Kingdom Hearts II
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The North American cover pictures the main characters of the game, including Sora, Donald Duck, and Goofy. |
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Developer(s) | Square Enix |
Publisher(s) | Square Enix Buena Vista Games |
Designer(s) | Tetsuya Nomura |
Writer(s) | Kazushige Nojima |
Composer(s) | Yoko Shimomura |
Series | Kingdom Hearts |
Aspect ratio | 480i (SDTV) |
Platform(s) | PlayStation 2 |
Release date(s) | Kingdom Hearts II JP December 22, 2005 NA March 28, 2006 AUS September 28, 2006 EU September 29, 2006 Kingdom Hearts II: Final Mix+ INT March 29, 2007 |
Genre(s) | Action role-playing game |
Mode(s) | Single-player |
Rating(s) | CERO: A ESRB: E10+ OFLC: PG PEGI: 12+ |
Media | 1 DVD-ROM |
Input methods | DualShock 2 |
Kingdom Hearts II (キングダムハーツII Kingudamu Hātsu II?) is an action role-playing game developed by Square Enix and published by Buena Vista Games (now Disney Interactive Studios) and Square Enix in 2005 for the Sony PlayStation 2 video game console. The video game is a sequel to the 2001 Disney Interactive and Square collaboration, Kingdom Hearts, which combined Disney and Square elements into an action role-playing game. The game's popularity has resulted in a novel and manga series based upon it and an international version called Kingdom Hearts II Final Mix, released in March 2007.
Kingdom Hearts II is the third game in the Kingdom Hearts series. It picks up one year after the events of Kingdom Hearts: Chain of Memories.[1] Sora, the protagonist of the first two games, returns to search for his lost friends.[2] Like the previous installments, this game features a large cast of characters from Disney films and Final Fantasy games. Organization XIII, a group introduced in Chain of Memories, also reappears to impede Sora's progress.
The game was well-received, earning year-end awards from numerous video gaming websites. In Japan, it shipped more than one million copies within a week of its release. One month after its North American release, it had sold over one million copies and was the second best-selling game of 2006.[3] As of December 2006, Kingdom Hearts II had shipped more than 3.5 million copies worldwide.
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The gameplay of Kingdom Hearts II is similar to that of Kingdom Hearts, though developers made an effort to address complaints with the previous game.[4][5] The player directly controls Sora from a third person camera angle,[6] though first person perspective is available. Most of the gameplay occurs on interconnected field maps where battles take place. The game is driven by a linear progression from one story event to the next, usually told in the form of a cut scene, though there are numerous side-quests available that provide bonuses to the characters.
Like many traditional role-playing games, Kingdom Hearts II features an experience point system which determines character development.[7] As enemies are defeated, the player gains experience which culminates in a "level up", in which the playable characters grow stronger and gain access to new abilities.[8] As in the first game, Kingdom Hearts II allows a certain degree of character customization through a short tutorial found at the beginning of the game.
Combat in Kingdom Hearts II is in real-time and involves button presses which initiate attacks by the on-screen character. A role-playing game menu, similar to those found in Final Fantasy games, at the bottom left of the screen provides other combat options such as using magic, summoning beings to assist in battle, or executing combination attacks with other party members.[8] A new feature is the "Reaction Command", special enemy-specific attacks that are triggered when the player presses the triangle button at the correct time during battle.[9] Reaction Commands can be used to defeat regular enemies or avoid damage, and are sometimes necessary to complete a boss battle.[7] In addition to the main character, two party members are usually present who also participate in combat.[4] Although these characters are computer-controlled, the player is allowed to customize their behavior to a certain extent through the menu screen, such as attacking the same enemy Sora targets.
In response to criticism, the "Gummi Ship" feature of the first game was re-imagined to be "more enjoyable". Although retaining its basic purpose of travel, the previous system was completely redone to resemble a combination of rail shooter and "Disney theme park ride".[5] In the world map, the player must now control the Gummi Ship from a top-down view and fly to the world the player wishes to enter. Worlds are no longer open from the beginning—the player must unlock the routes to them by entering a new level, controlling the ship from a third-person point of view, and battling enemy ships.[8] After the route is unlocked, travel to the world is unimpeded, unless it becomes blocked through a plot event.
One of the new features is a meter known as the "Drive Gauge". The Drive Gauge serves two functions: to transform into a "Drive Form" or to summon a special character. While in Drive Form, Sora bonds with party members to become more powerful and acquire different attributes;[10] some Forms also allow the use of two Keyblades. While in a Drive Form, Sora's combat statistics are heightened, though one Form (Wisdom) reduces certain statistics. Drive Forms also give Sora new abilities that can be used outside of battle. At first, his Drive Forms only combine power with one party member, but as he gains new ones, he can bond with both party members. When allies are used in a Drive Form, they are temporarily removed from battle for its duration. Unlike hit points and magic, the Drive Gauge is not recharged at save points.[8]
Like the first game, Sora can summon a Disney character to aid him in battle.[9] A summoned character will replace the two computer-controlled characters and fight alongside Sora for as long as the Drive Gauge allows. Instead of being limited to only one action, summoned characters now have a menu of their own and are capable of performing solo actions or cooperative actions with Sora. The summon ability and each Drive Form are leveled up separately and by different criteria. Obtaining higher levels allows for extended use and in the case of Drive Forms, access to new abilities.[7]
The setting of Kingdom Hearts II is a collection of various levels (referred to in-game as "worlds") that the player progresses through. As in the first game, Kingdom Hearts II allows the player to travel to locales from various Disney fictions, along with original worlds specifically created for the series. In the first game, Disney-based worlds were primarily derived from the Disney animated features canon. Kingdom Hearts II introduces worlds that are based on Disney live-action films as well.[11][12] As in the first game, each world varies in appearance and setting, depending on the Disney film on which it is based. The graphics of the world and characters are meant to resemble the artwork style of the environments and characters from their respective Disney films. Each world is disconnected from the others and exists separately; with few exceptions, players travel from one world to another via a Gummi Ship.
Some worlds featured in the previous games reappear, but with new and expanded areas. There are also new worlds that are introduced and include the Land of Dragons, a fictionalized account of ancient China from the film Mulan; Beast's Castle, an 1800s-style castle based on French architecture from Beauty and the Beast; Timeless River, a past version of Disney Castle that features Steamboat Willie-style animation; Port Royal from Pirates of the Caribbean: The Curse of the Black Pearl; Pride Land, a great savanna from The Lion King; and Space Paranoids, a digital world within Hollow Bastion's computer network based on Tron. Twilight Town, an original world first seen in Chain of Memories, has a greater role as the introductory world. The World That Never Was is a new world that serves as the headquarters of Organization XIII.[7]
The three main characters in the game are Sora, a 15 year old boy who was chosen as master of the Keyblade, a mystical key-shaped weapon with the power to combat darkness; Donald Duck, the court magician of Disney Castle; and Goofy, the captain of the Disney Castle guard.[7] Both Donald and Goofy were ordered to find and stay with the "key",[13] which was revealed to be the Keyblade. They befriended Sora during their journey in Kingdom Hearts and draw strength from this friendship. Other original characters include Riku and Kairi, Sora's friends from his home world, Destiny Islands; Roxas, a mysterious boy who can wield the Keyblade; and DiZ, a man in red robes with a vendetta against Organization XIII.
As in the previous installments, there are numerous appearances of characters from both Disney and Square Enix works. While some make a return from Kingdom Hearts, new characters from Disney fiction are also introduced, such as Scar from The Lion King and Scrooge McDuck. Pete appears as a persistent enemy who works with the resurrected Maleficent. 17 characters from Final Fantasy games appear, notably, Auron of Final Fantasy X and the return of Squall Leonhart, Cloud Strife, and Sephiroth. It was stated that although the first game strictly stuck to characters Tetsuya Nomura designed, this time around they were going to "take some risks"; implying characters not directly designed by Nomura might make an appearance.[14] This led to Vivi of Final Fantasy IX and Setzer of Final Fantasy VI appearing in Twilight Town.
The various worlds that Sora explores often have an optional party character from the fiction on which the world is based. Such party members include Fa Mulan, the woman who passes as a man in order to take her ailing father's place in the army; Jack Sparrow, a pirate who seeks to reclaim his ship, the Black Pearl; Simba, the self-exiled lion who is the rightful king of the Pride Land; and Tron, a security program in Hollow Bastion's computer network who seeks to end the dictatorship of the Master Control Program.[7]
Unlike Kingdom Hearts where Xehanort's Heartless was revealed in the final stages of the game to be the true antagonist, Organization XIII, a group of beings without hearts, was established as the main threat early on. Organization XIII controls both the Heartless, corrupted hearts that have become monsters, and Nobodies, the bodies left over when Heartless are created. Villains unique to the worlds are still prevalent and are often presented as challenges that Sora must overcome.
Kingdom Hearts II begins one year after Kingdom Hearts: Chain of Memories. Sora, Donald, and Goofy have been asleep for the past year to regain their lost memories. Meanwhile, Roxas is trapped in a virtual simulation of Twilight Town created by DiZ so that Roxas, the Nobody of Sora,[15] may merge with his original self to restore Sora's power.[16] This is done as part of DiZ's revenge on Organization XIII.[17][18] DiZ's plans are threatened when Organization XIII's Nobodies infiltrate the virtual town, but Roxas finally merges with Sora. Sora, Donald, and Goofy wake up in the real Twilight Town and meet King Mickey and Yen Sid, who send them on another journey. Their goal is to find Riku and stop the plans of Organization XIII, who control the Nobodies—the body left over when a heart is turned into a Heartless. Sora also receives a new set of clothes that allow him to fuse with party members to gain special abilities. Afterward, Maleficent is resurrected and joins with Pete to continue her quest for power.
Sora travels to many Disney-themed worlds, old and new, and resolves the troubles caused by Organization XIII, the Heartless, Maleficent and Pete, and local villains. Meanwhile, Kairi is kidnapped by Organization XIII. During a visit to Hollow Bastion, they again meet King Mickey, who reveals the true nature of Ansem, the antagonist of Kingdom Hearts. The Ansem who Sora defeated was actually the Heartless of Xehanort, a student of Ansem the Wise. Mickey also reveals that Xemnas, the leader of Organization XIII, is the Nobody of Xehanort.[19][20] Organization XIII's plan is revealed: they seek the power of Kingdom Hearts, which is the sum of all the hearts that Sora released by destroying the Heartless with his Keyblade.[21] Sora then revisits the worlds to solve lingering problems and new complications, while seeking a path to Organization XIII's base of operations. He is secretly being aided by a mysterious hooded figure whom Sora believes to be Riku.
Through a passageway in the virtual Twilight Town, Sora, Donald, and Goofy arrive at the World That Never Was, the headquarters of Organization XIII, with Kingdom Hearts looming overhead. Sora finds Kairi and Riku, who reveals the nature of Sora's and Roxas' relationship. Mickey meets DiZ, who reveals himself to be Ansem the Wise.[22] Ansem the Wise uses a device that dissipates some of Kingdom Hearts' power, but a system overload causes the machine to explode and kill him.[23] At the top of Organization XIII's castle, Sora and his friends battle Xemnas, who uses the remnants of Kingdom Hearts to power his multiple forms.[24] After destroying Xemnas, Sora and Riku are reunited with their friends at their home, Destiny Islands.[25] The game concludes as Sora, Kairi, and Riku read a mysterious letter presumably sent by King Mickey, the contents of which are hidden from the player.
Development plans for Kingdom Hearts II began around the completion of Kingdom Hearts Final Mix, but specific details were undecided until July 2003.[26] Nomura has stated that there were several obstacles to clear before development could begin on a sequel. One such obstacle was the development team's desire to showcase Mickey Mouse more, which required Disney's approval.[27] The development team consisted of most of the original staff from the first game.[28] To explain the loss of all the abilities from the first game at the beginning of Kingdom Hearts II, Nomura had Sora's memories scrambled in Kingdom Hearts: Chain of Memories.[29]
Many aspects of the gameplay were reworked for this installment. Some changes were made due to user feedback and others were meant to be included in previous games but were omitted either because of time or technological constraints.[5] The camera was switched to the right analog stick of the DualShock controller instead of the shoulder buttons and the Gummi Ship travel was reworked. The combat system was completely redone and did not use any animations from the first game. Because Sora had matured, Nomura wanted his fighting style to reflect that.[12] Other changes included more integration between exploration and battles.[30] The variations in combat styles associated with each Drive Form and the addition of the Reaction Command were added to give players more choices in battles.[5] The inclusion of worlds based on live-action Disney films was aided by technology that generated the character models from live-action pictures.[30]
Besides typical English translation and localization, the English version of Kingdom Hearts II differs from the original Japanese version in the content of gameplay and several scenes. The Hydra boss in Olympus Coliseum had its green blood from the original Japanese version (which was taken from the film) changed into black and purple smoke in the English version. An earlier cut scene retains the green blood.
Xigbar's telescopic sight was changed from view with a crosshair and black shading around the sides to three glowing circles.[6] An attack animation was also altered; in the Japanese version, Xigbar combined his two hand-held guns to create a sniper rifle, which was used to shoot the player's party during the telescoping sight sequence. In the English version, Xigbar does not combine his guns, but twirls them around and shoots at Sora with a single gun. The death of Organization XIII member Axel was slightly edited; in the original, he burst into flames during his suicide attack.
Port Royal contains the most content edits. Cut scenes were edited to remove some of the violence, such as William Turner threatening to commit suicide while aiming a gun at his head.[6] Unlike the Japanese version, Undead Pirates do not catch fire when affected by Fire magic and their muskets were modified to resemble crossbows,[31] though the crossbows still fire with an audible musket shot sound effect. Also, in the Japanese version of the game, blood remains on the medallion throughout the game, while in the edited cutscenes the blood is only shown when Barbossa drops it into the chest. The blood is not seen on the medallion afterward.
An unlockable trailer in Kingdom Hearts and Kingdom Hearts Final Mix hinted at the possibility of a sequel. Rumors for a sequel on the PlayStation 2 were spurred in Japan when the video game website Quiter stated that "an internal (and anonymous source) at Square Japan" confirmed that development of Kingdom Hearts II had begun.[32] It was not until Kingdom Hearts II was announced, along with Chain of Memories, at the Tokyo Game Show in September 2003[33] that rumors were confirmed. Initial details were that it would take place some time after Chain of Memories, which takes place directly after the first game. Other details included the return of Sora, Donald, and Goofy, as well as new costumes. Information about Mickey Mouse's involvement was kept to a minimum.[26][34] Aside from the game trailer and various screen shots, information regarding the game was kept secret for an extended period of time.
At the 2004 Square Enix E3 Press conference, producer Shinji Hashimoto said that many mysteries of the first game would be answered.[35] Square Enix launched the official Japanese website in May 2005,[36] followed by the English website in December 2005.[37] The websites featured videos and information regarding characters and worlds. Commercials were aired in Japan which highlighted the numerous Disney characters in the game.[38] Although the game was announced in September 2003, a release date for the game was not set until two years later.[39] Nomura stated that the game was announced too early and information regarding the game was not released until a debut period was in sight.[40]
Like the first installment, Kingdom Hearts II features music by Yoko Shimomura and Hikaru Utada. The Original Soundtrack for Kingdom Hearts II was composed by Shimomura and released on January 25, 2006.[41] The opening orchestration and ending credits theme were arranged and orchestrated by Kaoru Wada and performed by the Tokyo Philharmonic Orchestra.[41] The main vocal theme for the original Japanese release was "Passion", written and performed by Utada. The English version of "Passion", "Sanctuary", was used in the Western releases. Utada's involvement was announced on July 29, 2005.[42] According to Nomura, the vocal theme ties in even more closely with the game's story than "Hikari" ("Simple and Clean") did with Kingdom Hearts and Kingdom Hearts: Chain of Memories.[43] The CD single for "Passion" was released on December 14, 2005[44] and "Sanctuary" was first previewed on MTV's official website in early 2006.[45]
Kingdom Hearts II features well-known voice actors for both the Japanese and English versions. Many of the original voice actors from the first Kingdom Hearts reprised their roles; Miyu Irino and Haley Joel Osment as Sora, Mamoru Miyano and David Gallagher as Riku, and Risa Uchida and Hayden Panettiere as Kairi. New voice actors included Kōki Uchiyama and Jesse McCartney as Roxas, Iku Nakahara and Brittany Snow as Naminé, and Genzō Wakayama and Christopher Lee as DiZ.[46][10] A special effort was made to preserve the official voice actors from the Disney movies used in Kingdom Hearts II. Many actors reprised their Disney roles for the game, including American actors Ming-Na, James Woods, and Zach Braff,[10] and Japanese actors Takashi Aoyagi, Kōichi Yamadera, Yū Shimaka, and Hiroshi Fujioka. Some voice actors from the related television series or direct-to-video sequels were chosen over original voice actors where applicable (for example Robert Costanzo as Philoctetes rather than Danny DeVito). Some characters were given new voice actors in the English version; Aerith, Leon, and Hercules, who were originally voiced by Mandy Moore, David Boreanaz, and Sean Astin respectively in the first game,[47] are now voiced by Mena Suvari, Doug Erholtz, and Tate Donovan (Hercules' original voice actor).[46]
Kingdom Hearts II was generally well-received, garnering positive reviews and sales figures. Within a week of its Japanese release, Kingdom Hearts II shipped one million copies,[48] selling almost 730,000 copies.[49] The NPD Group reported that Kingdom Hearts II was the highest-selling console game in North America during March 2006 with 614,000 copies.[50] In the month after its release in North America, Kingdom Hearts II sold an estimated one million copies.[51] GameStop listed the game as their best-selling title for the first quarter of 2006.[52] The game was also on IGN's "Top 10 Sellers in 2006".[53] As of December 2006, Kingdom Hearts II had shipped over 3.5 million worldwide with 700,000 in PAL regions, 1.1 million in Japan, and 1.7 million in North America.[54][55]
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The game has received numerous awards and high ratings among reviews. It tied with Resident Evil 4 as Famitsu's "Game of the Year" 2005.[63] Famitsu's readers ranked the game 29th on their "All Time Top 100" feature,[64] ten places below Kingdom Hearts. It was ranked number one on IGN's 2006 "Reader's Choice" for PlayStation 2 games.[53] Eurogamer ranked it 34th on their "Top 50 Games of 2006" list.[65] Video game magazine Electronic Gaming Monthly awarded it "Best Sequel" of 2006,[66] and Game Informer listed it among the "Top 50 games of 2006".[67] Kingdom Hearts II also received a near-perfect score, 39/40, from the Japanese gaming magazine Famitsu, known for its extremely harsh grading.[58]
Critics commended many aspects of the game. GameSpy praised the quality of the voice acting and cited the graphics as "on par with the best of Square's productions to date."[59] They also commented on the realistic and accurate character models for the characters based on the Pirates of the Caribbean. IGN rated the graphics a 9/10 and stated that the "worlds look very much like their filmed counterparts."[60] Japanese gaming site, Gpara.com also praised the look of the worlds.[68] G4 awarded Kingdom Hearts II "Best Voice Over" and "Best Soundtrack" in their 2006 G-Phoria awards show.[69]
Like its predecessors, the gameplay received mixed reviews. Many compliments were directed at the new camera controls and combat interactions between party members. GamePro stated that the beginning was "sluggishly slow", but praised the action-oriented combat.[70] GameSpot said that the fixed camera system and new gameplay dynamics improved the experience, but they felt the game was far too easy and that there was too much button-mashing.[71] IGN also commented on the button-mashing aspect of the gameplay and criticized the party member's artificial intelligence (AI), citing it as "absolutely terrible", but praised the story, presentation, and new battle features.[60] Gpara.com had positive comments about the ease of combo attacks and complimented on the steady pacing of the story and gameplay.[68]
Kingdom Hearts II has been released in four different versions. The first three are the normal regional releases in Japan, North America, and PAL, which only differ nominally in content editing and localization. The European and Australian PAL releases were reformatted to run at 50 Hz to fit the definition size of PAL encoding systems.[72] The fourth version has additional content and was released under the title Kingdom Hearts II Final Mix. Like the previous titles, both Square and Disney released numerous types of merchandise before and after the game came out. Merchandise ranged from toys and figurines to clothing items and books. The game has also been adapted into both manga and novel series. Prior to the game's release, an Ultimania book titled Kingdom Hearts Series Ultimania α ~Introduction of Kingdom Hearts II~ came out. It provides extended information on the first two Kingdom Hearts games, as well as information on the unreleased Kingdom Hearts II.[73] After the release of the game, Kingdom Hearts II Ultimania, which focuses on the game itself, came out. Another book, titled Kingdom Hearts II Final Mix+ Ultimania, was released after the Final Mix version came out. Released along with Final Mix, Kingdom Hearts -Another Report- was a hardback book which includes game information, visuals by Shiro Amano, and a director interview.[74] In North America, BradyGames published two strategy guides—a standard guide and a limited edition version. The latter version was available in four different covers and included a copy of Jiminy's Journal along with 400 stickers.[75]
Because the first game was re-released, there was speculation whether Tetsuya Nomura would do the same with Kingdom Hearts II.[76] In a Weekly Shōnen Jump interview with Nomura, he expressed interest in a possible international version of Kingdom Hearts II, although there were no definite plans. He said that should a "Final Mix" version arise, he had a "trump card" in mind, with such features as the Mushroom Heartless found in the first Kingdom Hearts game.[43] In September 2006, Square Enix announced they would develop Kingdom Hearts II Final Mix, featuring new scenes and gameplay elements. Like the first re-release, this version would combine English audio with Japanese text, and also used the "Sanctuary" theme song instead of "Passion".
Kingdom Hearts II was re-released in Japan on March 29, 2007[77] as a 2-disc set titled Kingdom Hearts II Final Mix+. The first disc contains Kingdom Hearts II Final Mix with a new secret movie and additional battles and items.[78] The second disc contains Kingdom Hearts Re:Chain of Memories, a 3D PlayStation 2 remake of Kingdom Hearts: Chain of Memories with extra scenes and voice acting. The battle system maintains the card gameplay, with the addition of Reaction Commands from Kingdom Hearts II.[79] The two games serve as a canonical update to the series. The book Kingdom Hearts -Another Report- was included along with the game for those who reserved a copy.[74] Based on Amazon.com figures, Final Mix+ was the number one PlayStation 2 game in sales during the week of its release in Japan.[80]
A manga series based on the game started its serialization in the June 2006 issue of the magazine Monthly Shōnen Gangan, published by Square Enix. The artist is Shiro Amano, who also did the Kingdom Hearts and Chain of Memories manga series. The first volume was released in Japan in December 2006.[81] Tokyopop licensed the manga and released volume one in North America on July 3, 2007.[82] The second volume has recently been released. The game has also been novelized by Tomoco Kanemaki and illustrated by Shiro Amano. The first volume, titled "Roxas—Seven Days", was released on April 22, 2006[83] and covers Roxas' story to when Sora wakes up and leaves Twilight Town. The novel depicts extra scenes that were added in the Final Mix version, such as interaction between Organization XIII members and between Axel, Naminé and Riku. The second book, "The Destruction of Hollow Bastion", was released on July 16, 2006,[84] the third book, "Tears of Nobody," revolving around Roxas' past, was released on September 29, 2006,[85] and the fourth book, "Anthem-Meet Again/Axel Last Stand," came out in February 2007.[86]
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