Saturday, March 24, 2012

Kingdom Hearts 10th Anniversary Reviews: Kingdom Hearts II

-------My Rating System-------

A(-)(+) A top notch experience all the way through. It may not necessarily be perfect, but whatever flaws it does have won’t take you out of it or make it any less worth your time. (Super Mario Galaxy 1 and 2)

B(-)(+) A very fun experience bogged down by some significant problems, whether they’re related to the story, gameplay, or both. However, it’s still a good or even great game and worth the price of admission. (Kingdom Hearts: Recoded)

C(-)(+) A mixed bag. Generally fun to some extent and may shine in some areas, but is either too flawed to fully recommend or far too short for its price. Conisder it for a reduced price, at least if you’re a fan of its genre. (Rayman 3D)

D(-)(+) Subpar. It may not be terrible, but it is severely flawed and whatever it does well ultimately fails to save it. Even if you’re a fan of the genre, this is barely a bargain bin purchase. (Sonic Heroes)

F Insipid, disgusting, despicable, and insufferable. It is a scar on the face of human accomplishments that time shall never heal. The best thing we can do is avoid playing it at all costs. It is the only way to prevent its parasitic disease of awfulness from spreading. (Shadow the Hedgehog)

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And so the Kingdom Hearts 10th Anniversary extravaganza continues. Today, we will be covering the second main installment and third game overall: Kingdom Hearts II. Ah, yes, I have particular memories associated with this game, especially leading up to the release. See, back in 2003, I didn’t frequent the Internet and thus wasn’t immediately aware of what games were coming out and when. Thus, I had my mind thoroughly blown one morning when my father awoke me to watch an episode of X-Play that he had taped that showed a trailer for Kingdom Hearts II – this one, actually. I couldn’t believe my eyes – suddenly, I was seeing a new, awesome-looking city. There were new characters, including a spiky-haired dude with two Keyblades – I swear, I couldn’t get over that – as well as another spiky-haired dude with two chakras who appeared to be battling the other spiky-haired dude. There were also numerous black-cloaked folks, a weird masked dude, stretchy white guys that I was pretty sure weren’t Heartless (which Mickey Mouse awesomely annihilated) and an amazing-looking new boss. The game looked like something out of a dream to my 7-year-old eyes. It was strange and, well, awesome to see that all of these new characters and enemies would be showing up in the sequel to what was then one of my favorite games of all time. I was overcome with excitement as well as immense curiosity as to what role they would play in the storyline of this new game…that wouldn’t be coming out until 2005. Oh, excuse Square, they meant 2006. Being the impatient little brat I was, I was filled with rage alongside hype until I finally got the game as a late present for my tenth birthday. Fortunately, it lived up to my expectations and became one of my favorite games.

Here’s why it’s still one of them.

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(The below paragraph will contain spoilers for Chain of Memories.)

In Kingdom Hearts II, you begin not with Sora as you would expect, but with a new character named Roxas – he’s the guy with two Keyblades that I mentioned in the introduction. He’s just a normal teenager hanging out with his friends and trying to enjoy the last week of summer vacation, but unfortunately, things aren’t exactly going in his favor. He has dreams every night about Sora. He also seems to be the focus of a group of strange, white creatures who have started showing up regularly, a black-cloaked man named Axel and a girl named Namine, both returning characters from Chain of Memories. Roxas actually learns from Namine that these dreams are Sora’s memories, which Namine has had to put back to normal after changing them in Chain of Memories. This process has affected Roxas since he is actually a part of Sora and must rejoin with him so that he can become whole. This soon comes to pass and Sora wakes up to begin a new adventure. And this time, he’s not just going up against Heartless; there are now new enemies popping up known as “Nobodies”, which are the body and soul of one who has lost his/her heart. The lesser ones are commanded by the main villains, Organization XIII, many members of which actually appeared in Chain of Memories. On their way to strike down the Organization, Sora and friends find themselves once again caught up in the affairs of the various Disney worlds. Easily sidetracked, aren’t ya, Sora?

As usual, the storyline is fantastic. You’ll probably notice that Kingdom Hearts II is where the series’ continuity began to get quite convoluted, which some people don’t exactly care for. Personally, though, I actually appreciate the added complexity, finding that it makes the plot a lot more interesting, and everything else shines as well. The voice acting is superb and the characters are all really likable. This includes the new character Roxas, whose story is actually quite tragic and sad, and Axel is developed a lot more than he was in Chain of Memories, too. Oh, and the Organization are just as awesome as they were in Chain of Memories – even moreso, I’d say, if only for the fact that this game tells us exactly what they are and what they’re after. The writing does have a few more slip-ups than the original game, but not to the point that it’s worthy of complaint. Actually, for the most part, I found the writing rather good.


Aesthetically, Kingdom Hearts II fares pretty well. Graphically, it looks quite a bit better than its predecessor. Character models look smoother and the game makes use of more complex facial animations much more often than the first Kingdom Hearts. Simpler animations are still used, but mostly for side characters or for scenes where a character is far away from the screen. Environments also look better, and the soundtrack, once again composed by Yoko Shimomura with the vocal theme done by Utada Hikaru, is completely excellent. No more needs to be said.

So, with all that out of the way, let’s get into the gameplay. As in the first Kingdom Hearts, you’ll be spending most of the game exploring the Disney worlds and battling enemies with some rail-shooting segments on the side. We’ve got quite the variety of movies represented this time around, with some worlds returning and some being all-new. It is worth noting that, while some worlds do return, the experience will still be different as the layout is completely changed aside from a few landmarks, which is nice, and the storylines for the returning worlds generally follow the plots of the movies a bit more closely if they didn’t before. Anyway, returning, we have the worlds based on Aladdin, The Little Mermaid, The Nightmare before Christmas, Winnie the Pooh and Hercules – which is a good movie and I don’t care what any of you say. As for the new ones, we have Mulan (a personal favorite), Beauty and the Beast, Pirates of the Caribbean, Tron, and one of the most beloved of all, The Lion King. So yeah, be prepared. (Aren’t I so clever?)

Many of these worlds have little aspects that set them apart. Much of Mulan’s world, for instance, has you playing through missions in which you must keep the Morale gauge from fully dropping by picking up orbs dropped by enemies. The world based on Hercules once again features fighting tournaments – which are awesome – and the world based on The Lion King actually features Sora transforming into a lion himself, which completely changes his moveset. The Winnie the Pooh world, just like in the original game, is a kind of mediocre (and thankfully optional) mini-game world, and then we have the world based on The Little Mermaid. If you read my review of Kingdom Hearts I, you’ll know that I wasn’t quite fond of this world, to say the least. Well, in Kingdom Hearts II, it is…a rhythm game. Yes, in this world, there’s going to be a musical, and as such, you’re going to be playing music mini-games. I…never really cared too much for the songs of the movie myself – well, to be honest, I’m not much of a fan of Disney music in general, but that’s just me – and the songs they made for the game are just awful. I mean, “A musical for everyone to have a lot of finny fun”? Really? Not to mention that I can’t at all see how it fits into the storyline. “Hey guys! Let’s put saving the universe on hold to SING!” But eh, I guess the gameplay style is pretty inoffensive, and hey, it’s optional, so there’s really no reason to complain. It’s worth noting, by the way, that you will be going to each of the Disney worlds a second time. Each time, it continues the story that began in your last visit, and – I’m not kidding – it’s always at least twice as engaging as whatever direct-to-video cash-in that Disney threw together themselves.



Square: A black-cloaked guy with a cool name attempts to enrage the Beast so that he will turn into a Heartless.
Disney: Christmas and a villainous CGI pipe organ played by Tim Curry.


Square: Scar's ghost haunts the Pride Lands and Simba doubts himself as a king. Naturally leads to character development.
Disney: Romeo and Juliet. With lions.

Square: Jafar returns and Iago becomes a good guy.
Disney: Same as above, but with terrible writing, horrid animation and singing from Gilbert Gottfried.
As for how the game plays, it places the focus almost entirely on combat, unlike the first game. Platforming elements and exploration are still there, but aren’t nearly as emphasized. However, that’s not necessarily a bad thing, because the combat of Kingdom Hearts II is an absolute blast. It was already fun in the first game, but Kingdom Hearts II not only refines it, but makes it flashier, faster and a crapload more satisfying. Sora has become much more skillful with the Keyblade since the original game, giving him access to a ridiculous array of powerful Abilities as he levels up that are incredibly fun and satisfying to use, and combat in general is a lot faster and more fluid than before. While, again, it may come off as button mashing, it still isn’t shallow. You still have magic spells that you can use, and being limited in your Ability Points and the amount of items you can have equipped at once still add elements of customization and strategy. Oh yeah, and then there are the Reaction Commands. See, every now and then, you will be prompted to press the triangle button, which causes Sora to perform an action that may attack or daze an enemy or even let him use that enemy as a weapon. It works really well and it’s just another thing that makes combat that much more fun.


Oh, yes, and then there are the amazing Drive Forms. These actually gained a lot of prominence before the game’s release and for good reason: they are freaking awesome. Excuse me for regressing to a ten-year-old boy, but two out of those three Drive Forms let you use two Keyblades. At once. Mother of all that is good and holy, that’s awesome. Anyway, so aside from that, what are the benefits of these Drive Forms, you may be asking. Well, it sort of depends on which one you’re using. In Valor Form, Sora’s physical attacks become much stronger and much faster and he also gains a higher jump and some awesome finishers. However, this comes at the expense of being unable to use magic. Wisdom Form actually allows you to use the Keyblade as a gun, which is a bit weaker but allows you to use long-ranged attacks, and magic is much more powerful in this form. Master Form is the best one and you probably won’t use either of the others once you get it. It’s kind of like both forms combined, except better than both of them. Oh, and in Master Form, you can create a tornado that sucks nearby enemies in and causes them to take damage until they are finally thrown out and inevitably killed. The Drive Forms actually level up the more you use them, and some of the level-up bonuses are abilities that can be used to enhance Sora’s base form as well. Don’t expect to be able to use Drives all the time, though; the Drive gauge will constantly deplete as you use them and you will need at least three full bars of it to use Valor or Wisdom Form and four to use Master, so it’s not a game breaker. Regardless, the Drive Forms are a very fun addition to combat. Other additions to combat include a changed-up system for summoning as well as devastating Limit Breaks that consume all of Sora’s MP. I tend not to make much use of these, so I can’t really go in-depth on them, but I will say that they’re nice additions that some people may find worthwhile.

Oh, yes, one more thing: the rail-shooting Gummi Ship segments have been thoroughly improved since the last game. You are given a wider variety of weapons, they're faster-paced, there's more going on, and they're actually challenging this time around. Gummi Ship courses also offer extra missions now, and you can customize or even build your own Gummi Ship just like before. I still wouldn't quite say it's anything amazing, but it's pretty nice.

Kingdom Hearts II only has one problem, and that is the boss design. The first game’s bosses were actually really fun and even pretty challenging, but in this game, I couldn’t help but feel like most of them were pretty easy or even lackluster. The biggest offender, I’d say, is the battle with Jafar. For most of the battle, he just sits in one place and lets you bash on his head with some occasional weak or easy-to-avoid attacks. There are definitely some thoroughly enjoyable exceptions – I swear, the final boss of this game has to be one of the best ever – but, in general, I couldn’t help but find boss design to be a bit lacking.

The Good:

+ Fantastic storyline
+ Excellent voice acting
+ Awesome soundtrack
+ Several new worlds
+ Decent gameplay variety
+ Combat is amazingly fun
+ Drive Forms are a great addition
+ Gummi Ship has been improved a lot

The Bad:

- Boss design is generally a bit lacking

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Playing through Kingdom Hearts II again was a really fantastic experience. I’d honestly say that the game is almost perfect. It’s an absolutely excellent game that I would wholeheartedly recommend to anyone who enjoys RPG’s. Even if you’re not much of a Disney or Final Fantasy guy, there is a lot to love in this game. The next Kingdom Hearts game on the list is the first DS installment, 358/2 Days. See ya.


Grade: A

Wednesday, March 14, 2012

Super Mario 3D Land Review

-------My Rating System-------

A(-)(+) A top notch experience all the way through. It may not necessarily be perfect, but whatever flaws it does have won’t take you out of it or make it any less worth your time. (Super Mario Galaxy 1 and 2)

B(-)(+) A very fun experience bogged down by some significant problems, whether they’re related to the story, gameplay, or both. However, it’s still a good or even great game and worth the price of admission. (Kingdom Hearts: Recoded)

C(-)(+) A mixed bag. Generally fun to some extent and may shine in some areas, but is either too flawed to fully recommend or far too short for its price. Conisder it for a reduced price, at least if you’re a fan of its genre. (Rayman 3D)

D(-)(+) Subpar. It may not be terrible, but it is severely flawed and whatever it does well ultimately fails to save it. Even if you’re a fan of the genre, this is barely a bargain bin purchase. (Sonic Heroes)

F Insipid, disgusting, despicable, and insufferable. It is a scar on the face of human accomplishments that time shall never heal. The best thing we can do is avoid playing it at all costs. It is the only way to prevent its parasitic disease of awfulness from spreading. (Shadow the Hedgehog)


---------------------------------------------


I’m already almost finished with Kingdom Hearts II, and I didn’t want to review three games belonging to the same series in a row. So, to mix things up a bit, I decided that for my next review after Re:CoM, I would focus my attention on this gem that hit the 3DS last November: Super Mario 3D Land. The Mario name is basically synonymous with quality, with some of the greatest platformers of all time falling under it. In fact, 2010’s Super Mario Galaxy 2, Mario’s most recent console endeavor, is a game that I would quickly call one of my absolute favorites. So does Super Mario 3D Land, the plumber’s latest handheld adventure, live up to that standard of quality, you may be wondering.

Do you really need to ask?

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Do we even need to go over the plot? It’s the same one we’ve known and grown to find so endearing over the years: Bowser kidnaps Princess Peach, Mario beats Bowser and saves Princess Peach, and they all live happily ever after until Bowser inevitably captures Princess Peach again. You’ve gotta wonder why they don’t just tighten up security…

Visually, Mario 3D Land is highly impressive. It makes fantastic use of the 3-D effect. The 3-D not only adds visual depth to the environments, but also aids in platforming, making it much easier to judge distances and see the exact positions of objects on screen. The environments themselves are just as colorful and surreal as we’ve come to expect and they’re a joy to look at in 3-D. The music is also exactly what you would expect: bright, cheery tunes and remixes of that same classic theme that will never get old. Not much more to say, really.

Well, now, it’s time to discuss gameplay. What’s really interesting about Mario 3D Land is that even though it offers a three-dimensional playing field, it plays and feels just like a classic 2-D Mario game. Rather than having a life meter, Mario once again shrinks down to size when hit and one more hit will kill him. The game has a run button like in the classics, and power-ups also work the same way that they did in the old games. They function as an extra hit point as well as giving Mario a new ability. And speaking of power-ups, the tanuki suit returns, as advertised, allowing Mario to hover in the air for a short time and do a tail attack. There is also a new power-up: the Boomerang Suit, which, well…allows Mario to throw boomerangs. It’s pretty useful not only for defeating enemies but for collecting coins and Star Medals, which are collectibles that open up extra levels. In addition, the propeller block returns from New Super Mario Bros. Wii, launching Mario up into the air a short distance and allowing him to slowly descend.

The style of level design in Mario 3D Land is also reminiscent of the classics, being a lot simpler and more compact than that of its console-based older brothers. However, that’s not necessarily a bad thing. While the level designs are simple and compact, the creativity and wackiness of the Galaxy titles are still here in spades with the simplicity (alongside the other classic elements of the game) serving to add a sort of “back to basics” feel to it. The level designs are overall just as creative, diverse, and most importantly, fun as we have come to expect from the series and are the main reason why it’s such an amazing game. The levels are ridiculously enjoyable to play, and that’s not even going into all of the secrets they hold. Amazing stuff.

Now, it is worth noting that the main mode of Super Mario 3D Land is pretty short. It will likely take about two days to complete at best. However, upon completing the main story, you will actually unlock an extra set of eight worlds called Special Worlds. These worlds are mostly remixes of the previous levels that focus on a certain gimmick or make you complete it in a short amount of time, although there are a few all-new levels. There are also several levels in which you are chased by a shadow version of Mario that copies all of your actions, and you’ll take damage if it catches up to you. A lot of the levels of the Special Worlds are actually really difficult, especially toward the end, and playing through them will add a lot of longevity to the experience and ensure that the game will be well worth the price.

There is only one problem I have with Super Mario 3D Land: the lack of boss variety. I don’t mind this much with Bowser himself since, well, fights against him tend to play out similarly each time no matter what game you’re playing. My problem lies with the mini-bosses. There are only two different mini-bosses: a Koopa that spins around like a top and a Koopa that attacks you with her boomerang. Things really don’t change much between fights and they’re really easy to defeat besides. Sometimes the arena will be different, but that generally doesn’t do much to make things more difficult. At least with Bowser, it gets significantly harder each time you fight him. It’s not a severe problem, but it is there.

The Good:

+ Great visuals
+ 3D effect works great
+ Classic elements work for it
+ Level designs are brilliant
+ Plenty of secrets
+ Special Worlds add longevity to the game

The Bad:

- Mini-bosses are too easy and fought the same way each time

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After all is said and done, Super Mario 3D Land is yet another masterpiece starring the fat, red-and-blue-clad plumber. It’s pure platforming joy throughout its entire duration and I would actually call it one of my favorite Mario games. It’s easily the best game on 3DS right now and I would even say it’s the main reason to own one at the moment. It’s absolute bliss and I highly recommend. With all that said, see ya later.


Grade: A

Thursday, March 8, 2012

Kingdom Hearts 10th Anniversary Reviews: Re:Chain of Memories

-------My Rating System-------


A(-)(+) A top notch experience all the way through. It may not necessarily be perfect, but whatever flaws it does have won’t take you out of it or make it any less worth your time. (Super Mario Galaxy 1 and 2)


B(-)(+) A very fun experience bogged down by some significant problems, whether they’re related to the story, gameplay, or both. However, it’s still a good or even great game and worth the price of admission. (Kingdom Hearts: Recoded)


C(-)(+) A mixed bag. Generally fun to some extent and may shine in some areas, but is either too flawed to fully recommend or far too short for its price. Conisder it for a reduced price, at least if you’re a fan of its genre. (Rayman 3D)


D(-)(+) Subpar. It may not be terrible, but it is severely flawed and whatever it does well ultimately fails to save it. Even if you’re a fan of the genre, this is barely a bargain bin purchase. (Sonic Heroes)


F Insipid, disgusting, despicable, and insufferable. It is a scar on the face of human accomplishments that time shall never heal. The best thing we can do is avoid playing it at all costs. It is the only way to prevent its parasitic disease of awfulness from spreading. (Shadow the Hedgehog)


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And so our excursion through the Kingdom Hearts franchise continues. Today, we’ll be looking at the second installment in the series, Kingdom Hearts: Chain of Memories – or rather, its remake for the PS2, titled Re:Chain of Memories. Chain of Memories was originally released in 2004 for the Game Boy Advance as the first side game in the series, its storyline bridging the gap between Kingdom Hearts and the then-upcoming Kingdom Hearts II. However, in 2007, Square released a deluxe version of Kingdom Hearts II known as Final Mix+, which was bundled with a 3-D remake of this game complete with fully-voiced cutscenes as well as new cutscenes and boss fights. This remake was released as a standalone title in America a year later. It’s the definitive version of the game and thus the only one anyone should play, so I figured I would review it instead of the original.

Anyway, (Re:)Chain of Memories is viewed as the black sheep of the franchise for a few reasons. Most notably, it changes the combat gameplay completely as well as how you progress through the Disney worlds. However, it is a very important title to the franchise. It is at this point where the series started becoming much more than a crossover and began fleshing its own universe out more and more, introducing a group of mysterious villains whose origins and ultimate goals we wouldn’t understand until the next game. Many events of this game will also end up being fairly important to the series continuity, particularly where Kingdom Hearts II is concerned. So, with all that said, let’s dive in.

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(The below paragraph will contain spoilers for the original Kingdom Hearts.)

Re:Chain of Memories takes place directly where the original left off. Sora, Donald and Goofy are still on the search for Riku and King Mickey, who had to be left behind when the Door to Darkness was closed. One night, Sora wakes up to find a mysterious figure in a black cloak prowling around who tells him that something he needs lies ahead, but he’ll have to lose something he holds dear to claim it. He follows the figure to Castle Oblivion, where the gang is convinced that they’ll find their friends. In Castle Oblivion, everything is governed by cards, from battling to progressing through the place. The castle itself actually uses Sora’s memories to recreate the areas he’s visited and the people he’s met. However, as the group progresses through the castle, they realize that they’re also losing memories bit by bit. As he forgets other things, Sora also starts gaining more and more memories of a blonde-haired girl he believed he used to hang out with on his island alongside Riku and Kairi before she suddenly left. All the while, they tangle with a mysterious group of black-cloaked villains calling themselves the “Organization”, whose intentions are unclear. Riku actually gets his own playable storyline as well, which you unlock after completing Sora’s, though giving details to that may spoil some elements of Sora’s storyline.

The storyline is…the main reason why you should play this game. Not just because it will help you understand Kingdom Hearts II’s plot, but because it is simply fantastic. For one thing, the villains are awesome. They’re mysterious, they’re cool, they have awesome weapons and they find fresh new ways to make you love to hate them all the time. The main characters are strong, as usual, and the pacing is perfect; each cutscene serves to advance to the main plot in some way. The main plot, as a whole, is really interesting and engaging, and there are some really nice plot twists as well. Overall, it can’t be described any other way than brilliant.

Of course, that’s not to say that everything is quite perfect on the story front either. All of the cutscenes are pre-rendered, meaning that unlike in most other installments in the series, lip movements are synced to the Japanese voice track rather than the English one. The voice acting takes a bit of a hit because of it. While the cast is still strong, characters often randomly pause during dialogue and line delivery sometimes feels a little out of place in the context of the scene. I also couldn’t help but feel like Haley Joel Osment wasn’t putting as much effort into his performance as in previous games and Donald’s pronunciation was weirdly awkward – even moreso than usual. Re:Chain of Memories also suffers from what I like to call “Final Fantasy X syndrome” – that is, the storyline is great, but the script is quite the opposite. It’s really unfortunate, because the previous installment (chronologically, anyway) averted it pretty well. To be fair, as far as Sora’s storyline is concerned, it’s a fairly mild case. The writing is inoffensive most of the time, but dialogue at some points made the main cast come off as idiots and I couldn’t help but feel like a several lines, while not cringe worthy, were a little cheesy. Things do get quite a bit worse in Riku’s storyline. The Kingdom Hearts series is already kind of known for its love of the word “darkness”, but Riku’s storyline takes it way too far even by the series standards. “Darkness” suddenly becomes everyone’s favorite word, and they just don’t shut up about it. It gets…kind of annoying, to say the least. And apparently, Riku can literally smell darkness and actually comments on the scent of every character he meets. I…really couldn’t get over this. I mean, what? Well, anyway, let’s move on, shall we?


The gameplay of Re:Chain of Memories is completely different from that of any other installment in the franchise – well, except for the original GBA verison of the game, of course. This different gameplay style has, of course, led to mixed reactions from fans. Personally, I find the gameplay of Re:Chain of Memories pretty solid and unique, though it isn’t quite as fun as the normal Kingdom Hearts gameplay. Let’s start with world navigation. In Re:Chain of Memories, you’re going to be revisiting all of the same worlds from the first game. No, you won’t see any brand-new Disney worlds here, but reusing the old ones does work for the plot and there is a twist. Rather than progressing from room to room like you would in any other game in the series, you actually create the rooms yourself...well, sort of. Separating you from the other rooms are doors which require a Map Card – which you will get by winning battles – with a certain number on it to open. The type of a map card you use directly affects the layout. The size of a room, the number of Heartless you find in it and even the types of Heartless you find in it are all dictated by what map card you used, though what you will find in a given room will also be affected by what world you’re in. It’s also by using map cards that you will find save points and Moogle shops. Some map cards even affect other things. In a Stagnant Space room, for instance, all Heartless will move slowly, which allows you to avoid battles more easily. It’s very unique and does add a new element of strategy to the game; however, there is a flaw here: none of the rooms are terribly interesting. There are just some Heartless to battle and some things to hit or jump on for money, health and the occasional card. There really isn’t much substantial exploration to be found in this game, which, when compared to the first Kingdom Hearts, does prove a bit disappointing.

Then there’s the card-based battle system, which is probably the most polarizing aspect of the game. It’s a real-time battle system where every action you and your enemies take requires a card to use. You have attack cards, magic cards, and item cards. There are also enemy cards, which give you attributes such as a wider attack range or making certain cards unbreakable. There are also friend cards that allow you to summon Donald, Goofy, or another Disney character, which will randomly appear during battle. Each card has a number on it, which affects what will happen if you use a card at the same time an enemy does. If the value of your card is higher than that of the enemy’s, the enemy’s card will be broken and it will be stunned, and vice versa if the value of your card is lower. If the value of both cards is the same, nothing will happen – unless you’re playing Riku’s storyline, that is, but I’ll get to that later. Cards numbered “0” work differently. They can break any card, but can be broken just as quickly by any card of a higher value. You can also stock up to three cards by pressing the triangle button, and the value of your attack at that point is the combined values of the three cards you used, making it very hard to break. Stocking cards of certain values or types is also how you will use special moves such as the Blitz or Strike Raid. Cards can be reloaded, but if you stocked cards, the first one you stocked will always be gone for good. You can customize your deck of cards through the menu using whatever cards you’ve found or bought at Moogle shops. However, putting a card in your deck will cost Card Points, of which you have a certain number, and the cost of putting a card in your deck varies. You can raise your Card Points when you level up.

Well, let’s weigh the pros and cons here, starting with the pros. Aside from just being really unique and creative, it’s very strategic. You have to think about what cards to use and when, as well as when to stock cards and even what order cards should be stocked in. You also have to think when building a deck about exactly what cards will be useful for your situation. Building a deck also adds a very substantial element of character customization to the mix. However, while all this is great, it comes at the expense of being a lot more limiting than the usual battle system. Your combo can only have up to three hits and you can’t upgrade it, and the limitations on building your deck essentially means you can only have a limited number of moves before you have to reload, which will take longer each time you do it. Using special moves isn’t simply a matter of having enough magic power; you have to have the right cards on hand and, as said before, the first card you stocked to use that move is gone for good, and you can’t use it for anything else unless you happen to have a Hi-Potion or Mega-Potion card on hand – and those cost a lot of CP. And generally, the battle system is much slower-paced than that of Kingdom Hearts I and II and battles tend to take a little longer to finish. So, while it is fun enough, it’s not quite as much fun as the original battle system. I’d say that the times I most enjoyed it were during the battles with the Organization members. I always felt like I was facing off with my equal (on Proud Mode, anyway), which made it that much more satisfying to win. That is some dang good AI.

When playing as Riku, things are a bit different. By breaking cards, you gain points. If you gain enough of points, Riku can go into Dark Mode, during whichhis attacks become much faster and more powerful. Each world also gives you a preset deck of cards of varying values that you can’t change. However, you can use this to your advantage. If you use a card of the same value as an enemy, you will get into a card battle, at which point you have to break several of an enemy’s cards within a certain time limit. If you successfully do so, then you can use a devastating special move. Reloading Riku’s cards is also much faster than reloading Sora’s; just press “X” when you run out and you will get all of your cards back. Essentially, Riku’s story is a mode you can just breeze through after playing through the game normally as Sora, and you feel totally awesome doing it. However, don’t think that Riku’s storyline removes any semblance of challenge. Having cards of random values puts you in as much danger of having your cards broken as your enemies, and getting your cards broken will actually cause you to lose points. In addition, during card battles, you will be required to use your strongest cards to break the enemy’s and reloading can still waste a lot of time. If you aren’t able to break all of an enemy’s cards before time runs out, you will be stunned for quite a while. Whatever the case, I did enjoy playing as Riku more than I did playing as Sora.

In terms of aesthetics, Re:Chain of Memories fares reasonably well. During normal gameplay, it looks…alright. The worlds are pretty bland, I have to say. Most of the character models are also reused from the original Kingdom Hearts, perhaps touched up a bit, but they still look pretty nice. The cutscenes fare a lot better. The facial animations on display here are some of the best you will see in the series and the cutscenes overall look more cinematic than ever before. It is worth noting, though, that Re:CoM’s cutscenes are pre-rendered rather than in-engine like those of Kingdom Hearts I and II. The music is…mostly exactly the same as that of the first Kingdom Hearts with only a few original tracks. The original tracks are pretty great, though. While the new boss theme is pretty unremarkable, the themes for the final three areas are all very nice, and the Organization battle theme? Heck, when I played the GBA version as a kid, I actually got excited to fight the Organization members just because of that theme.

The Good:

+ Fantastic storyline
+ Two playable story modes
+ Map synthesis is unique
+ New music tracks are great
+ Cutscenes look very nice
+ Card-based battle system is unique and strategic…

The Bad:

- …Though at the same time more limiting and slower-paced
- Writing can get pretty mediocre
- Voice acting, while decent, doesn't live up to the series standard
- Areas aren't very interesting

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In the end, while it’s not up there with the series’ best, Re:Chain of Memories is a very good game. You should play it because of the storyline, if nothing else, and the gameplay is still fun. You probably won’t be rushing back to play this one, but it’s still worth a shot. Next time we play Kingdom Hearts, we’ll be looking at Kingdom Hearts II. See ya then.


Grade: B