Game Journal #15 - Kingdom Hearts II
(Turned in 7/18/2024 at 3:34pm)
Name of Game: Kingdom Hearts II
Game Author(s): Tetsuya Nomura, Shinji Hashimoto, Yoshinori Kitase, Hiroshi Harata, Kentaro Yasui, Takayuki Odachi, Kazushige Nojima
Game Studio: Square Enix
Original Platform & Control Mechanism: PS2 & PS2 Controller
Control Mechanism we used: PS2 controller
Would the experience have been different using the original? How?:No difference at all, since it’s the original.
Describe Gameplay and Mechanics:
The basic mechanics and gameplay of Kingdom Hearts II is an action game with some light RPG mechanics, with everything that a usual RPG will entail. Like quests, side-quests, weapons with different stats and abilities, spells, and party members. Although the game is very light on these mechanics compared to most other RPGs, the mechanics and stats are still present. The main form of combat is using the action menu to either attack with your weapon (The Keyblade), or by using items, magic, or summoning from the menu commands. Combat is real time and action based, and can actually get rather difficult on harder difficulties in the later part of the game. Combat is rather quick and does expect the player to be on their toes with reaction commands, dodging, and guarding. There are enemies that can be fought in the world while walking around and some take different strategies to take care of in an effective way, or can be taken care of optimally by just attacking with the basic attack over and over. There are also bosses as well throughout the game. The game pushes the idea of easy to learn and difficult and rewarding to master very well. It allows people of all kinds of skill level to enjoy the game without being barred from playing.
Describe Strengths & Weaknesses of Art & Design:
The biggest draw of this game for most people is the ability to fight alongside known Disney and Square Enix characters, like Donald and Goofy, or Cloud, and Squall. The art style is still rather good for both sides of the character spectrum in this game. And the enemies have some amazing designs as well that take most of their inspiration from Final Fantasy monsters but with a “darkness and shadow” themed twist to them. One of the biggest weaknesses is of course the sometimes strange dialog and convoluted story that they have made with this game series. But overall that tends to be trumped by the amazing character design, gloriously composed music, and interesting and fun gameplay that can be mindless fun or can turn into an intense battle with critical thinking and fast reflexes, depending on how much you want to push yourself. One of the other strengths is the amount of content in a game on the PS2. This game contains a ton of model changes, alternate costumes (when the characters go to a different world), and weapon changes that really shows how much effort they put in to squeeze out every little bit of memory they could on the PS2 and how much time they spent designing and implementing weapons and characters.
What Made It Fun?:
Kingdom Hearts II is a super enjoyable game just from the simple merit of its concept and design alone. The character designs, the colors, the music, and characters you engage with, is just a millennials dream for living through their Disney childhood movies with their favorite characters. But beyond that, the game brings to the table so much style and action that even someone who was never into those Disney movies as a kid would still have an enjoyable time with just the combat and choices in combat alone. The fluid animations and style of the characters really brings a long to the table when fighting in the game. The main characters' animations all seem to work so well with each other that it really seems like the animators did their best to make all their animations certain frame limits to make sure that there would be no glaring rig or clipping issues. And the combat is so quick and fluid that it makes it just feel so snappy and responsive. Which with later fights and with the harder difficulties becomes a necessity to even win against more simple foes that you mopped the floor with in other playthroughs. That also leads another credence to why this game is so enjoyable, is because of the replay ability, chances to find secrets and bosses, as well as hidden endings that tease future games. Kingdom Hearts was one of the biggest games as a kid that I know of that started the “after credit teaser” for future installments to get players hyped for a possible sequel. There is just so much to love about this game, even though it can be childish and silly while playing it as an older adult, if you let yourself just get lost in the game and try to vibe with the style, you find yourself really growing to like it, and it also helps that the combat is actually just really fun.
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?:
It was one of the more influential games of my childhood and a huge influence in the industry. It was one of the only times that Disney and Square Enix worked together and very closely on a project. It was so influential that Sora (Kingdom Hearts main character) is even in Smash Brothers, as well as that Disney Japan has alternate costumes for Donal and Goofy that are their Kingdom Hearts costumes. This game, even if it was very convoluted story wise and a little silly at times, was a huge inspiration for a lot of design and combat stylization. Even the new Final Fantasy 7 Remake has a similar combat system to the Kingdom Hearts games with how they designed the action menu and combat to work. It also showed the huge power that adding known characters to a property could bring, and also pushed the concept of the shonen main character archetype more into the western eye. This archetype is a kind, more simple main character that isn’t super smart, but makes up for that with kindness and never giving up. And also really brought up the idea of what an RPG could be, and how this game still had those elements while making it more action based and easier to digest for an audience that wasn’t used to heavy RPG mechanics. And was also a good introduction to those mechanics for younger audiences who may not have understood huge stat line-ups but could understand the idea of physical attacks versus magic attacks. For me, this game was a huge entry point for me to get more into RPGs and enjoy the collect-athon nature of finding all weapons, or defeating every boss and secret boss. Which is also the formula for more complex systems like the ones Final Fantasy and other RPG games. So it was a good entry way for me as a kid, and I am sure it was for many others as well.
How would you rate this game (1-5 Stars (5 stars good)):
I give the game a 4.85 out of 5.
(Turned in 7/18/2024 at 3:34pm)
Name of Game: Kingdom Hearts II
Game Author(s): Tetsuya Nomura, Shinji Hashimoto, Yoshinori Kitase, Hiroshi Harata, Kentaro Yasui, Takayuki Odachi, Kazushige Nojima
Game Studio: Square Enix
Original Platform & Control Mechanism: PS2 & PS2 Controller
Control Mechanism we used: PS2 controller
Would the experience have been different using the original? How?:No difference at all, since it’s the original.
Describe Gameplay and Mechanics:
The basic mechanics and gameplay of Kingdom Hearts II is an action game with some light RPG mechanics, with everything that a usual RPG will entail. Like quests, side-quests, weapons with different stats and abilities, spells, and party members. Although the game is very light on these mechanics compared to most other RPGs, the mechanics and stats are still present. The main form of combat is using the action menu to either attack with your weapon (The Keyblade), or by using items, magic, or summoning from the menu commands. Combat is real time and action based, and can actually get rather difficult on harder difficulties in the later part of the game. Combat is rather quick and does expect the player to be on their toes with reaction commands, dodging, and guarding. There are enemies that can be fought in the world while walking around and some take different strategies to take care of in an effective way, or can be taken care of optimally by just attacking with the basic attack over and over. There are also bosses as well throughout the game. The game pushes the idea of easy to learn and difficult and rewarding to master very well. It allows people of all kinds of skill level to enjoy the game without being barred from playing.
Describe Strengths & Weaknesses of Art & Design:
The biggest draw of this game for most people is the ability to fight alongside known Disney and Square Enix characters, like Donald and Goofy, or Cloud, and Squall. The art style is still rather good for both sides of the character spectrum in this game. And the enemies have some amazing designs as well that take most of their inspiration from Final Fantasy monsters but with a “darkness and shadow” themed twist to them. One of the biggest weaknesses is of course the sometimes strange dialog and convoluted story that they have made with this game series. But overall that tends to be trumped by the amazing character design, gloriously composed music, and interesting and fun gameplay that can be mindless fun or can turn into an intense battle with critical thinking and fast reflexes, depending on how much you want to push yourself. One of the other strengths is the amount of content in a game on the PS2. This game contains a ton of model changes, alternate costumes (when the characters go to a different world), and weapon changes that really shows how much effort they put in to squeeze out every little bit of memory they could on the PS2 and how much time they spent designing and implementing weapons and characters.
What Made It Fun?:
Kingdom Hearts II is a super enjoyable game just from the simple merit of its concept and design alone. The character designs, the colors, the music, and characters you engage with, is just a millennials dream for living through their Disney childhood movies with their favorite characters. But beyond that, the game brings to the table so much style and action that even someone who was never into those Disney movies as a kid would still have an enjoyable time with just the combat and choices in combat alone. The fluid animations and style of the characters really brings a long to the table when fighting in the game. The main characters' animations all seem to work so well with each other that it really seems like the animators did their best to make all their animations certain frame limits to make sure that there would be no glaring rig or clipping issues. And the combat is so quick and fluid that it makes it just feel so snappy and responsive. Which with later fights and with the harder difficulties becomes a necessity to even win against more simple foes that you mopped the floor with in other playthroughs. That also leads another credence to why this game is so enjoyable, is because of the replay ability, chances to find secrets and bosses, as well as hidden endings that tease future games. Kingdom Hearts was one of the biggest games as a kid that I know of that started the “after credit teaser” for future installments to get players hyped for a possible sequel. There is just so much to love about this game, even though it can be childish and silly while playing it as an older adult, if you let yourself just get lost in the game and try to vibe with the style, you find yourself really growing to like it, and it also helps that the combat is actually just really fun.
Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?:
It was one of the more influential games of my childhood and a huge influence in the industry. It was one of the only times that Disney and Square Enix worked together and very closely on a project. It was so influential that Sora (Kingdom Hearts main character) is even in Smash Brothers, as well as that Disney Japan has alternate costumes for Donal and Goofy that are their Kingdom Hearts costumes. This game, even if it was very convoluted story wise and a little silly at times, was a huge inspiration for a lot of design and combat stylization. Even the new Final Fantasy 7 Remake has a similar combat system to the Kingdom Hearts games with how they designed the action menu and combat to work. It also showed the huge power that adding known characters to a property could bring, and also pushed the concept of the shonen main character archetype more into the western eye. This archetype is a kind, more simple main character that isn’t super smart, but makes up for that with kindness and never giving up. And also really brought up the idea of what an RPG could be, and how this game still had those elements while making it more action based and easier to digest for an audience that wasn’t used to heavy RPG mechanics. And was also a good introduction to those mechanics for younger audiences who may not have understood huge stat line-ups but could understand the idea of physical attacks versus magic attacks. For me, this game was a huge entry point for me to get more into RPGs and enjoy the collect-athon nature of finding all weapons, or defeating every boss and secret boss. Which is also the formula for more complex systems like the ones Final Fantasy and other RPG games. So it was a good entry way for me as a kid, and I am sure it was for many others as well.
How would you rate this game (1-5 Stars (5 stars good)):
I give the game a 4.85 out of 5.
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