Kingdom Hearts II Video Game Review »
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Kingdom Hearts
II Review
Nearly ten years ago, Sony
Computer Entertainment America released a little
Squaresoft game called Final Fantasy VII into
the unsuspecting North American market. I was
still in high school then, and for the first week
or so after its release, just about every class
I was in spontaneously had two or three students
go missing. Rumors started floating around, insinuating
that people were disappearing from class so they
could lock themselves in their bedrooms to play
FF7 for hours on end emerged. Everyone talked
about how amazingly good the game was, not so
much as an RPG but as a title where you could
do just about anything. The battles were RPG,
but then there were all kinds of action sequences
built into the staggering array of mini-games
included in the game. Between that and the game's
staggering production values (for the time), it's
no wonder that it turned a generation of PlayStation
owners into addicts.
I bring this up because
playing Kingdom Hearts II powerfully reminded
me of what it was like to play Final Fantasy VII
for the first time, all those years ago. KH2 is
a title offering a rich diversity of game activities
along with a story full of incredible spectacle,
and the two blend in that special way that can
keep a gamer entranced for hours on end. This
is a game that can make you lose sleep, destroy
your productivity, and keep you delighted for
the entire long trip through its main storyline
and staggering array of side-quests. KH2 is in
some ways a game that represents the full potential
of video games not just as a way for gamers to
test their skills and smarts, but as a way to
let players completely immerse themselves in the
feeling of a vast, fantastic world.
Core gameplay in KH2 has
received quite an overhaul since the original
title. The basics will be familiar, with Sora
fighting his way through real-time battles aided
by AI assistants Donald and Goofy. In each of
the Disney worlds you visit, guest characters
will join the party to help you fight. As Sora
levels up, he gains access to new Abilities that
give him special properties in combat. Which Abilities
he unlocks depends on the combat style you select
in the beginning of the game: Strength, Protection,
or Magic. The experience "tracks" from
the first game are gone, as are the in-character
questions that determine difficulty level. Instead
you'll select from one of three difficulty levels
before beginning play: Beginner (extremely easy),
Standard (a little easy), and Proud (sporadically
easy).
That's about it for what's
remained the same, though. A lot of the fine details
of the original Kingdom Hearts battle system are
simply gone, replaced with the new Reaction, Drive,
and Limit systems. Level design has changed radically,
too, eliminating most of the platformer-like feel
that the first game's levels often had. Instead
the game plays out more like your typical action
RPG, with plenty of items and hordes to seek out
but very little in the way of trick jumps or puzzles.
Perhaps as a trade-off, KH2's mini-games are much
faster-paced and a bit more challenging than the
original game's, though still nothing that'll
leave you throwing a controller across the room.
Finally, the way Summons work has received a much-needed
overhaul that makes them quite a bit more useful.
The new systems all interact
with each other, and deserve to be discussed together.
The Reaction Command system allows Sora to perform
context-sensitive moves by tapping the triangle
button at the indicated time. Sometimes these
commands combo with each other, requiring a timed
sequence of triangle taps, while in other cases
you can boost damage by rapidly tapping triangle.
Most enemies and all bosses have movement patterns
that give Sora a chance to perform at least one
Reaction command against them, and some bosses
have complex patterns of several. You can equip
Abilities that boost damage generated by Reaction
commands, as well as Abilities that allow certain
other types of commands to become Reaction commands.
Many boss fights and certain in-game challenges
are essentially impossible to complete with using
the Reaction commands that are part of that particular
battle. Reaction effects are usually accompanied
by spectacular visuals, particularly in boss battles,
although sometimes they're as simple as a dodging
move. They bring some much-needed variety to the
way KH2's battles play out, and always leave you
looking forward to what the next challenge will
be like.
The Drive system allows
Sora to combine with Donald, Goofy, or both of
them when they're in his party to power himself
up for as long as his Drive meter lasts. Each
form is unlocked in the course of playing through
the story, and has its own special abilities.
Using Drive forms regularly allows them to level
up, and lets Sora extract new abilities from their
use. When in Drive mode, Sora can do radically
enhanced damage, and sometimes gains wholly new
abilities like Wisdom form's ability to shoot
short bursts of magic and slide around magically
instead of walking. Other forms, like Valor and
the Master form, behave a bit more like what you'd
expect from a powered-up Sora that wields two
Keyblades.
As it stands the Drive
system is a little bit broken, with only the random
chance of failing to execute a Drive properly
and the time it takes to make the transformation
discouraging you from Driving through every fight
in the game. As it stands, you'll probably Drive
through most of them. Fortunately, running around
as the various Drive forms is enormously fun,
and the game is careful to set up a lot of battles
where the Drive command is disabled. This helps
keep Drives feel a little special even toward
the end of the game.
Limit commands are the
final new element of the combat system. Most Limits
are team-up moves that let Sora spend all of his
MP on executing a devastating multi-hit maneuver
with one or more friends. Every guest character
has a unique, spectacular Limit attack with Sora,
and he has multiple team-ups with Donald and Goofy.
Most of the Limits have a particular hitbox and
timing that you need to adjust to in order to
use them well, and the duration of the attack
lasts as long as the limit gauge in the upper
right-hand corner. Each Limit has a combo counter
that you can easily pump up into three-digit counts
if you get good enough at using a particular Limit.
They're one of the more interesting elements of
the new combat system, since using the wrong Limit
during a fight just wastes your MP bar in return
for painfully little damage, and can immediately
cost you the game in a timed battle. The Limit
command also controls Summons now, which can be
leveled up to increase their damage and the duration
of the Summon. You don't get anything from leveling
up Summons, though, so they remain more a mechanic
to play around with than something you need to
use seriously.
While the game's soundtrack
is not terribly remarkable, essentially what one
would expect from an RPG's score, the graphics
and voice acting in Kingdom Hearts II are absolutely
staggering. For the graphics, it's simply a question
of the sheer performance the game somehow manages
to wring out of the PS2, while also showcasing
the beautiful Tetsuya Nomura design work that
helped make the original Kingdom Hearts famous.
From a battle where the PS2 somehow moves a thousand
Heartless around the screen simultaneously to
the startlingly realistic approximations of Johnny
Depp and Orlando Bloom in the Pirates of the Caribbean
level, Kingdom Hearts II is the kind of game that
makes you forget you're playing it on the weakest,
oldest hardware on the market right now.
The voice acting is amazing
not just for the sheer number of original voice
actors reprising their original roles on the Disney
side, but high-quality work from the likes of
Haley Joel Osment and Christopher Lee among the
game's original main characters. After playing
a game like this, if nothing else, it should be
impossible to fault Square-Enix or the localization
team for failing to go the extra mile in terms
of production values.
Kingdom Hearts II
isn't necessarily the kind of game you replay
obsessively, or even take an instant liking to,
but once you sink into the fantastic world it
presents, it's hard not to get addicted to its
immense variety and kinetic pace. Completing the
journey through all hundred hours of gameplay
it offers is the sort of thing you discuss fondly
with gamer friends and reminisce years on down
the road. Being able to inspire this kind of intense
devotion is what turned Final Fantasy VII into
the perennial classic it's become, and there's
no doubting that Kingdom Hearts II will be regarded
just as fondly ten years from now. It's a testament
to the easily-forgotten fact that there's much
more a game's lasting appeal than the cold specifics
of difficulty curves and engine design.
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