|Dev: Square Enix|
|Pub: Square Enix|
|Release: July 31, 2012|
|Screen Resolution: N/A||Fantasy Violence|
by Becky Cunningham
It's the ten-year anniversary of the Kingdom Hearts series, a fact that serves to remind us that there hasn't been a main Kingdom Hearts game since 2006. Instead, a series of spinoff games have appeared on portable devices, expanding and sometimes obfuscating the lore of the series. This latest spinoff, awkwardly titled Kingdom Hearts 3D [Dream Drop Distance], is meant to be a direct bridge to Kingdom Hearts III. It's more than a light at the end of the tunnel for long-suffering fans, however. Like Kingdom Hearts: Birth By Sleep, Kingdom Hearts 3D introduces new gameplay elements that greatly enhance the action combat found in the series, and it's worth playing in and of itself.
The game begins simply enough, with series favorites Sora and Riku being sent off on a test to obtain the "Mark of Mastery" and become true Keyblade masters. This time around, the two must awaken worlds that are trapped in a magical slumber, fighting nightmare creatures along the way. The worlds Sora and Riku visit in Kingdom Hearts 3D are largely off Disney's usual beaten track, which is nice to see. As usual, the stories of each individual world aren't very connected to the story at large, serving mostly to reinforce series themes like the importance of courage, trust, and friendship.
The real story of the game happens mostly via cutscenes in-between world completion, and is unfortunately full of the kind of metaphysical mumbo-jumbo we've become used to from the series. Along with plenty of stuff about hearts, light, darkness, and dreams, there's an extra-confusing time travel element thrown into the mix. The original story has too many extraneous and needlessly complex elements, such as the parade of secondary characters that are very difficult to keep track of unless one has played all of the spin-off games. To its credit, Kingdom Hearts 3D includes a synopsis of what has happened in every game so far, but a mere synopsis simply isn't sufficient for remembering who all these crazy people actually are.
A positive development in KH 3D's storyline is that at least a bit of character development has occurred. Having overcome many trials and tribulations in previous games, Riku has emerged as a kind, courageous, and savvy young man. He displays the calm confidence of maturity, while Sora maintains his naivety and generally has difficulty understanding what's going on around him. This makes Riku's segments more enjoyable to play for anybody who wants their character to operate on an intellectual level above idiot savant. Later events in the game offer up hope that Sora could experience some character development by Kingdom Hearts III as well, which would be nice. Overall, though, I found the story in Kingdom Hearts: Birth By Sleep to be more meaningful and far easier to follow than what's on offer here.
Story aside, Kingdom Hearts 3D is quite fun to play. The excellent action combat system from Birth By Sleep forms the base for combat in this game, complete with the Command Deck system that allows for a great deal of attack customization. Sora and Riku control similarly at first, though Riku is a bit more nimble, but differentiate as the game provides them with some unique abilities and movement controls. Layered on top of this basic system are several new elements that greatly enhance gameplay and combat.
The first and most frequently-used new element is the Flowmotion system. Flowmotion allows Sora and Riku to make use of the environment in order to pull of crazy acrobatics that can be used both in combat and for navigating the environment. The system seems chaotic and can be difficult to control at first, but once the player gets the hang of it, it's a blast to use. Mastering Flowmotion can be very helpful for defeating the game's most difficult enemies, and using the system is sometimes necessary during the game's varied and exciting boss fights.
The second new element, Reality Shift, allows the player to complete a microgame that is unique to each world. Some Reality Shifts are linked to objects that can be used to solve puzzles or attack enemies. Others can be triggered during battle when a Reality Shift prompt shows up on an enemy, and completing the microgame successfully tends to equal an instant kill. Some of the Reality Shift games are more fun than others, but the system is entirely optional in combat, so players can ignore it outside of required environmental puzzles (and occasional boss prompts) if desired.
All these new combat elements give the player a lot of options in battle, but two final features provide a major change to the general Kingdom Hearts gameplay formula.
The first is the addition of friendly spirits, which are good-aligned versions of the nightmare creatures Sora and Riku fight throughout the game. These creatures are created using dream fragments looted from enemies and serve as companions in combat throughout the game. Improving spirits involves a system that feels like a cross between Pokémon and Nintendogs. Once created, spirits gain experience via combat but can also be enhanced by bonding with them or playing training minigames in an augmented reality setting. Each spirit has an ability tree that permanently unlocks new special attacks for Sora and Riku's command decks, as well as augmentations that are in effect as long as the spirit is in the active party. In battle, the spirits usually do a good job supporting the main character, though they can sometimes get in trouble and need healing or rescue. The only major issue with the spirits is that the game is far too short to facilitate building up the huge number of available spirits—a disappointment for those of us who have a tendency to catch 'em all.