliseum,  to the uncharted expeditions in the Deep Jungle,   to the aquatic wonderland that is Atlantica:  each world sees you doing different things. Sure,   you’re always fighting Heartless, that much is  true: it’s how you get around the world and the   ways in which you progress that differ. Wonderland  has you running around a labyrinth searching for   evidence to satisfy the Queen of Hearts, Olympus  Coliseum has you coming back periodically to   participate in incrementally more challenging  tournaments against heartless and specialized   boss fights, and Atlantica turns you into a sea  creature to explore the depths of the sea, forcing   you to adjust to an entirely new control scheme.  It doesn’t go off the deep end with introducing   new gameplay concepts, either; in fact, it even  expands on the Atlantica control scheme against   Captain Hook in Neverland, Chernabog in the End  of the World, and the final phase of Ansem at   the tail end. Everything you learn is valuable,  every type of boss fight, every movement ability,   every twist on the core gameplay is essential.  That doesn’t mean each world has a riveting   main quest progression, of course. Deep  Jungle is perhaps my least favorite world,   because it constantly bounces you back and forth  between the camp and the treehouse until you’re   sick of doing the same platforming challenges over  and over. Halloween Town only has one save point,   with only one way to reach Oogie Boogie, and a  one-way shortcut back to the city centre. Deep   Jungle does this as well depending on how  you jump off the treehouse, which is great   for getting back to the camp or city centre  quickly, but also means that to get back:   you need to trek a fairly long distance and  fight the same heartless over and over.   This is a particularly glaring issue when going  after the secret heartless that appear in those   two locations, where you’ll be running back and  forth near eternally to get your synthesis drops,   wishing you just had a two-way road to take so  you didn’t have to keep activating that swirly   moon hill, or spamming triangle on the swinging  vines. Thankfully, the level design somewhat saves   that main quest progression by providing suitable  distractions from that mundanity. Going off the   beaten path and doing some platforming will net  you gummi pieces, equipment, synthesis items,   and a host of other useful extras to reward  you for going out of your way to explore. As   much as I dislike running through Deep Jungle,  I do like platforming across these hippos to   reach this chest on a tall lillipad, or climbing  Tarzan’s treehouse for the time stopped mushroom   heartless. I even like exploring Atlantica because  it’s such a different world design from the rest   of the game: you’re forced to think laterally for  secrets, and the progression is more of a ring   rather than a linear track. It even has a two way  shortcut from Ariel’s grotto and the sunken ship,   which is why I’m so baffled it wasn’t implemented  in every other world. At the very least,   none of them are overwhelmingly huge, so it  prevents worlds like Agrabah, which is largely   one linear track, from feel as intrusive as it  otherwise could have been. Not to say there aren’t   plenty of secrets strung along that hallway,  and I mean a ton of them. They managed to make   the Cave of Wonders feel like a Cave of Wonders,  with treasure around every corner, I love it. It   is a really simple structure, but Kingdom Hearts  champions simplicity in a really relaxing way.   The combat is underwhelming if you’ve played 2,  but as a first for the series it’s admirable.   First few hours are… well, they don’t play out  as masterfully as the story. You only really have   access to your basic three hit combo, triggered  by pressing the X button a million times. As you   level up and gain new abilities, new magic spells,  new summons, the combat opens up a bit. Special   moves like Ars Arcanum or Strike Raid are flashy  limit breaks, and magic allows you to switch   up your combat strategies. Different heartless  encourage different methods of play: for instance,   the fat heartless can’t be physically attacked  from the front, so you can either struggle your   way behind it, or you can cast magic instead.  Aerial enemies play it a bit too fast and loose,   so you may want to fall back on your thunder  spell to deal with them. When all else fails,   you can add combo finishers onto your basic  combo to make them much more effective. All   of a sudden you’ll be doing flips in the air,  shooting light out of your keyblade, and zipping   across the room like a keyblade ninja. I’m really  torn on the actual gameplay on offer here because   it fluctuates rapidly between incredibly fun  and challenging to mindless hack and slash on   a surprisingly frequent basis. Heartless are  visually and mechanically distinct from one   another, so it’s not as if you can button mash  and beat the game, there’s at least some thought   that goes into every fight; however, the majority  of them can be defeated with simple combos.   A lot of that mechanical satisfaction comes from  dodging the enemy. It’s always visually exciting   to flip around the room, but you’ve gotta keep  in mind that all you’re doing is pressing the X   button. Look at this room in the End of the World,  the one before Ansem where they throw hordes of   high level heartless at you. The challenge here  isn’t in what I’m doing to them, at some point   I realized that I couldn’t rip my thumb away  from the X button due to my prolonged, rhythmic   tapping. Instead, I was concerned with dodging the  ring of darkness from the swordsmen, the randomly   appearing dark balls, these strange angelic tubes  that send balls of light everywhere. I have my   mind on my MP, my cure ability, my dodge roll, my  jump, and a precise sense of timing: all while I   just mash the X button in between. This room in  particular highlights another issue I have with   the overall combat structure: some fights just  take too long. Oogie Boogie has an interesting   concept for a boss fight where he rolls a set of  dice to decide which torture devices he’ll throw   at you next, and I really like that concept: the  problem is that your only window to attack him is   very short and very situational. He’ll decide when  you can jump on the flashing button to trap him,   he’ll decide when to push you off and force you  to wait around for the next opportunity to hit   him maybe 6 more times. Jafar is a maddening  test of endurance in both phases, one where   he constantly teleports around the room as you  reach him, goading you at every turn, prolonging   the fight well past where it needed to be; only  to then fight Genie Jafar where the only threat   to your health bar is this slow moving flame  ball he throws at you in an effort to distract   you from chasing Iago and spamming the X button  a bunch. Unless you can’t reach him, and then   you wait some more: super fun boss design. Unfortunately this sometimes extends to optional   bosses, which I was looking forward to fighting  after years of watching scattered clips. The   phantom, Kurt Zisa, the Ice Titan: they all looked  really fun. They’re… interesting concepts at   least. The one that disappointed me the most  was the Phantom. I tried fighting this thing   when I was a kid but I was… let’s just say I was a  pretty dumb kid. It also scared me half to death,   seriously nothing else here looks this scary,  at least to a child. Years later I was expecting   something challenging, but it is far from that.  Sure, if you don’t know that you can cast stop on   the clock to stop the doom counter, you’ll have  a pretty rough time: but not against the boss   itself. It can either swipe at you, or shoot a  ball of energy at you that will drain your health   for a bit. Except, I learned on a whim that if  you shoot over to the side of the clock tower,   you can dodge this burst of energy, every time,  without fail, no matter how long it takes to get   over there. He’ll keep charging away, and the  telegraph for this attack is super obvious,   he floats in the same position every time, it  won’t prove to be a threat. So really, all this   boss amounts to when you know what you’re doing is  to cast magic or physical attacks depending on the   color of its core, fly in the other direction  when he doesn’t have a core, wait a sometimes   ungodly amount of time for his core to reappear,  and hope that your party members don’t steal   your physical attacks from you and delay it even  further. Problem no. 1: this gets old real fast.   Problem no. 2: he has a huge health bar. Problem  no. 3: if you run out of ethers or elixers,   all you can really do is wait to die because he  only sometimes has a white core you can hit with   physical attacks, and the only way to regenerate  MP is to hit the boss with a physical attack. MP   is needed to both damage the boss and stop the  doom counter. In other words, no MP, you may as   well die. Because he takes so long to defeat, and  because you’ll be casting magic so damn often, if   you don’t have the items to survive the endurance  battle, you’re done for. He can hit you, sure,   but he’ll never stunlock you. His only damaging  physical attack is one swipe that probably won’t   be lethal, and you can heal up on the spot. The  most this does is drain your MP and end the fight   a tiny bit quicker if you aren't prepared.  The act of fighting this boss is monotonous,   and it’s a damn shame because a fight revolving  around the use of magic is an interesting one.   It isn’t just that you run out of MP easily,  though. Kurt Zisa provides a solution to this   problem, sometimes requiring the use of magic  to damage him, but always dropping MP orbs when   you physically attack him. The phantom could have  done the same thing, but I don’t really think this   would fix the boss itself: only the potentially  frustrating failure state. All this boss boils   down to is simon says, and it may take a while to  learn that the colors correspond to magic attacks,   but if you’re familiar with this game at all, and  experiment, you’ll figure it out in no time. The   clock is a separate issue, I didn’t even know you  could stop it until somebody told me, but again:   the doom counter is not necessarily a boss fixer.  If you don’t know that stop is useful here,   your party members will die, then you’ll die, one  by one. I have no doubt people have successfully   defeated the phantom without altering the doom  counter, but they’re probably much higher level   than the game expects, and are familiar with the  game’s mechanics to the point that you could just   consider it a “challenge run” anyway. Essentially,  the challenge of the boss is to figure out how to   stop the doom counter and damage him, and one of  those is nigh essential for you to achieve victory   in the first place. When you boil this fight down,  you struggle to figure out how to defeat the boss,   you figure it out eventually, then you’re in  for the long, repetitive, monotonous haul: that   isn’t a compelling fight to me. I mentioned Kurt  Zisa, and while I’d take him over the Phantom… he   also isn’t what I’d call an impressive boss. The idea, again an interesting one, is to switch   between physical and magic modes. This time you  won’t need items to defeat him, since he drops MP   orbs when he’s in his physical defensive state.  While he has his two orbs exposed, you can only   use physical attacks: he locks down your party’s  MP bars to force you into physically attacking,   a much better telegraph; yet, he falls into  a similar trap. He only switches between two   modes of attack, one where he flails his swords  everywhere to prevent you from attacking his orbs,   and one where he avoids you and attacks from afar,  prompting you to use magic. He can occasionally   pull out a far more deadly set of attacks where  he rolls either horizontally or vertically at you,   and I will admit that these attacks are hard  to avoid, but I still wouldn’t consider them   deadly if you’re attentive with your Aero  spells and rely on your cure spell to keep   you alive. Though, I’ll give this one props:  higher difficulties and challenge runs will   do this fight a lot of favors, and that’s  more than I can say about the Phantom.   My favorite fights revolve around the tech  point system. For parrying or performing   specific actions, you’ll gain bonus experience  points. This is introduced and taught as early   as Destiny Islands, where you can hit Wakka’s  ball back at him, or parry sword swings from   Tidus and Riku. Every time you go out of your  way to do something potentially dangerous,   you’re rewarded for doing so. Instead of  avoiding the big fireball from Cerberus,   how about sending that ball back at him with  a guard. It’s far riskier to do so, but if you   manage to pull it off you’ll do more damage to the  boss, avoid taking damage, trigger special stuns,   do extra damage to an enemy or boss if they’re  weak to a specific element, all while giving you   bonus experience on the spot. This is a lovely  partner to the MP restoration system I mentioned   during the Phantom boss fight discussion, where  you recover MP by getting more physical hits in   on an enemy or boss, encouraging you to be  more aggressive when you’re more vulnerable,   in order to build up that safety net once again.  This is a beautiful set of systems that encourage   you to get out of your comfort zone: a perfect  risk-reward system, in other words. Let’s look   at the difference between guarding an attack  and rolling out of an attack, for instance.   Your dodge roll will quickly become your best  friend, as it’s easy to pull out, will get you   out of most situations, and is highly defensive.  This is a perfectly viable defensive strategy;   however, it is only a defensive strategy.  Guarding has a smaller defensive window,   therefore requiring more dexterity, but it  is often rewarded by the tech point system.   You can block attacks by virtually any enemy  or boss, meaning that you always need to make   the decision to be safe or risky based on how  fast you want to level up, or to potentially   open up new opportunities to stop the enemy or  boss from attacking you outright. This prevents   the dodge roll from becoming an overpowered  defensive strategy, while still allowing it to   be an incredibly useful ability. The AP system  is similarly brilliant, forcing you to balance   which abilities you have equipped at a time,  as to not become too overpowered. Sometimes,   you’ll need to sacrifice a helpful limit break  like Ars Arcanum in order to equip a helpful   defensive ability like Leaf Bracer: though you  may decide that you’re skilled enough to not   require Leaf Bracer, and choose Ars Arcanum for  its offensive capabilities instead. Abilities   are great for customization as well: while you  can’t outright de-level, you can equip or dequip   specific, very helpful abilities if you’re looking  for a challenge beyond the difficulty selections.   Why do you think they added the “no experience”  ability on higher difficulties: people clearly   like to test their mastery, and it’s created a  healthy speedrunning community because of it.   The best, most intense fights take full advantage  of this system: namely the fights between Riku,   Ansem, Dragon Maleficent, Hades, Cerberus: all of  these fights have a lot in common, despite their   appearances and movesets being quite different.  Riku is a straight up swordfight, mirroring the   fight you had on Destiny Islands. You’re both much  more powerful, especially Riku, and you can take   so many approaches to the duel. Guarding is still  a viable strategy, especially if you have the   counterattack ability equipped, allowing you not  only tech points, but reliable follow-up damage;   yet, my strategy was just as reliable and just  as tense: dodge rolling out of everything, only   getting hits in when I was confident enough. It  may have taken a tiny bit longer to deal with him,   but that’s okay because there was never a lull  in the action. Riku’s attacks are telegraphed   really well, but not obnoxiously so. His sword  swings come out fast and fierce, but there’s   always a way to react and dodge. The removal  of Donald and Goofy are key to this tension,   since you can’t stock them full of healing items  or rely on Donald’s healing to survive: you have   to manage it on your own. Sephiroth taps into this  brilliance as well, even if I do think he goes a   little overboard sometimes. His flame pillar  attack comes out a little fast easily trapping   you, and his omnislash is hectic. I’m not saying  he’s unfair, that’s far from what I’m saying,   just a little too intense for me to ever fully  enjoy. There’s a method to his madness, of course,   after 4 hits he’ll teleport away, and after 7 hits  he’ll counter with a random attack: it’s just that   when that random attack is his flame pillar, I  can’t help but feel a little cheated. That said,   there are countless no damage runs of Sephiroth  on YouTube, so I really don’t have much ground   to say that he’s outright unfair. He’s certainly  a great example of a difficult boss done right.   However, the final secret boss added in Final  Mix is unfair. The enigmatic man is a fantastic   inclusion for his story link to Kingdom Hearts  2, but the design of his fight leaves much to   be desired. His attacks are lightning fast,  he throws them out with little to no warning,   I haven’t seen a single no damage run on YouTube  that doesn’t abuse the gravity tech point stun   trick, meaning that there’s pretty much no  reliable way without stunlocking him to avoid   taking damage. That’s not great design in my  book, theoretically you should be able to dodge   and react to everything a boss throws at you, even  if each attack is randomly selected. Every swing,   energy ball, command menu mini-game should be well  telegraphed and possible to avoid, but that just   isn’t the case here. I say this as someone who has  beaten the Enigmatic man, not as a salty jilted   lover beaten six ways to sunday. The issue is that  I beat him using the tinkerbell summon along with   spamming healing spells and items to make sure she  never went away. She continually heals you until   you die, and then revives you as she disappears.  You’re damn right I abused this summon to tank   his attacks and come out on top, as far as I’m  concerned the devs knew how horribly broken he   was and that’s why Donald and Goofy are there  with you: a pretty huge distinction from the   fight with Sephiroth. He’s far better than some of  the ludicrously challenging fights later on in the   series, and I guess he is technically supposed  to be the hardest, end all be all boss in the   entire game, so I’ll let the frustration slide  a little bit. At least the fight is genuinely   terrifying, rather than a grindfest. Larger bosses can sometimes be just as unique   as one-on-one encounters, though they also  have the potential to be the most gimmicky.   Dragon Maleficent is a great example: her fire  breath is avoidable, you can reflect some of   her projectiles, jump over her shockwave stomps,  and rush for the head when she’s vulnerable. Her   attacks are well telegraphed and at this point in  the game you have access to high jump and glide   if you’re really struggling to avoid her fire  breath. Even without these abilities, it isn’t   impossible to make a larger boss that’s still  interesting. Cerberus is fought much earlier on,   but he’s just as compelling. You can get on his  back with well timed jumps, and if you’re clever,   you can stay on his back to avoid some of his  most damaging attacks. If you’re on the ground,   though, you can hit his fireballs back  at him, the cost being that it isn’t as   easy to avoid the stomp attacks or darkness  mines. Either way you choose to go about it,   the skill required from you is still substantial  enough for the entire boss to feel engaging,   and make use of the tech point system to boot. If you want an example of a less than stellar   use of the tech point system, and a boss fight  in general, look no further than the Ice Titan.   Much like Kurt Zisa and the Phantom, it’s an  interesting concept: a fight revolving around   the specific tech point system that allows you  to deflect projectiles back at enemies. The   Ice Titan is so huge that your only recourse  is to block his ice shards back at his head,   until he’s stunned and falls to the ground.  You are dealing continuous damage each time   you reflect a projectile, so it isn’t as if your  damage window is too strict like it is with Oogie   Boogie; however, it’s much like the Phantom fight  in that once you learn the pattern, it’s far too   repetitive. There’s a lot more to avoid, and he  ramps up his speed of attack in the later phases,   remains stunned for a shorter amount of time,  and overall feels much more aggressive. This is   all great, but since your only method of attack is  through guarding ice shots, no matter how much he   throws at you, the fight devolves into a bunch  of running around, jumping, and pressing the   square button sometimes. Nothing more to it,  unfortunately, but hey: it’s better than the   Rock Titan! I don’t know why the iconic Hercules  monsters got gimped so hard, but it does present   some interesting problems with larger enemies. Larger enemies need to be balanced around your   abilities, so that they don’t feel too  overpowered. Imagine if Cerberus was   running and jumping around the room, biting  you every step of the way. There’s a reason   he’s designed to walk at a gingerly pace, shooting  projectiles at you instead: otherwise it would be   far too fast for Sora’s moveset to reasonably  handle. The Rock Titan keeps this in mind,   to a fault. His attacks are unbearable slow,  to the point where I unintentionally did a   no damage run by aimlessly attacking his feet  until he fell over, then jumping up to his head   and doing the exact same thing. The problem here  is that he has no means of recourse against you:   and this wouldn’t be a particularly huge issue  if he wasn’t the final fight in the Hades Cup,   a cup that has bouts against Yuffie, Cloud, Leon,  and Hades. The Behemoth is also in the Hades Cup,   and he’s another boss I’m not particularly fond  of. He can do more than the Rock Titan, so in that   sense he’s a step up, but the problem is that the  Behemoth is used far too often near endgame for   how simple he is. Imagine the Cerberus fight copy  pasted, with even less strategy around the tech   point system. The end all be all strategy against  the Behemoth is to jump on his back, much easier   with the high jump ability, attack his horn a lot,  attack his horn a lot, attack his horn a lot.   I guess this disconnect can vary from player to  player based on how much time you spend grinding,   especially in the case of the secret bosses.  Though you have a degree of choice as to what   worlds you can travel to, each of them have  difficulty stars to let you know which order   you should ideally tackle them in. That way, you  have a pretty good idea when you’re over or under   leveled, and I never felt like I needed to grind  at any point in the main story. Kingdom Hearts 1   avoids many of the pitfalls of JRPG’s because it  isn’t necessarily a stat clash. As an action RPG,   your skill can make any moment of your  adventure, the stats only come into play   to decide how quickly you or the boss will fall.  After mastering the mechanics, I don’t feel like   there are any glaring difficulty spikes; rather, I  feel the early game is quite cruel to new players   in general. Cerberus, if you aren’t familiar  with the tech point system or the dodge roll,   is probably a royal pain in the ass: hell,  he was for me once upon a time. Ursula is   tougher than she probably should be since you’re  grappling with an entirely new control scheme,   and lose access to most of your abilities  in the process. Surely you could iron out a   few of the details here and there, but I feel the  entire game is balanced well, if not on the easy,   boring side. Thinking about fights like  Oogie Boogie and Jafar when I say that,   because the end game is sufficiently challenging  with the Ursula-like Chernabog encounter,   and the multiphase final fight with Ansem that  tests everything you’ve learned up to that point.   Ansem was so challenging to my younger self that  I hadn’t actually beaten the game until relatively   recently, but I was also the kid who didn’t  realize I had abilities in KH1 or 2, because I   never bothered to check my ability list. Imagine  a playthrough of any Kingdom Hearts game without   abilities. I wasn’t the brightest kid. My point is that the main game is balanced   well enough, but when you start jumping into the  optional content, namely the bosses and synthesis,   the lines are blurred quite a lot. Remember when I  dunked on Kurt Zisa? Well, I was somewhere in the   early 70’s range when I fought him, which might be  a tad higher than the game expects. Perhaps if I   had fought Kurt Zisa much earlier, he would have  been a lot harder: problem is that it’s almost   impossible to know at which point you’re over or  underpowered at endgame. Bosses don’t have star   rankings or level recommendations, they’re just…  there. Is it possible that I could have struggled   more against the Phantom or the Ice Titan if I  wasn’t higher leveled from synthesis grinding?   Maybe. Is it possible that I’m supposed to fight  Sephiroth or the Enigmatic Man when I’m level   100 and I’ve crafted the Ultima Keyblade? Maybe.  It’s hard to say for sure. Unfortunately, you’re   encouraged to grind here for synthesis materials,  a process that’s interesting at first, but grows   incredibly repetitive, incredibly quickly. In  order to craft the ultimate weapons for Sora,   Donald, and Goofy, you need to synthesize every  item on the synthesis list at least once. You can   get this material from normal enemies or secret  chests, and a lot of these materials are gained   through the main quest. Going back to explore the  worlds is inevitable as you learn new colors of   trinity that allow you to gain more secrets  that you couldn’t get on your first visit,   a lot like a metroidvania backtracking  system. It makes sense when paired with   the new secret heartless scattered across all  the worlds: Kingdom Hearts 1 funnels you into   revisiting each world after the final boss to  get the most mileage out of every pixel.   The secret heartless are really unique too. I love  figuring out how to reap the most rewards from   them, and as you’d expect they make cool use of  the tech point system. The Pink Agaricus revolves   around the spell “stop”, and counts as many hits  as you could fit while its stopped. Tech points   count up from 1 for each hit inflicted, which  affects the percentage and rarity of the rewards   it drops. In the HD remake, you need Serenity  Power from this thing, and the drop rate is mighty   low if you can’t get to 100 hits. Now, this would  be fine if you only needed one Serenity Power, but   you need seven. The most I could manage is around  50 hits consistently, which gives about a 10 to   20 percent chance of it dropping a Serenity Power.  That is remarkably low. You need seven. True, this   is an optional side thing, the ultima keyblade  isn’t required, I get that. It’s just that you   can strike a much better balance. Instead of  making you grind for a bunch of materials, why not   heighten the challenge so that you only need one  Serenity Power, but to get it, you must land 100   hits. It already feels good to figure out the best  way to get those 100 hits, and it doesn’t require   that you have to grind for seven of them every  single playthrough, you only need the one.   Every secret heartless is a test of strength  anyway, so why not make it simpler? The Black   Ballade are a test of your tracking skills: it’s  the classic mini-game where you have to keep your   eye on one of the heartless and pick the correct  one after they shuffle. Why do I have to play   this minigame multiple times, instead of just  succeeding the one time? It’s quite a difficult   mini-game, so it only makes sense that you’d get  the Ultima Keyblade after a hard challenge, not   after a hard challenge done a million times over.  The Grand Ghost only takes damage when you give   it healing items, it’s fun to figure out, but it  isn’t fun to leave the throat, enter the throat,   do the platforming challenge, deposit items onto  him, and repeat the cycle. Every secret heartless   needs to respawn, and in some cases they don’t  always respawn when you enter and exit the room.   The Pink Agaricus, for example, doesn’t spawn  100% of the time. You have no idea how much   time I spent running around this simple, maddening  loop, finding all three of the stopped mushrooms,   spawning the Pink Agaricus, trying the mini-game,  failing to get a Serenity Power, and doing it all   over again: why does it have to be this tedious?  Why do I have to run in and out of this part of   Halloween Town over and over again just so I  get another opportunity to fight the Chimaera?   I get that some of these heartless aren’t super  special, more that they’re just extra heartless   that operate normally, but maybe tying RNG drops  to them isn’t a smart move. Maybe tying anything   more than temporary healing items and gummi  blocks isn’t a good idea, because being forced   to grind for anything, in my book, is incredibly  boring. At least make it so that you need a lower   amount of materials, my gosh: It feels like it  took me years to acquire the ultima keyblade.   Doesn’t help that you’re funneled into doing  all this grinding after you’ve beaten the game,   and only a fraction of this synthesis item  gathering is done through the main quest’s   optional chest content. There’s an alarming amount  of required synthesis items solely from things you   can only do at a certain point in the game, which  does make sense: you don’t want to give players   the Ultima Keyblade too early on, but there must  have been some way to eliminate the tedium?   I guess that leaves me with… the gummi ship  segments? What an odd thing to save for last,   but you know: much like this game, I’ve grown  fond of these little distractions over the years.   I used to outright hate them, but could you blame  me? I was never one to mess around with building   new gummi ships, so I stuck with the default model  through and through, I never saw these sections   as anything more than slow moving, boring Star  Fox bootlegs. It sucks even more that they make   you go through them in the beginning of the game  before getting the warp drive, that’s something   you should have definitely had from the beginning.  Forcing you to do the same gummi ship segment over   and over just to travel a long distance highlights  how shallow the actual gummi ship combat is with   the normal model: you have one peashooter,  you move slowly, you avoid a few obstacles,   deal with a few harmless, directionless ships,  you reach the world. They feel… pointless,   until you start messing around with gummi blocks  in the workshop. That’s when I realized why they   were put in the game to begin with, and I’m  more fond of them nowadays than I’ve ever   been. There’s a robust building block system  for making new ships that reminds me of making   my own lego creations once upon a time. Something  about this block system turned me off as a kid,   and to some extent as an adult, so I didn’t  touch the system in either game until very,   very recently. What I ended up finding was my  inner child, trying to create cool looking ships   by putting thrusters in the right places, using  the blocks to make imaginative shapes, to give me   better speed or power, and that made going through  some of the more difficult gummi ship missions a   hell of a lot more fun. Instead of viewing each  section as a formality, doing each section for   fun with challenging mission objectives got me to  smile a little bit. It’s definitely no Star Fox,   no Sin and Punishment, but it got a laugh  out of me. It made me happy, sometimes,   and I think that’s enough. That’s Kingdom Hearts 1 in   a-WAAAAAAAAAAAAAAAAAAAAAAAAIT You thought I’d forgotten about the music,   didn’t you? I wouldn’t dare gloss over the work  of my favorite composer: Yoko Shimomura. Truth be   told, I prefer her work in the future games, so I  won’t dwell too long on this point, but come now:   this music is top tier. She created two music  tracks for each world: one as the main theme,   and one as the battle theme for that world. Nobuo  Uematsu is great and all, but having more than one   battle theme makes them each stand out more. As  iconic as the Final Fantasy battle themes are,   having only one for each game can become tiring,  especially thanks to the somewhat high random   encounter rates. Pair this with the excellent  opening theme “Simple and Clean” by Utada Hikaru,   and you’ve got yourself a neat soundtrack:  not nearly as good as the rest of the series,   but oh well: this was still the game to  introduce Dearly Beloved, Hollow Bastion,   and Dive into the Heart.   That’s Kingdom Hearts 1 in a nutshell: it makes  me happy. Having grown up with the second game,   going back to this slower, more archaic combat  system felt really weird, to the point where I   would focus solely on the slower combat and  nothing else. I didn’t think about the story   or the level design or anything else, I was just  stuck on this slower, more primitive combat. Now,   as an adult, with changing tastes, more  appreciation for the series as a whole,   I get a lot out of Kingdom Hearts 1. As a first  attempt at making a Final Fantasy action RPG,   it did a great job nailing the most crucial  aspects of its design. For every bad boss,   there are two great ones; for every  moment you’re mashing the X button,   there’s a magic spell or Disney summon to spice up  the combat; for every boring gummi ship mission,   there’s a harder variant you can test out  with your new, built from scratch ship.   Kingdom Hearts is about give and take, and  for me: the good far outweighs the bad.
Info
Channel: KingK
Views: 502,845
Rating: undefined out of 5
Keywords: Kingdom Hearts, PS2, KingK, PS4, Critique, Retrospective, Review, Commentary, Kingdom Hearts Review
Id: jvK7l-Ivl1U
Channel Id: undefined
Length: 42min 55sec (2575 seconds)
Published: Wed Feb 28 2018
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