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Sequels can be tricky endeavors. With a brand new series, there
are no limitations when it comes to what a game can do; it's all
an unknown experience. But once a game has been released, establishing
itself within a personal canon, limitations are automatically placed
on any subsequent releases, as they have to stack up against what
the original set forth. Treading that fine line between familiar
and fresh has made many a sequel and broken many more.
A
decent sequel finds a way to straddle firmly on the median, usually
bringing forth the saying "same game, new levels." Bad sequels can
be seen leaning over to one side or lying on the ground crying as
it fell off altogether. But a truly great sequel ignores any metaphor
one can think up and delivers an experience that recaptures the
originality and surprise of the original. Kingdom Hearts II is that
great sequel.
What
makes KHII so great is that Square-Enix had no problem stripping
the Kingdom
Hearts formula down to its bare minimum and rebuilding it from
that point. Traveling with Sora, Donald and Goofy across many Disney
themed worlds via the Gummi ship, helping famous characters from
Disney movies to save their homeworlds, fighting the Heartless and
finding keyholes through action-RPG fighting and high quality storytelling,
the core game remains the same. But it's how you accomplish these
things that has been reworked, and in some cases, completely changed.
The biggest change to the formula by far is how you actually play
- what was once a game that combined the slower progression of a
RPG with hack-and-slash exploration has been sped up to play and
progress much like an action game. There are very few moments where
you won't find yourself chin deep in either a screen of baddies
or a cut scene that's progressing the story.
Sora
and company still travel between worlds on the Gummi ship, searching
for the whereabouts of their friends and foes. To the benefit of
mankind, the trite Gummi ship sequences of the original have been
replaced with fast-paced shooter levels not unlike the Starfox series.
It's still a little too difficult to tweak your Gummi ships, but
at least blasting away baddies while unlocking new paths proves
to be an extremely fun mini-game. And Chip and Dale talk this time!
Rescue Rangers unite!
There
are fourteen different worlds to visit, including newcomers the
Land of Dragons (Mulan), Port Royal (Pirates of the Caribbean) and
the Pride Lands (the Lion King) to go along with familiar locales
such as Atlantica, Agrabah and the 100 Acre Woods. Each world has
some exclusive feature, such as visiting the Pride Lands forces
Sora, Donald and Goofy to change into animals, which gives an extra
shot of individuality to each one. I only wish someone gave Atlantica
a shot of euthanasia solution instead! Everything here is played
out with cut scenes and eventually musical numbers, asking for very
little player input. Each musical number, some set to songs from
the Little Mermaid movie, some to gut-wrenching originals, is moved
along by circle meters that show up and have to be hit at the right
moment. If the music isn't enough to make you sick, the meters are
connected to choreographed characters moving around, making them
extremely difficult to focus on that can easily give you motion
sickness. This is easily the worse idea any KH game has come up
with so far; thank your lucky stars it's an optional world.
To
keep world travel as well as the story moving along swiftly, exploration,
a huge part of the first game, has been severely cut down. Very
few levels consist of many different screens, though to be fair,
the screens are much larger this time around. Many of the non-exploration
battles have been changed into missions, which begin upon entering
a certain screen or triggering an event. These do not end until
you have fulfilled a requirement, most of which are simply to kill
everything. This also includes all boss battles. Depending upon
the mission though, you so receive level-up-like bonuses without
even gaining a level, such as new abilities and HP increases. It's
an odd departure from the original game, as fights can come in quick
spurts between cut scenes, but it allows the developers to effectively
keep the focus on moving the story along while never keeping the
gamer too far away from the action.
The
combat keeps that action game mentality going. The original, and
more traditional, combat system is still here - hacking and slashing
with the key blade, using spells, items and summons either through
the on-screen menu or shortcuts, while Donald and Goofy do their
thing alongside you. As you level up, you learn new abilities that
you can choose to equip. The similarities end there - standard combat
starts out the same, using X to lay down the same combo over and
over again with the key blade, but as you level up, learning combo-based
abilities, you can add new moves to the middle and end of your combos.
This also includes adding in the Square button to the mix to break
up all the X button mashing. I became fond of air combos, so I equipped
a move that let me hit Square to knock enemies into the air where
I would then air combo them back into the darkness. There isn't
an endless amount of customisation, but there are enough different
moves that it takes time to use them all and discover your perfect
combo.
The
first KH had special moves you could use in battle when the moment
was right, but they were located at the bottom of the in-game menu,
which made them a pain to actually use, a good idea foiled by a
not so good presentation. The lesson has been learned and has brought
about what may truly be the biggest addition to combat - reaction
commands. These attacks are activated by simply pressing Triangle
at the appropriate time and you're given plenty of warning, as not
only does the enemy flash a green triangle, but the top of the in-game
menu shows the move with a triangle icon next to it. One press and
your move is executed; if the initial move can be turned into a
combo, a prompt will tell you when to hit triangle again. You no
longer have to learn these moves though, as they are all enemy-specific.
Some of these moves are simple, such as a reversal move that has
you quickly move behind an enemy, but they can quickly become over
the top and/or tiered, with phenomenal results, such as learning
a jump attack from a boss then using it against him. One of the
most impressive uses of the reaction commands is on the world of
Hollow Bastion as it's being overrun with Heartless. Severely outnumbered,
Sora alone must defeat hundreds of enemies. In a scene that reminded
me of something that would come out of the Lord of the Rings
movies, I was able to easily dismantle the attacking force.
The
reaction commands are not for everyone. Some will claim they make
the game easier, and for the most part they do, but at the same
time I found that they added a layer of over-the-top action and
glitz to the gameplay. Especially the boss battles, many of which
are completely built around them - but not every enemy and boss
has a reaction command, or at least a good one, which can be disappointing.
As odd as this comparison may sound, there are times when reaction
commands are prevalent enough to think of Devil
May Cry's Dante, a man known for laying down baddies with style
and charisma. If you can't be convinced of the system's benefits,
rest assured that for the most part you don't have to use them.
There
is one drawback to the reaction commands and this has to do with
summons and another addition, limits. Summons and limits have Sora
teaming up with an ally for some powerful duo attacks if they have
enough MP. Many of these involve a normal attack and a finishing
move, proving to be quite helpful in a tight bind, but make sure
you have the ability auto summon/limit turned off, otherwise these
will appear as reaction commands if you have enough MP to use them,
which means if a regular reaction command is available it bounces
between all available reaction commands as you move around, making
it very easy to waste all your MP by accident.
The
final addition to combat is the drive command. Drives have Sora
combining with either Donald or Goofy to gain access to a new host
of powers for a short time. There are four forms - Valor, Wisdom,
Master and Final. Each has their own strengths and weaknesses, along
with their own sets of abilities, some of which are form exclusive.
Unlike summons and limits, drives use their own power bar, which
grows larger as your forms gain experience. The drive command is
extremely fun to use, as each form essentially creates a superpowered
Sora, not to mention all the forms except Wisdom allow for dual
key blade wielding action!
Come
for the fighting, stay for the story! Before I begin, I need to
make some things clear. If you haven't played the first KH game
then don't start here if you want to have a strong grip on what's
going on. If you are new both KH and the Disney world then playing
KHII will do nothing but confuse you. Most of the character and
world establishing, except in worlds new to this game, has been
thrown out; this includes the main characters. If you skipped out
on the excellent original and the GBA spin-off, Chain
of Memories, you should be fine picking up what you missed,
but I would still highly recommend playing them beforehand; at least
for a story synopsis.
KHII
picks up right where Chain of Memories left off - Sora, Donald and
Goofy have been asleep for a year as Naminé has been working to
restore the memories they lost while climbing Castle Oblivion to
save her from Organization XIII. What have the Heartless, Organization
XIII, Mickey, Riku and Kairi been up to since then? You begin to
find out until a few hours into the game, which opens with one ridiculously
awesome CGI video. What Square-Enix learned creating the movie Final
Fantasy: Advent Children continues to pay off in all of
their work. Before the reins are handed over though, KHII pulls
a bit of a Metal
Gear Solid 2, because you start off as another character - though
KHII puts you back into Sora's shoes. You begin as Roxas, a boy
on summer vacation, hanging out with his friends in a world called
Twilight Town. He is haunted by the memories of people and places
he has never seen before. If you can get over the lack of Sora,
this beginning does an excellent job of reminding you of events
from the previous two games while connecting them to the story that's
just beginning. Essentially, it's an interactive prologue.
Once
Roxas's time in the spotlight ends and Sora, Donald and Goofy return,
things begin to take off. Not only is the Organization causing trouble,
but one of KH's main antagonists makes an unrelated return with
a new right-hand man, Pete. This dual main antagonist system, much
like we saw with Ansemn and Maleficent in the first game, works
even better this time, as both antagonists are working against the
protagonists as well as each other; it creates for some very tense
moments throughout the game. The story outdoes the original - not
only is it far more complex, darker and at times heavy-handed (I'll
admit I was confused at multiple points), it also rewrites KH's
history and lore, surprisingly changing the perspectives on concepts
and events you wouldn't have even considered possible to change.
Though it can drag a bit in the middle when you search for keyholes
and find nothing related to finding your friends or foes, these
moments are few and far between. If I could make only one complaint,
it's the underutilization of many of the members (and one certain
ex-member) of Organization XIII - I wanted to get a better idea
of what each member was about and it seemed for a moment this would
happen, but then they turned into random boss characters that would
be quickly kicked out of the story. Advice for anyone thinking about
ignoring the ESRB/ PEGI ratings and buying it for a younger child
anyway - make sure they have above average reading abilities because
they'll need them.
As
for actual telling of the story, nearly every piece of it is told
in cut scene form, with only a minority reverting to the voiceless
route. Each scene is wonderfully put together, making full use of
the alluring graphic engine and professional voice acting. Though
I will admit that the cartoonish art style, obviously stemming from
KH's roots, gives the graphics more room to work with than titles
aiming for a more realistic look, this is still one of the best
looking PS2 titles to date. Characters are not only animated perfectly
(aside from a few exaggerated moments and voiceover misses) but
are highly detailed and everything is crystal clear, including textures,
nearly every time. Special effects, such as smoke layering upon
itself as it floats upward and the lighting in the Tron level, are
top notch. The more time I put into KHII and the more graphical
moments of awe that came, the more I begin to realize that with
some sort of HDTV capability, KHII would look better than some Xbox
360 games.
My
favorite part of the graphics though - once the cut scenes end and
the game begins, is that the engine takes only the slightest of
hits, as full facial animation is generally not needed outside of
cut scenes. Everything looks amazing all the time - there are no
draw distance issues or fog to cover it up, very little jaggedness
and close to zero slowdown. Maybe SEGA should have talked with Square-Enix
about this when developing Yakuza,
as the cut scenes and in-game graphics look nothing alike. Not only
that, but extra attention has been given to things such as the in-game
menu, which adapts to each world, the logo screen sweeps and detailed
world logos. No matter what is not taken away or added, the load
times, when obvious, are minimal at best. This beauty comes with
no strings attached and every time you expect to run into a lengthy
load screen, it never comes.
Voice
acting can quickly ruin a story, but you know when a big company
such as Disney, with more than a few years of experience with voiceovers,
is in charge, things are going to turn out well. Again, this is
mostly true - all of the main voice actors make a return to their
roles, but some of the minor characters are recast for whatever
reason. Some of the more notable recasts include everyone from the
Pirates of the Caribbean world, Leon (Squall) and Princess Jasmine
(easily one of the worst recasts). These end up damaging the authenticity
and although it's slight, it is noticeable nonetheless.
The
music is held to the same standard as the voice acting, but involves
more of a joint relationship between Disney and Square-Enix. Consisting
of a mix of both Disney classics and new tracks, all led off by
another radiant theme by Utada, everything is high quality and fits
each situation and world perfectly. My only complaint musically
is nearly every song in the music-based Little Mermaid level - yuck.
Your ears will scream as you sleep from the nightmares you are bound
to have from hearing them! The sound effects also do not suffer
from any problems - silly noises are used in all the situations
you would expect in a cartoon, such as during odd movements, goofy
facial expressions and exaggerated moments. Anything that couldn't
be made up was taken straight from the Disney vault so that nothing
would sound out of place.
Clocking
in at under thirty hours for a straight play through, KH II comes
in well under the thrity-five or so hours that the first game provided.
It does make up for this with extra goodies to unlock and seek though
- there are many side quests to enjoy, including more cup battles
at Olympus, two extra worlds (the endearing 100 Acre Woods and the
agonizing Atlantica) and obtaining/creating each characters' ultimate
weapon. On top of that there is Jiminy's journal that needs completion;
in a nutshell, this means you have to do every little thing in the
game. You have to meet every person, fight every boss and unlock
every mini-game to reach a Jiminy-specific score. It sounds quite
daunting, but let me say this - did KH not reward players who met
certain requirements before beating the game? That has not changed
and fans who put in the effort are in for a mammoth treat.
It's
been a long time since Kingdom Hearts II was released in Japan and
North America, but now it's finally seeing a UK release. Always
better late than never, if you are a huge Kingdom Hearts fan then
you should rush out and snap this up. You may not be playing the
same game as the original, but the same feelings of awe and enjoyment
will flow over you. New fans still should not start here, especially
if the story matters to you, but if you refuse to heed my words
and play this one first anyway, you may end up confused often, yet
the trip will be well worth it. This is one of those special games
that doesn't come often enough. When the PS2 is dead and buried,
the Kingdom Hearts games will easily rise above that grave to live
as testaments of excellence. Kingdom Hearts II is not only a worthy
game, but a worthy sequel. I can only wonder what new direction
the next game (yes you smell cliffhanger) will take. At least I
know it's in good hands.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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