57 Reviews liked by Nauty


If Kingdom Hearts was about a group of kids who in their yearning to grow up - despite daydreams of a vaster world - had never once imagined a world without each other, Kingdom Hearts II follows up by painting a group of teenagers who have already learnt what departures feel like. As time trickles down, and your mind prepares you for the pain of goodbyes, you begin to already distance yourself before the end has even arrived; the memory of the last thing you ever said to someone being something insincere.
The type of shit that makes me wanna call Square Enix's engineers "Architects". If you didn't lose it at the spear cutting little strands of Axel's hair, you don't love video games. So many people had praised this prologue, but somehow I can't help but think I still underestimated it - this arc aims so high at bringing its evocative, teenage-angst ridden storyboards to life.

Then something strange starts to happen. You just finished a three hour trek through existentialist melodrama, and now you're playing as Sora and friends on another Disney adventure; forget about that other stuff for now. I'm not here to discuss if Kingdom Hearts as a whole is stupid - we've all gone through that already, and I truly do love this series - but it's clear to me that we're growing out of its blueprint here. I wouldn't like to romanticize Kingdom Hearts 1 - the way it implements the storyline into the Disney worlds has always been teasy - but even its emotional scenes fit into the disney-shaped mold of tones better (remember the forced smile scene?). Cashing in on three years of loose ends had a steep price on the series' cohesion.

II's fractured feel doesn't end at the storytelling. Critical Mode - a post-release addition - has this lustrous reputation behind it as a pinnacle-of-the-genre action game. But as someone who decided to follow that fable and play through the game for the first time through critical, it couldn't be less apparent that the game wasn't designed around this difficulty. The way the game is so eager to simplify itself for a cool setpiece, you can tell this game was originally made to let little kids feel cool. The average character action game fan would lose their shit at the amount of distractions at play here; its new core mechanic is advertised as a QTE button. We all saw something special sparkling in its stitched together identity, though. But why?

The Roxas fight was a bit of an eye-opening example for me: shortly into the fight, he uses a desperation attack: shooting instant-death spheres at you for about five seconds straight. I just couldn't figure out how to dodge it, so I searched for runs of the fight on google, and found:
-Using movement options that I hadn't yet unlocked in my playthrough
-I found one video of a dude walking horizontally into the wall to move at slightly less than regular speed, but couldn't replicate it. unserious
-...most of the videos force the game to skip the phase entirely by doing a tight combo sequence that I wasn't skilled enough to replicate either
And so, the solution I ended up using was to simply use an attack that made me fully invincible for ten seconds at a time. Most intelligently designed game's balancing would crumble under the weight of a single move that functions like that even existing. Sora's toolkit has this irresponsibly large volume to it, so something like a Limit being able to exist, and be a well-balanced creative response is a testament to its design.
Just in my experience playing a lot of action games, putting too much emphasis on parries tends to consume more organic, multi-applicable systems - like positioning, or whiff punishing - and place all the weight on memorization. But Final-Mix-on-crit marries it all together with such finesse!! Long-ranged attacks and safer defensive play are both provided via slick management of your remaining Magic, so when you're burnt out of magic, things gets volatile. Dodges and parries gain equally important weight; every second shaved off your magic burn-out is a grasp to pull the momentum back in your direction. While fighting a boss, I'll form an ideal winning run of actions in my head; but there's always some unforeseeable scenario that'll force me to adapt to a different playstyle on the fly. Sometimes overwhelmed by my own range of options, sometimes the invisible numbers of a boss escaping a combo, sometimes literally just RNG. This is the truest definition of the label "Action RPG"

Anyways, it was like 4AM in the morning - it took me all night to finish the final boss sequence - and I'm sitting here, watching that final cutscene. I realized that any cynicism I had in my body had left it at this point. Unremarkable memories wash away as you get older, and sometimes, you don't return to the source of those memories for a long time; most of the longtime Kingdom Hearts fans I've spoken to seem to be perfectly comfortable discarding the "kinda joyless disney story retellings" part of this one from their minds. You could probably call that a "bias", but as I played this, I realized it's only natural to want to reward a project for trying to shoot as high as this one does.. Kingdom Hearts II itself feels like the type of project where everyone on its staff stared at the budget they had been handed to make a Disney game, and realized that if they managed to sneak it in there, they could shove every special idea they ever had into it. Everyone on the staff eventually became in on it. And by the time it was all over, I too, was in on it.

THE DEVIL MAY CRY FRANCHISE IS A PSY-OP INTENDED TO DESTROY YAOI
BY MAKING TWO CHARACTERS NAMED DANTE AND VERGIL AND HAVING THEM BE BROTHERS, THEY HAVE OBFUSCATED THE FACT THAT THE DIVINE COMEDY VERSIONS OF DANTE AND VIRGIL (WHO AREN’T BROTHERS) HAVE THE POTENTIAL FOR THE GREATEST YAOI TO EVER EXIST
EVERY COPY OF THIS GAME BOUGHT IS LIKE TWENTY YAOI LIBRARY OF ALEXANDRIAS BEING BURNED
THE DEVIL MAY CRY FRANCHISE AND EVERY SPARDACEST SHIPPER MUST BE DESTROYED

NOOO THEY PUT BUGS IN MY POOKIE !!??

Going to be transparent and say this rating is unfair but I just can’t play musou games because they remind me of the hardest part of my day to day life: the knowledge that everyone is an idiot except for me

kind of a one trick pony
story is incredibly... nothing. skipped all the cutscenes after the halfway mark as i just found that it wasn't for me at all
moment to moment gameplay is satisfying in a jinglin' keys way. sad to say it doesn't really do anything but jingle keys.

Pokémon fans discovering basic roguelike trends and even more basic storytelling for the first time and hailing both of those as a masterpiece because they clear the low bar of mainline Pokémon slop

kingdom hearts is probably the most controversial JRPG franchise of all time. it's very common to see non-fans say they can't take it seriously and it's influence ruined franchises they prefer, and it is equally common to see fans say it changed their life and brings them to tears to think about. i think i come somewhere in the middle; kingdom hearts 1 is a pretty moving and cute story for it's target demographic, but it has a lot of clear growing pains that i feel could have been better addressed. the story is probably what i'd single out as the biggest strong point of kh1, it's a very pleasant little story preaching self-belief and perseverance with a lot of fun character moments. the disney stuff, for me, doesn't exactly help but doesn't really hurt. donald and goofy are enjoyable party members that don't really feel too far off from your standard comic relief party members in final fantasy games such as rikku or cait sith. i'm not sure if i'd say the friendship of the party feels especially believable by the end, but it works for the type of story kh1is trying to get across. the original characters are all also pretty fun; i'm not much of a fan of sora, since he feels very stock shonen protagonist, but riku and kairi are both fairly interesting characters. the (unintentional?) gay subtext with sora and riku is definitely the most interesting part of the character interactions in this game, it really oozes out of almost everything riku says and makes things between him and sora a bit more complicated than it initially seems. i felt that the big weakness of kh1's story came down largely to it's focus on the disney elements. many of the worlds are very stripped down versions of movie plots, which aren't really satisfying on their own and aren't really great fanservice, imo. several of my favorite disney movies actually are in kh1, but the only one i felt really happy with the representation for was nightmare before christmas. the good part of this is that the worlds are pretty short and breezy, with very little story, so if you aren't much of a disney fan they aren't tedious or anything. the bad part of this is that the overarching plot still does involve a lot of disney elements up until the last quarter or so, so if you want more meat you're going to be waiting for a while.
where i'm more mixed on kh1 is the gameplay. i played on proud mode, because i wanted to fully engage with the combat and uh... that was a mistake! not because i had too much trouble with the combat, but because kh1 has pretty minimal depth to it's combat, and the boss design can get downright atrocious. the pot centipede, giant ursula, genie jafar, chernabog, basically all of the final bosses, dragon maleficent.. there's so many fights in this game that i wouldn't call hard necessarily but would really call cheesy or boring. for most of the larger bosses the recommended strategy from experienced players is to just mash on them with aero/ra/ga and spam heals when you can with leaf bracer. i only really struggled with a handful of fights, but i would have a lot of trouble naming fights that i struggled on where the difference maker ended up being my skill rather than missing a specific spell or not using a specific summon that trivialized it. things reach a head after the first visit to hollow bastion, because beyond that point kh1 really loves throwing bosses with inflated health bars at you, and in the worst cases, those bosses have a vulnerability window of maybe 2-3 attacks if you're playing fair with them. if that sounds obnoxious and boring, that's because it is, so the recommended strategy for most of these bosses is to make sure to get aeroga and curaga and just wail on them. the room of waves of heartless being spawned on you is also just atrocious, pure chaos with very little counterplay beyond tanking. smart, aggressive play simply does not feel well-incentivized in kh1. i'd say the real peak of the game feeling challenging in a fun way would be the mid-game before you get leaf bracer, and the last fight on the first visit to hollow bastion. that fight kicked my ass a good 4 or 5 times, but it was engaging, fast, lethal, and made me want to get better. i can only hope that future kh games follow that precedent.

asides:
the ff characters in this game, imo, often didn't really act like themselves. squall, i mean leon, especially felt mischaracterized. not a big deal because the story isn't focused on them or anything but as a big fan of 8 i found it a little sad.
music is incredible, i'd mention the heartless theme, kairi's theme, the main theme, and obviously simple and clean as highlights. yoko shimomura is a great fit here, since she's experienced in music for kid's games from the mario rpg series but also has the range for more serious and heartfelt tracks.
the animation is surprisingly very high quality and emotive for a ps2 game, it seems like they really wanted to lean into disney animation principles. genie donald and goofy are all highlights in that regard

It’s no secret that I love Kingdom Hearts and especially Kingdom Hearts II as it was the very first video game franchise I’ve ever became a fan of, however, there is one secret I do have: I never played the Final Mix version until now.

Crazy, I know! Played the vanilla game so many times day in and day out growing up, remembering being so jealous knowing that Japan had an exclusive (at the time) version of the game where you get to challenge all of the Organization XIII and more, and even witness the numerous re-releases of Final Mix in the West, but for some reason, I only just now recently gotten around to experiencing the game, and man I really wish I started sooner.

The same overall package is still here. The grand stories, the memorable characters, the iconic music, the worlds, and the incredible fast-paced combat, but now there’s more and it’s completely fine tuned to perfection. The changes under the hood makes the combat feel even more snappy and satisfying, the new additional boss fights feel like a dance that can overwhelm either yourself or your opponent, the inclusion of Cavern of Remembrance adds even more depth to the gameplay with its movement and enemies, and overall the entire experience is just amped up to a 10. I know the whole “power of friendship” troupe can be so overdone in a lot of media, but I think KH2 does it best while it can be as cheesy as the first game, it fully embraces it without shame and wears it proudly on it sleeves, which works so well because Kingdom Hearts overall is essentially a shonen anime with Disney and Final Fantasy characters. Even with how absurd it can get for some people, there’s so much heart in the writing to where you can’t help but to at least find it extremely endearing.

I feel like I could REALLY go on about this, but I think I wanna save a much deeper depth into KH2 for a review in the future. I think right now it’s hard to fully capture the words and things I wanna say, because this game and series left such a strong impression on me and the impact it has had on me is something that very few games or even pieces of media have ever accomplished, it really altered how I view the medium and understanding of video games and what they could be. Growing up with KH2 has left me wowed and in awe of what an amazing game looks like, and with Final Mix, it gives me another example of what a masterpiece can look like.

Every time there’s a kingdom hearts game with riku as a playable character they just make him Gayer and Gayer about sora

Game so bad the reason most people play it today is because they want to skip most of it

Every Pokémon game is Pokémon Sleep to me

Never played but obligated to give it a 10/10 because of how much enjoyment I get from joining a new MegaTen server, making a joke about how Persona 3 was the first Persona game, turning notifications on my phone, and then shoving it up my ass