Showing posts with label Story. Show all posts
Showing posts with label Story. Show all posts

Tuesday, March 26, 2019

Streamers May Cry - Devil May Cry 5 Full Spoilercast

Devil May Cry 5 has been out for quite a few weeks now, and by now there's been enough time for most players to complete the story and start on some of the higher difficulties.

With that in mind, I requested a few of my friends, ZeroAsher (Sam) and AShadowLink (Matt), join me for a discussion about the game in its totality.

That's right: This is a full spoiler, comprehensive run down on our combined thoughts every single aspect of Devil May Cry 5. From the story to the casts and the gameplay, everything is fair game.

I apologize for the poor audio mixing for the first part of this recording. Once we were made aware, it was addressed.



Saturday, April 21, 2018

#118: The Dangerous "Lessons" of Far Cry 5



I make no secret of the fact that Ubisoft and I have an on-again, off-again relationship. Every now and then they create a game like Assassin's Creed: Origins, that I can easily sink 50+ hours into without thinking -- sure, it may have its flaws, but there's clearly a level of love and care imbued into the final product. Other times, they are liable to produce content like Watch_Dogs, which paints itself as a typical, by-the-numbers open-world revenge story that left me sour and disappointed. From my previous experiences with 3, 4, and Primal, I was expecting the fifth entry in the Far Cry franchise to be dumb but otherwise milquetoast: A decent open-world shooter with a story that brought up some interesting ideas that ultimately go nowhere.

Instead, what I received was one of the worst stories I had ever seen in an Ubisoft game. Even more than the villainous Aiden Pearce in Watch_Dogs, Far Cry 5 left me contemptuous and ultimately resentful of the direction the developers chose to go. There are some very dangerous implications behind the story, particularly the ending, and they need to be discussed. (Though it goes without saying, there are spoilers abound, so read at your own risk.)

Friday, November 25, 2016

Kingdom Hearts Primer - Chain of Memories - Episode 1 - Visiting Oblivion

Welcome back to the Kingdom Hearts Primer. This time, we've moved on to Chain of Memories.



Thanks again to AtRiley for allowing us to use his cut for our purposes.

There's not much to say about the overall story yet, because even in a story that's largely build-up to Kingdom Hearts 2, most of the first half of Chain of Memories is just build-up to the plot twists in the second half.

Also, Sam and I apologize for even suggesting the Kingdom Hearts drinking game. We love you guys, and we would very much like for you to not die of blood alcohol poisoning.

Monday, October 31, 2016

Kingdom Hearts Primer - Kingdom Hearts 1 - Episode 13 - Worlds Apart

At long last, we have arrived at the first finale of our Kingdom Hearts Primer.



It's a shame that Gamer's Little Playground had to change the music in the end for copyright reasons, because that finale had me bawling as a child.

There's not much more that I can add to our commentary on this episode. A lot went on, but not many details need to be elaborated on in these notes.

Next up will be Chain of Memories. Gamer's Little Playground didn't have a video for it at the time, so we used one from another YouTuber named "AtRiley". I hope you enjoyed this first part of the series.

If you have any questions about Kingdom Hearts 1, feel free to leave them in the comments of either the video or this post. Please note that questions for later games should be saved for when we do the primers on them.

Friday, October 28, 2016

Wednesday, October 26, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 11: Rivals

Welcome back to the main plot.



I know we've spoken about the big twist well before it came into play here, but I still think it's a really great moment. The big reveal that Sora was *never* supposed to be the hero. His status as a keyblade bearer, and his numerous successes, can be attributed to a happy accident.

Monday, October 24, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 10: Big Ben Uchiha

And now, back to plot!



Sora and Riku serve as very good foils for each other. Both are essentially after the same thing. All they want to do is rescue Kairi and go off on awesome adventurers with cool people.


Friday, October 21, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 9: Dimension The Dice!

Today, we arrive at the best world in the game:


This is another one of those episodes where he just kinda have some fun with it, because not much plot is going on.

But it does have some cool moments, like the touture chamber and manor boss fights. The former of which is probably my favorite boss in the game.

Wednesday, October 19, 2016

Kingdom Heart Primer: Kingdom Hearts 1: Episode 8: Riku Was Right

This time, we go Under the Sea in Atlantica.



I don't have much to say about this level, surprisingly enough.

There some interesting parallels between Ariel's desire to explore other worlds and the same desire that started Sora, Riku, and Kairi's original journey. Even better, the writers saw fit to highlight it and bring it into focus. So while nothing here directly advances the overall plot, it does tie into it on a thematic level.

Shame Kingdom Hearts 2 really pissed all that away...

Friday, October 14, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 6: Filthy Anime References

This time, we get down in dirty in the deserts of Agrabah.



Not much for me to add on top of what he say here. Agrabah is an important world because that's where we learn about the princesses of heart, and of the villains' ultimate goal of "opening the door."

It also helps cement Riku's character as the rival who turned evil.

But we'll to those points in another episode.

Wednesday, October 12, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 5: Plain Jane

Today, we monkey around in the Deep Jungle.



If you've been following the stories of each individual worlds in Kingdom Hearts 1, you'll notice that none of them thus far have been straight copies of the movies. While each of them do use the same characters and set-pieces from those movies, they are remixing them in a way that re-contextualizes them to make more sense in the context of Kingdom Hearts.

Monday, October 10, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 4: Sora Shrugged

We go to Olympus Colosseum, and I somehow make an Ayn Rand joke...



To fill out what was left out of this series, after we finish up in this world, we return later to participate in more tournaments and eventually kick the crap out of Hades. Later, Sephiroth appears, but that's not canon. We don't come back here, so I might as well get it out of the way for completion's sake.

Friday, October 7, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 3: Fools in Wonderland

In this episode, we grow small to visit Wonderland.



Just to make our respect for her clear, we want to point out once more that the voice actress, Kathryn Beaumont, is still voicing the same character that she's been voicing since 1951.

Also, get used to me saying "I actually really like this boss fight," because I end up saying it a lot over the course of this series. Each one of these boss fights has it's own gimmick that separates them from the others. As a result, each one of them feels fresh and interesting, even if you've played the game multiple times (like I have).

To appropriate an overused phrase, "It's like Dark Souls".

Wednesday, October 5, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 2: Are Gunblades Cool?

Our recounting of the Kingdom Hearts series continues as we destroy the Destiny Islands and beat up Final Fantasy characters.



In this episode, we compare Sora and Riku to Naruto and Sasuke. This is a more apt comparison then we expected it to be in the episode, and we actually end up making that comparison again several times in the primer for Kingdom Hearts 1.

Wednesday, September 7, 2016

Kingdom Hearts Primer: Kingdom Hearts 1: Episode 12: Sacrifices

Today, we talk about one of the most legendary scenes in Kingdom Hearts 1:



I've talked about my feelings regarding how Kingdom Hearts' combat feels more plausible than that of its sequels way back when I thought I was good at writing game reviews without scores. (Also, holy shit, that was two years ago.) Generally, the more like DBZ fight scenes become, the more I detached I get from the anime/game I'm watching/playing. There's nothing wrong with those kinds of fights, and they look really cool, but they don't have the same weight to me.

The other thing we really need to talk about is Kairi's place in the game.

Sunday, March 20, 2016

#104: Far Cry Primal: Back to Basics


I have long bemoaned the “standard Ubisoft open-world game” that we've seen in most of the Assassin's Creed games, Watch_Dogs, and even The Crew. Far Cry is no exception to this pervasiveness, with Far Cry 3 and Far Cry 4 acting as prime examples. Too often, the vast number of petty tasks and collectibles fight for attention against whatever story these games are desperately trying to tell. On top of that, the sheer length and frequency of these beasts, left me with genre exhaustion. That's when I heard about Far Cry: Primal.
To me, the idea of Far Cry (which has traditionally been about first-person, mildly-stealthy shooters) quite literally going back to the Stone Age was very intriguing. I thought that it would make for a great Blood Dragon-esque $15 stand-alone. Then I learned that it was going to be a $60 game, and suddenly got very nervous. The idea of another full-fledged Ubisoft open-world game so soon was just not appealing to me. Since I remain part of the problem, I went ahead and -- despite my misgivings -- bought it anyway. As I played, my fears of another tired, drab, paint-by-numbers Far Cry experience were allayed. While there's no doubt that Far Cry: Primal is a tried and true Far Cry game, it demonstrates that there is merit to Ubisoft's signature open-world that has been overlooked until now.

The story of Far Cry: Primal almost hearkens back to the days where the plot to a video game was merely an excuse to go through the levels. The player character is a warrior from a tribe from 10,000 BCE. His clan is at war with the other two tribes in the region, a Northern cannibal clan that utilizes poison, and a group in the South that specializes in the use of fire. As the leader, the player character needs to strengthen his tribe and himself so that he can take out the leaders of the other two clans and claim the land of Oros, and its resources, for his people. In terms of the main story, that's it. Once the beginning tutorial sections are complete, the world opens up. At that point, by completing only a few mandatory missions, the player could, if they choose, almost immediately take out the other leaders and complete the main story. That said, doing so is extremely difficult, and most players won't be able to beat them with the equipment and skills they start out with. They must first grow stronger, and get to the point where they can comfortably defeat these chieftains. By participating in the open-world, players can acquire the experience, resources, and friends necessary to completing their ultimate objective.

Naturally, as a Far Cry game, the moment the world opens up, the map and UI reveal a ton of optional quests and objectives. By completing them, players earn experience and skill points. By spending skill points, they acquire new perks and skills and grow that much more capable. Though aside from the first few skill trees, most are locked from the start.
Among the many quests and events in the world are fellow tribesman who have been separated from the main group. Each of these tribesman specialize in a specific area, like hunting and craftsmanship. Once the player finds them and solves whatever problem they have, these specialists will relocate to the player's village. At that point, they will train the player in their talents, unlocking their skill tree in the upgrade menu.
More than skills, they also teach the player how to craft tools and weapons. Of course, knowing how to build them is one thing, but having the materials to do so is another. Building these items requires the player to scavenge and hunt for items like wood, stone, clay, and animal hides.

Those who have play previous Far Cry games are probably not surprised by this. Ubisoft has been using variants on these same mechanics for several years now. What separates Far Cry: Primal from the rest of their catalog is not the mechanics themselves. Rather, it is how they interact with each other and come together.
In other Ubisoft games, every element of the game is fighting for an ounce of attention. The story, the side quests, and the collectibles are all wholly distinct entities. None of them come together and they all demand that the player takes time away from the other elements to devote to them. As much as I praised it, Assassin's Creed: Unity had that problem in spades. There were so many objectives on the map that it was often hard to spot the architecture underneath the symbols.
This isn't the case in Far Cry: Primal. Rather than compete with the other elements, the story frames them. By presenting these two bosses as the ultimate end-game opponents, Primal immediately encourages players to acquire the skills to defeat them. Since these skills and are locked behind the specialists and reconstruction of the village, the first instinct will be to gather resources and recruit these experts. It is by allowing the story to exist largely in the background for most of the game, as this looming challenge to undertake, that the open world and the tasks within it are actually given their chance to shine.
More importantly, every element comes back together with the others at some point. By recruiting each expert, players unlock skills to purchase and items to craft. Unlocking new skill trees gives an incentive to travel the world and earn experience, and crafting gives a similar incentive to gather materials. The items and skills acquired then enable the player to tackle tougher challenger, until they are finally able to take down both rival tribes and end the game. Instead of fighting for the player's attention, each element of the game reinforces the desire and need for the player to engage with the other elements. This sense of design cohesion makes Far Cry: Primal a much stronger game than the previous two entries in the franchise.

The importance of all these elements coming together only occurred to me about 10 hours into my playthrough. At this point, I had finally worked up the courage to journey North and defeat the cannibal leader. That’s when I realized that this boss fight was the first genuine piece of main story content I had encountered since the beginning of the game.
If this was some other Ubisoft game, like Watch_Dogs, I would have been livid. Even though the side content exists for players to experience it, spending that much time without making forward progress would feel like a waste to me. That’s why in most of these open world games, I usually skip most of the side content, choosing to mainline the campaign. If I do optional objectives, it’s almost always in service of making my trek through the very next story beat easier, usually by revealing part of the map.
But I wasn’t angry. In fact, I looked back on those 8 or so hours of wandering Oros fondly. Everything I did felt like it had some purpose in preparing me for this, one of my 2 ultimate foes. And not only did I enjoy my time doing all of these tasks, but I was more engaged with them then I ever was in previous Ubisoft games. Before, I was actively avoiding the Shangri La hallucinations and stoner missions in Far Cry 4, or those accursed Eagle Feathers in Assassin’s Creed 2. Here, I was looking, actually looking, for animals to hunt, people to recruit, and things to do. This might not sounds like a big deal, but it’s more than I’ve gotten out most of the needless, pointless crap that litters so much square mileage of Far Cry: Primal’s ancestors.


I don't expect, or even necessarily desire, for Ubisoft to do what they did in Far Cry: Primal very often. Having an overarching story that frames the gameplay more than it stands out on its own works well in the context of primitive man fighting over resources in the Stone Age, but not so much other eras with more complicated themes and people. Having said that, Far Cry: Primal feels much more like a coherent whole than many other Ubisoft games. My final playtime was roughly 19.5 hours according to my save file, but that time was more fruitful and interesting than many of the 40-50 hours experiences I have had in the likes of Assassin's Creed, Watch_Dogs, and other Far Crys. Ironically, this caveman game is the most developed Ubisoft open world I've seen in a long time.

Sunday, June 7, 2015

#91: Bravely Default: A Critique of the Old

(Spoiler Alert: This article contains significant spoilers for Bravely Default's story.)
Last year, Square-Enix released a game which garnered much attention from JRPG fans. Taking inspiration from the Final Fantasy games from the NES/SNES-era, Bravely Default was seen as both a return to form for fans of those games and a breath of fresh air for others who are tired of more modern RPGs. Along those lines, the game's main quest is very similar to those from its spiritual predecessors, Final Fantasy 3 and 5 in particular. At the same time, significant late game reveals can be seen almost as a critique of those very same plots.

When it comes to plot twists, the context behind them is often crucial in analyzing how powerful they are. Therefore, it is necessary to explain the initial premise of the story before I can discuss it further. Set in the fictional world of Luxendarc, Bravely Default begins when a catastrophic event causes the village of Norende to be swallowed up in a giant hole. At the same time, the four crystals of Wind, Water, Fire, and Earth have their light snuffed out by a mysterious darkness. The sole survivor of the destruction by this Great Chasm, Tiz Arrior meets the priestess of the Wind Crystal, Agnes Oblige. Joined by two others, and guided by the cryst-fairy Airy, they embark on a quest to awaken the crystals and save the world from the encroaching darkness. Along the way, the forces of the Eternian Empire attempt to prevent them from completing their quest.

If you have played a JRPG in the past 20 or so years, this storyline is probably going to be very familiar to you. Bravely Default deliberately invokes these tropes knowing that any seasoned JRPG player is likely to just accept them wholesale, without a second thought. Of course the light from the four crystals will be enough to stop the darkness and close the Great Chasm. Of course there is an evil empire out to stop our heroes. Players wouldn’t expect any depth, nor would they go out of their way to seek it. Knowing this, Bravely Default cleverly subverts this basic plot with an interesting twist.

Once the final crystal has been awakened, Airy informs the party that a Holy Pillar has emerged, and that using its power should cleanse the world of all evil, including the Great Chasm. When the ritual is completed, however, the actual effect is far from what was anticipated. The party finds themselves in an alternate, parallel Luxendarc. While largely similar to the one they hail from, there are numerous small differences between the two worlds. Some individuals live in different areas, while others have depth to their character that was previous absent. Still more who previously had no relation with each other have suddenly become fast friends or bitter foes. Unfortunately, the Great Chasm is not one of those differences, as it still exists where the village of Norende once stood. The crystals in this new world have also been lost to darkness. Suggesting that something might have gone wrong at the Holy Pillar, Airy recommends trying again by awakening the crystals once more. The party agrees since they cannot think of another option.
Gradually, the characters begin to realize something isn't quite right. While they continuously awaken the crystals and active the Holy Pillar, the result is always the same. Once more they arrive at another parallel world and once more they embark on a brand new quest to save it. Through the many exchanges and battles between our heroes and the forces of the so-called evil Eterian Empire, it becomes clear that their journey is self-defeating.
This is where important facts are revealed that change the context behind the player's actions. The party was never saving the world. Airy was, in fact, tricking them into doing the exact opposite. "Awakening" the crystals overloaded them with so much energy that they were spiraling out of control. Appearing as a Holy Pillar, this excess power was constantly being harnessed by Airy to rip holes in the fabric of space-time. Each time, these holes took the form of Great Chasms where the village of Norende once stood. With enough Luxendarcs linked together, Airy could use them to summon her dark god, who wished to devour worlds for power.
While it seemed at first like the Eternian Empire was trying to stop the protagonists because they are the designated bad guys, the truth is that they were just to stop them from making a terrible mistake. Almost 2000 years before the events of the game, an Agnes from a different parallel world had warned them of what happened to her. Just like our heroes, her friends were tricked by Airy into awakening the crystals, and she had attacked them all once they outlived their usefulness. Her wounds fatal, that world’s Agnes had just enough time to enter the Holy Pillar and appear to warn a future world of their eventual fate. This story, passed down from one ruler to the next even since, had motivated the Empire’s current lord to marshal his forces against the current party. There was no evil plan here. Like our heroes, they only wanted to do what they could to save the world, only they actually had the correct information, researched and retold for centuries.

With this plot twist, Bravely Default makes two big critiques. The first of them is of the very JRPGs of which it takes inspiration. In those games, the heroes rarely ever questioned the morality of the quests they embarked on. Scarcely did they so much as take a minute to analyze a situation to see if acting would even be the right thing to do. Their heroism is born more of moral luck than any virtue they may have. When pressed into an uncomfortable or unfortunate situation, the first person they speak to just so happens to have the same noble goals, and sets them on the path to do right.
It is just as likely that the protagonists talk to an individual with less noble goals. Such a person could quite easily use the party's ignorance to further their own ends. In Bravely Default, our main cast has the best of intentions in attempting the close the Great Chasm and save the world. However, like those before them, they had failed to understand exactly what they were getting themselves into, granting Airy the opening she needs to use them as pawns. When the forces of the Eternian Empire attempt to convince the team that they are putting the world in danger, nothing short of direct violence can get through, and even that does nothing to assuage their stubborn determination. These same traits are innate to many JRPG leads, and Bravely Default shows just how easily they are manipulated.

The other critique is aimed directly at the player. Over the course of the story, said player can awaken the crystals and summon the Holy Pillar a total of five times, yet only the first of these five are required by the plot. At that point, if the player is observant enough, they can attempt to sabotage a crystal awakening ceremony and stop Airy's plans, triggering an alternate ending where the dark god was never summoned. The player is not given explicit knowledge of this until the third cycle, where the protagonists themselves start to doubt their appointed task. Pressing on despite this knowledge will allow Airy to succeed, forcing the party to fight her god themselves.
Because the main plot allows the player to stop Airy in the second cycle, but only informs them of this in the third, it is likely that most (including myself), will voluntarily aid Airy even when they don't have to. Like the lead characters, the player will not even question whether or not what they are doing is right, blindingly going wherever they are told. Games like Bioshock have made similar points in the past, but it is one worth reiterating.


While Bravely Default uses the same language as and draws from older JRPGs, it uses them in a way that is more self-aware. It is able to criticize its spiritual predecessors in a way that, while not unique, forces the audience to think more about what they are doing and why. That alone sets it apart from other games in its genre. I hope Bravely Second is just as introspective as this when it finally comes to the west.

Saturday, July 12, 2014

#72: Narrative Pacing: The Oddity of Games

It has been some time since I finished my adventures in the world of Dragon Age: Origins and its various DLC packs. To that end, I have been comparing my experiences with that game to others that I have played. What I was pondering through this introspection is the question of narrative pacing in the world of video games. As with most properties of storytelling, the general rules governing narrative pacing undergo changes when applied to this new realm of media. Since a lot of my problems in Dragon Age: Origins came from its pacing, and Awakening felt better because it improved said pacing, it would be pertinent to contemplate the topic in this week's post.

One of the things that stands out most to me with regards to video game pacing is how players are willing to wait a little longer for the plot to advance, in comparison to consumers of other media. In a book, if the plot was about solving a murder mystery, and then the author spent an entire chapter discussing the philosophical nature of crime scene investigation and criminology, people would wonder why that decision was made. While that information may certainly be tangentially related to the plot and interesting in and of itself, it would not be relevant to the mystery and the main plot of the book. Film also has this kind of problem. If a movie character in a spy movie was talking to another character, then some random bad guys step into the scene for the protagonist to beat up for five or ten minutes, followed by the protagonist resuming their conversation where they left off, the audience would be completely confused. They would think to themselves what the point of that detour was, why it took so long, and why it was not cut from the final product.
However, this is demonstrably not the case in video games. As players, we accept when a conversation in a video game is interrupted by an attack by random gang-bangers. In fact, that tends to be fairly normal as far as games are concerned. The reason is pretty obvious. People purchase video games so that they may play video games. It is okay for the story to briefly take the backseat, because more often than not it is not the reason players are sitting on their couch with a controller in hand. We can comfortably go dungeon crawling for about an hour or so without any advancement of the main plot until the end. The model of story->gameplay->story->gameplay has been a mainstay in gaming for as long as games began to focus on their narratives. Most other mediums would consider it weird for the plot to go so long without advancing in a meaningful way, but that is so common that it still remains a very ingrained model for game designers.

Less, but still fairly, common is when the story of a game takes a detour in order to prolong the length of a game and allow for more gameplay. These kinds of additions can be hit or miss, depending on their context. For example, Fort Frolic is one of the most loved segments of the original Bioshock game. In terms of the central conflict of Atlas vs. Andrew Ryan, nothing major is accomplished in Fort Frolic and the plot comes to an overall standstill. Having said that, both the environment Fort Frolic and the madness of its master, Sander Cohen, are so interesting that most players either would not notice or would not care. Though it adds nothing to the narrative, the game is richer for the existence of this content.
By contrast, The Fade in Dragon Age: Origins is one of the most reviled example of this going wrong, for good reason. While attempting to rescue the mages in the Circle Tower, the player party is ambushed by a Sloth Abomination and forced into a deep sleep. In the world of Dragon Age, a person's soul is in a spiritual realm called The Fade, home to both divine and demonic entities alike, when sleeping. This sets up a three hour segment where the protagonist needs to break out of The Fade, rescuing his/her other party members in the process. Like Fort Frolic, it does not serve any real purpose beyond adding length to the game. Unlike Fort Frolic, it is not interesting enough in its own right and drags too long to hold the attention of the player. Along with the Deep Roads, The Fade has a major negative impact on the pacing of the game. It is so reviled that there are mods whose sole purpose is to remove that one section from the game. Regardless of the rest of the game, the mere existence of this content does make Dragon Age: Origins lesser.

There is also the fact that gaming is a unique medium in that the skill of the player can also have a direct impact on the pacing. A skilled, or veteran player will have an easier time completing individual sections of a given game, resulting in an overall faster pace than a newcomer/novice player. Books and films have easier times in pacing themselves because they do not require such skill, thanks to their passive natures. The game has a tougher time because the mechanics need to be paced as much as the plot or any individual gameplay section needs to be. Even then, there always exists the possibility than a player will never finish a game because they just cannot complete a difficult mission. It is a unique challenge that I truly do not know how to overcome.

In the end, it is hard to determine if there is a specific pacing that can appeal to the most people. Like many things in life, it comes down to the individual to decide if a game's pacing is fit for them or not. Movies and books tend to have very specific formulas for the way they are paced, but that is something others have discussed before. Because each game is so radically different from the next, they call for different structures and styles. Each such structure requires its own unique pacing to best take advantage of that. I do not profess to have concrete answers as to how games should be paced or how developers should consider the type of game they are making when considering pacing. However, I do think it is an interesting question to ask after playing a game like Dragon Age: Origins.

Saturday, June 14, 2014

#71: Kingdom Hearts 2: Why Does It Irk Me?

(Warning: Kingdom Hearts 1 and Kingdom Hearts 2 spoilers are present.)
Kingdom Hearts 2 is to be re-released on the PlayStation 3, along with several other games in the franchise in Kingdom Hearts 2.5 Re: Mix. As a direct result of this, I have begun discussing the game with some friends of mine in anticipation. This can sometimes lead to conflict. You see, I am a huge fan of the Kingdom Hearts franchise. Despite that, I have very mixed opinions of Kingdom Hearts 2. Although I generally enjoyed the game, I also feel that it was where the series started to accumulate many of the problems commonly associated with the series. For this reason, I consider it to be one of the weaker games in the franchise. This is seen as strange to many fans of the series, perhaps rightfully so. However, I do have my reasons for thinking this.

My first such reason is the apparently lack of gravity in the world. To be clear, this is not referring to emotion gravity. Rather, I am referring to the physical force which pulls people downward. Kingdom Hearts 2 came out at a very interesting time in Square-Enix's history. This was the period when the company stared leaning towards the more “cinematic” approach to game design. Sometime during the production of Final Fantasy VII: Advent Children, SE began to try to make their games more movie-like. Though I can only speculate, this is what I suspect is behind the “Reaction Commands” present in the second entry of Kingdom Hearts. For the unaware, this was the system of contextual, God of War-style QTE prompts, all mapped to the triangle button. Often, these “Reactions” would result in bombastic and over-the-top action sequences in major boss battles.
This had two effects on the game's fundamental feeling. First, it reduced the level of interactivity inherent to the game. Instead of using the game's combat system to do battle, the game would occasionally make players take a break at certain points in a given boss fight in order keep pressing the triangle button so that a cutscene can play, transitioning to the next phase of the boss fight.
The second, and more important effect, is that it took away the weight the combat in the original Kingdom Hearts game had. This is one of those intangibles that crop up in game design. In the first game in the franchise, there was a very real sense of weight when fighting. Though players could stay in the air for fairly long, there was a sense that a force was always pulling them back to the ground. It felt like Sora and company were doing the fantastic things that they do despite being weighted down by the forces of nature.
Contrast that with Kingdom Hearts 2, and that sense is nearly gone. The QTEs, especially later in the game, have Sora and his friends no longer bound by the laws of reality. We see them cutting down skyscrapers in a single slash, punching boulders into enemies, and staying in the air for so long that they can practically fly. Rather than being bound by the forces of nature, they seem more like demi-gods, capable of feats far beyond anything that seems remotely plausible even in the context of a Disney/Final Fantasy crossover. Again, this is difficult to explain in words. It is far easier to just ask you to watch these clips of combat scenarios in each game, and compare how they feel. You can just sense how float-y and bombastic Kingdom Hearts 2 feels to its predecessor, removing the weight of its combat and world.

The other reason Kingdom Hearts 2 earns a fair degree of my ire is the writing. I know for a fact I am going to get a lot of grief for this: However, the second main game in the franchise is where, in my humble opinion, that the series began to develop many of the issues people typically associate with it. To fully understand this, I would like to once again return to the original Kingdom Hearts. Kingdom Hearts 1's story was, as befitting its Disney-inspired roots, a relatively simple tale of the struggle of light versus darkness. Villains in the story has relatively simple motivations, if they even have any motivations at all. The heroes are very clearly in the right when it comes to most situations. And at the end of the day, the bad guy is defeated and the world is saved thanks to the power of friendship. Cliche as it is, the story works for the most part. It is consistent in tone, fits well with the subject material and, most importantly, makes logical sense to players of the game.
Kingdom Hearts 2 does not always meet all of these conditions. The biggest hit that it took in the narrative department was in the introduction of far too many elements to the overall plot of the series. This game introduced the concept Nobodies, creatures composed of the body and soul of people who lost their hearts to darkness. To that end, the writers created a group called Organization XIII, which is a group of thirteen (or less) people who have lost their hearts and became Nobodies. Then, it introduced that these people, without hearts, cannot feel human emotion. At the same time, their behavior seems to indicate that they feel emotions, but the game says it is a crude facsimile of actual emotions. Further, we learn that the antagonist of the previous game was an impostor who took someone else's name and that his nobody is the leader of the organization. We also learn that there are special nobodies formed from special circumstances, that have special powers because of those circumstances.
None of this is particularly hard to explain one piece at a time. The difficult stems from having to store the gestalt of all this information in memory. So much stuff needs explaining that I usually defer friends who ask to the Kingdom Hearts Wiki. Later games would build on this database to the point where it is hard to talk about any one element of the franchise's overarching story without first going into at least ten different other concepts. Eschewing the Disney-inspired simplicity of the original title, this was the point where Kingdom Hearts began to favor the style of writing more associated with the Final Fantasy side of this crossover. The game simply bogged itself down too much in the details, losing part of what I found charming in the original game.

And in the bogging down lies a bit of irony. While the overarching story had a lot going on in Kingdom Hearts 2, the plots for the individual worlds were much lazier in their writing. Though there are one or two exceptions to this rule, by and large the story-line of a given world is ripped wholesale from the Disney film the world in based on. Only instead of just the hero of the film, it is the hero and three people (Sora, Donald, and Goofy). This results in narratives that really make the protagonists of them look dumb.
One of the most egregious examples of this comes from the Atlantica level, representing The Little Mermaid. In the first game, the story is much more about Sora, Donald, and Goofy trying to blend into the world under the sea. The three have to stay incognito so that they can find and seal the keyhole, saving Atlantica from impending doom. Characters from the Little Mermaid are true to their personalities in the film. However, the story is squarely written around Sora and company. In the end, they discover Ursula is planning to use King Triton's trident to take over Atlantica and stop her in order to gain the trust of the world's inhabitants, neatly resolving all the issues brought up in that scenario.
Fast forward to Kingdom Hearts 2, and Atlantica is again a world in the game. Rather than build off the relationships and aftermath of what happened in the first game, the writers decided to just retell the tale of The Little Mermaid, as seen in the Disney classic. (And yes, I am going to ignore the whole “musical level” element to this. It is annoying, but not important to my overall point.) Despite establishing that Ursula is an evil villain in the first game, Ariel still blindly accepts her offer for help, as she did in the movie, without even thinking for a moment about the consequences. This might make sense if they had pretended that Sora never visited Atlantica in the original Kingdom Hearts. However, when the player first arrives, the initial cutscene acknowledges the friendship Ariel forged with Sora in Kingdom Hearts 1. Nobody even calls her out on her blatant stupidity. Beyond sheer laziness on the part of the scenario designers, there is not much of an excuse for this in a game that took five years to develop in the PS2-era.


Ultimately, all this together leads me to appreciate the original game more than Kingdom Hearts 2. Before I wrap up, I want to point out that none of this makes Kingdom Hearts 2 a bad game. It is a very solid action-RPG that I would wholehearted recommend. It is good even by the standards set by other games in the series. It is simply that I feel it began this trend in the franchise that I do not like. That is why I wrote this article and why, despite my liking the game, I cannot help but be bothered by it.