130 Reviews liked by invaderler


KH2 is in the running for one of the most impressive sequels I’ve ever played not even to mention sequels that were released on the same console. The combat was improved a ton between the new skills, drive forms, limits, summons, fighting is just fun. Worlds are fun to get around, the gummi ship missions are a huge step up, the story was good with great characters,neat villains and the music is stellar. Good ass video game.

This review will mainly focus on the new additions that were brought to Final Mix.

But first, a quick feeling about my overall thoughts on the base game. It's grand.

Okay, with II Final Mix, like in Kingdom Hearts 1 Final Mix, the enemies have gotten their color palettes changed, but you do get used to it after a few playthroughs, so it isn't a huge deal.

Some minor additions first up are additional cutscenes, you get to fight Roxas in The World That Never Was, some unnoticeable things behind the hood, like Drive Form gauge regeneration speed, some time limit changes, etc.

One of the major additions for Final Mix is a new group of Heartless called the Mushroom XIII, which are the mushroom enemies within the first game. These enemies give you certain criteria to beat them. If you get below that threshold, you do have a chance to get helpful items from them, but still its not the thing that would get them to be finished. These offer nice strategy mixups for each one, and you do get good rewards as well from them, and after doing them all.

Another major addition for Final Mix was a new area in Radiant Garden added called the Cavern of Remembrance. This adds a great deal of challenge to the game with new stronger versions of enemies you've faced before and new traversal challenges, which do require you to essentially, have all of your Drive Forms maxed out to unlock all of those abilities to get further into the Cavern. At the end of this area, you unlock rematches with each Organization XIII member. They are now stronger, add additional attacks to their arsenal, and new strategies as well. These are great because of the added challenge, but you can also do them in any order, which helps you out if you're having trouble with one of the bosses you can just go to another boss.

But, they aren't all unlocked if you haven't done a handful of fights before, called the Absent Silhouette battles, another addition for Final Mix. These fights are the Organization members who perished in Chain of Memories and are a good ease to the rematches as they are challenging, but not too bad if you're at a good level.

One of the last major additions is one boss called the Lingering Will. This boss fight is popularly one of the toughest boss fights in the entire series, but it also ties so freaking well to the overall story coming up in the series.

Gameplay additions include a new Drive Form and a new difficulty mode.

You do get a new Drive Form as well which ties into the first game, the Limit Form. This form allows you to use various attack abilities from the first game like Ars Arcanum, Strike Raid, Sonic Blade, etc. Sora's clothes also change to reference the first game too which is a nice hint. This is a great addition since it gives you some more Drive Form variety, and this one does not use any Party Members. Helpful!

The difficulty mode is the infamous Critical Mode. Lots of pain and struggle if you want that extra challenge. A nice little addition to the game if you so desire!

So, overall Final Mix adds some great new challenges to the base game, great new boss battles, but also some great additional context around certain characters too. This is the definitive version of Kingdom Hearts II.

This review contains spoilers

Imagine coming down from the thrill of beating the final boss of the main story and finding out there are fifteen more to fight.

This game still has the best combat in the franchise and has undoubtedly withstood the test of time. Even without the additions from Final Mix, I remember this version of the game still being just as fun. There are a handful of drive forms that give Sora two keyblades and briefly change up the playstyle depending on which one you choose. The drive forms are all pretty useful and make the gameplay a lot more fun than it already is. Reaction commands are another welcome addition. They're basically just quick-time events where you need to press a button on time as a small cutscene plays. Usually quick-time events are a hit or miss, but in this case, they knocked it out of the ballpark. I will never get tired of looking at the reaction commands on the final boss which is my favorite final boss ever.

In terms of story, it was a bold move of them to start the game with Roxas back when this game came out. I already knew about the plot of Chain of Memories before playing but I'd imagine how confused fans must have been when they were playing as him in the beginning. Story-wise, the game's plot is pretty much just Sora trying to find his friends and finally return home with them while saving the world from a new band of villains called Organization XIII who are trying to create an artificial version of Kingdom Hearts. While I think it would have been better if Disney villains and really just Disney characters in general had more of an influence like they did in the original, Xemnas & his squad are still good villains in their own right and an absolute blast to fight. The ending to this game's story was also very satisfying to where I would have been perfectly fine if they ended the series after this title.

While I think the world choices in the original Kingdom Hearts were pretty solid, this game probably has the best roster of worlds in the series so far. Returning worlds like Olympus & Agrabah are expanded upon and a lot of the new worlds add some pretty interesting gimmicks like becoming a lion in the Pride Lands (my favorite world in this game and second favorite in the series as a whole) and Space Pandroids which allows you to meet Tron and even let you participate in a light cycle minigame. Despite some of the neat gimmicks added, the worlds in this game aren't as interactive or as interesting to explore as they were in the first game. Most of the worlds feel like empty, spaced-out corridors compared to the original where the worlds felt like they had more life in them. The worlds themselves also don't have as much of an impact on the story as the first game and feel more like filler some of the time. Unfortunately, that is a problem that gets even worse with each and every passing installment in this series.

Besides combat, one thing I almost forgot to mention is this game has an amazing soundtrack that is even better than the first game's soundtrack. Lazy Afternoons, Darkness of the Unknown, and multiple other songs from this game stood out to me and I still occasionally listen to them when I am in the mood to do so.

KH2's 10/10 combat, fantastic conclusion, and its soundtrack full of bangers make this a sequel that improves upon the original in more ways than not. It's a Ps2 essential just like its predecessor.

twilight town is really good you guys are just uncultured

homestuck but gayer. devil may cry for disney channel kids. an unmistakable part of arab culture. kingdom hearts 2 is all these things and more. may god only comprehend it.

taps into the innate human urge to collect trinkets and knickknacks against all survival instinct.

Calling something "good with friends" is often the cruelest thing you can ever say about a multiplayer game. Yeah, you can have fun with friends in basically anything, it turns out friends are good, not Phasmophobia. And it's so easy to see that in Lethal Company, especially from the outside looking in - some bullshit lame horror coop horror game to scream at, acting as the new steam flavour of the month game to merely moisturise the slip and slide of socialisation.

Despite the resemblance, Lethal Company is not that. Flavour of the month, maybe, but versus the thousand souless PC games out there of it's breed it's truly closer to something like Dokapon Kingdom and hell, Dark Souls, for the kinds of emotion and socialisation it brings up.

Because truly, Lethal Company is a game about having a really shit job. There's no real sugarcoating it. It's a game about being explicitly underpaid for dangerous, tedius work salvaging objects from ugly factories, where the corporation you work under and the true majesty of visiting planets and experiencing it's fauna are so stripped back and corporatised that you don't even notice it. This setting and the gameplay really sets out a very clever vibe for the game, as frankly, it on it's own, is almost deliberately not fun, but it is a wonderful way of building up a camraderie between players and really get into the boots of a worker in a bad job slacking and goofing off a bit. On my first playthrough with friends I found some extraodinary catharsis in one of the gang spending some of our quota on a jukebox playing license free music and just having a jam for a while, and likewise, a good haul which takes some of the pressure off others is appreciated, and the "man in the chair" - the guy left behind at the ship to deal with doors, turrets etc, feels both valued as part of the team, but also themselves lonely, tense, awaiting their friend's safe return.

It is also, as a more obvious point, very funny. Basically every run of this game you'll make something funny will happen. A comrade fumbles a wonky jump to their death based on bad information. You walk just inside the range of your comrade's voice to hear them screaming for help for half a second. You watch as the man in the chair as a giant red dot slowly bears down on your comrade, try to warn them and then see the red dot taking delight in eating them, and there's so much more. It's surprising really as a game with so little going on in gameplay and so limited in variety of stuff that it keeps on bringing up new stupid shit to happen.

Its rarely legitimately scary, even in the rare case you're alone amongst monsters with all your friends dead. The stakes established are just set too low, the animations a bit too goofy for the intensity to ever feel too much. And that kinda folds back in on that "shit job" thematic of the whole thing. Being almost indifferent to the surprising variety of monsters, seeing them as much as obstacles as hell demons that want to eat your face, is ultimately part of the job. Yes, the fourth angel from Evangelion wandering around whilst you slowly crouchwalk across the map to your ship is tense, but almost amusingly tense. Gotta roll with it.

It's a delightful experience, really. If you wanted to you could linger on how cobbled together the whole thing feels right now and how limited the actual gameplay really is, but they do nothing to take away from the truly great times Lethal Company sparks. The closest a game will ever get to being on the last day of your christmas contract with debenhams and just slacking with the other temps, giving people discounts on their items for no good reason and occasionally the weeping angels from doctor who come out with a giant spider and they're in the ONE hallway that leads back to the exit and Ernesto is dead, damn.