Chocobo GP Review

When Super Mario Kart was released in 1992, it was more than simply a spinoff of Nintendo’s most prolific series, and ended up being one of the most influential games of all time in itself. Not only did it usher in a new style of multiplayer/party games, but it singlehandedly created its own sub-genre, the “kart racer.” It seems like every cartoony/mascot character under the sun has had a go at trying to replicate Mario Kart, though very few of Mario Kart’s imitators could really stack up to the real thing, with Diddy Kong Racing and Crash Team Racing probably being the two examples that have carved a legacy of their own in the genre. That’s not to say that all of the imitators have missed the mark, however. The Sonic and All-Stars Racing duo were solid additions, and I personally have some very fond memories of more esoteric entries like Bomberman Fantasy Race and Chocobo Racing on the Playstation.

Chocobo Racing was, of course, an offshoot of Final Fantasy, placing various characters from that franchise in a more cartoony setting apropos to the kart racer genre. Being released in 1999 – a time when Final Fantasy found a new popularity on the Playstation – you would think that Chocobo Racing would have made a little more of a splash than it did. But, like many Mario Kart clones, it came and went. A 3DS sequel was originally planned more than a decade later, but joined Mega Man Legends 3 as one of those notorious early 3DS cancellations. That was that, it seemed. Never did I imagine Square would ever actually follow through with a sequel to Chocobo Racing.

It was a pleasant surprise then, when Square announced that they were, in fact, finally making a sequel to Chocobo Racing during a Nintendo Direct in 2021. Chocobo GP is that sequel, released exclusively on the Nintendo Switch twenty-three years after the original. Though the final game is a bit of a bittersweet pill to swallow. On one hand Chocobo GP is a fun, nostalgic kart racer (and it’s just nice to see Square remember something other than Final Fantasy VII or Kingdom Hearts for once). But on the other hand, Chocobo GP was plagued by a number of bugs at launch, and features a series of other shortcomings that prevent it from being the game it could have been, not least of which being its love affair with microtransactions.

I feel like the gameplay of the kart racer needs very little explaining at this point, but to summarize: Chocobo GP sees players select a number of characters either from or inspired by the Final Fantasy series (and the spinoff ‘Chocobo’ series). Players compete in races and can collect power-ups to help themselves or hinder other racers in order to get first place. Again, this is a genre that has played closely to the rules Mario Kart established for it, but Chocobo Racing did add a little Final Fantasy twist to the proceeding in that the power-ups – referred to as “Magicite” in Chocobo GP – can be stacked up to create more powerful versions of itself (admittedly, Diddy Kong Racing beat it to that punch). Additionally, each character also has their own special move, which can be activated after filling a meter by performing speed-boosting drifts.

The core gameplay is enjoyable, and the game controls well. There is a big complaint to be made, however, with how debilitating getting hit by even a single item is. In Mario Kart, you expect to get hit by an item or two during a race, but you can recover from it pretty quickly. In Chocobo GP, getting hit once stops your character dead in their tracks, and it takes a good few seconds before the player can even move again. Similarly, don’t expect the speedy recovery provided by Lakitu in Mario Kart if you fall off a track in Chocobo GP. Here, if you fall off stage, the guy who saves the player slowly picks them up (backwards), takes time to turn them around, and then places them back on stage. These may sound like small complaints, but with the very nature of the genre, it becomes pretty aggravating when basic elements like these take so much time. It’s less chaotic fun and more frustrating.

As for the characters themselves, they have their ups and downs. In Chocobo Racing, most the characters were the basic Final Fantasy archetypes (Chocobo, Moogle, White Mage, etc.), with only a few specific characters from the franchise’s history. That’s also true here, only now even the archetypal characters have names (except for Chocobo himself).

Along with the titular bird, there’s also a girl Chocobo named Camilla, her father (aptly named ‘Camilla’s Pa’), and a Fat Chocobo named Clair. There are also two Moogle characters, one named Atla, and a helmet wearing Moogle named Racing Hero X. I guess with characters like these, Chocobo GP is leaning more into the Chocobo series, as opposed to simply using the general Final Fantasy creatures and enemies. That’s okay, though I don’t really see the point in having so many similar characters.

There are plenty of others, however, like a Behemoth named Ben, and a White Mage named Shirma. For more specific Final Fantasy characters, there’s Terra, the heroine from Final Fantasy VI, in her Esper form. And we also have Vivi and Steiner from Final Fantasy IX. Those are all welcome additions that, again, differ from what Square’s selective memory can usually be bothered to remember. But, if you just have to have Cloud and Squall in your game, they’re unlockable “seasonal” characters, who can alternatively be purchased individually.

The character selection is a bit of a mixed bag, but then again, Mario Kart 8 gave us Pink Gold Peach, so at least Chocobo GP is willing to search its franchise’s history for characters, instead of repainting a series mainstay and calling it a new addition.

Less forgivable is the fact that Chocobo GP only features eight racetracks. For the record, that’s less tracks than Chocobo Racing, which had ten. Granted, Chocobo GP features alternate versions to certain courses, but they basically just rearrange a couple of the obstacles. The tracks here aren’t particularly memorable, either, which makes their short supply all the more crippling. Some may argue that Square can add more courses with updates, but the fact of the matter is the base game needed more tracks. I would have been fine if the developers spent less time on all the unlockable trinkets, and a little more time creating extra courses.

Chocobo GP features a small variety of modes, the best of which being an online tournament up to 64 players. There are also versus modes, time attacks and custom races. There’s even a story mode, though that too is a mixed bag.

The story mode is essentially just races interspersed with cinematics. There’s no hub world to traverse or anything. The cinematics themselves are little more than basic animations of the characters being plastered in front a static background, complete with text boxes and questionable voice acting. While these cinematics do have some humorous moments (particularly when it comes to the characters pointing out Camilla’s Pa’s ridiculous name), they ultimately drag on way too long. The story mode itself seems strangely padded out, despite its simple setup of “pick a race and watch a cinematic.” The story mode should ultimately be looked at as a means of unlocking most of the characters, and little more.

On the plus side of things, the game’s bright, cartoony visuals look great, and they’re matched by a fun, bouncy soundtrack (I enjoy Chocobo GP’s vocal theme song, even if the lyrics are little more than saying the characters’ names).

Unfortunately, Chocobo GP ran into some bigger issues at launch, including some egregious bugs. During separate play sessions, I encountered tournaments that wouldn’t load subsequent rounds and often got hit by items that didn’t appear on-screen. Most ridiculously, I rightfully came in third place during one race, which randomly continued another lap after it should have ended, and then it counted me as coming in last place. Not every race I played was such a disaster, but these glitches and bugs were bad and frequent enough to sour the experience. At the very least, the game is receiving updates and patches to fix these technical issues, but you never want to launch a game in such an unpolished state.

Worst of all, however, are Chocobo GP’s paywalls. Mario Kart Tour could get ridiculous with its paywalls as well, but at least in that case, the game itself is free. But Chocobo GP is a fully priced retail game that still has the nerve to demand its players pay more money to unlock characters, karts, and in-game currency. You can unlock all the seasonal rewards by playing and levelling up, but Square made sure the process was as long and tedious as possible to make such progress (I almost wonder if the lack of courses was deliberate, to create more monotony so players would cave in faster).

Square has said they will make the levelling up process more accessible in upcoming seasons, but it kind of feels like the damage is done. Especially when one considers the in-game currency (mythril) has an expiration date when earned by player experience but doesn’t expire when purchased. Classy.

Unlike a lot of people, I am not one who believes simply wanting to make money from one’s product is a bad thing. However, the sheer insistence of Chocobo GP’s paywalls would be greedy even for a free-to-play game. For a fully priced game to demand so much from players’ wallets is pretty lowdown (especially for a game marketed towards kids).

Ultimately, this is what dampens what should have been a fun sequel to an oft-forgotten game from yesteryear. I think there is a fun game in Chocobo GP, but Square chose to bury it under its own monetization model. And I think the game’s other shortcomings are a direct result of this. Imagine if Square had enough faith in the game to sell itself, then maybe more development time could have been used polishing the game instead of spent thinking of new ways to charge players.

Chocobo GP should have been a delightful throwback right out the gate. You can still have some good fun while playing it. It’s just a shame you have to turn a blind eye to so much in order to do so.

Here’s hoping a potential Bomberman Fantasy Race sequel doesn’t suffer the same fate.

5

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Final Fantasy Adventure Review

*Review based on Final Fantasy Adventure’s release on Nintendo Switch as part of the Collection of Mana*

Originally released on the GameBoy in 1991 as Seiken Densetsu: Final Fantasy Gaiden in Japan, and later released in the west as Final Fantasy Adventure (US) and Final Fantasy: Mystic Quest (Europe), this Final Fantasy spinoff would eventually spawn the Mana series of games, dropping the Final Fantasy name entirely.

It was with the second entry in the series, Seiken Densetsu 2 – more widely known as Secret of Mana – that the series would really come into its own (and, in my opinion, established itself as Final Fantasy’s better). But the seeds of greatness were planted here in Final Fantasy Adventure on the GameBoy. Though the GameBoy’s limitations do mean that this original entry in the Mana series hasn’t aged particularly well, its ambitions for the time and hardware are nothing short of commendable.

Some fans bemoan the Mana series for its lighter emphasis on story in comparison to Final Fantasy, but seeing as these are video games, I feel that gameplay is the far more important feature. And in that regard, the Mana games stand tall over Final Fantasy with ease. Take the story out of the old Final Fantasy titles, and they are, admittedly, the ‘vanilla’ of RPGs. But by implementing Final Fantasy’s RPG mechanics into gameplay inspired by the Legend of Zelda series, the Mana series feels more distinct and refined as a game. Though, as stated, that mostly applies to the second and third entries of the series, the fact that Final Fantasy Adventure attempted such a feat on the original GameBoy as early as 1991 is an impressive feat in and of itself.

Unlike later entries in the series, the player only directly controls one hero character, though a second, non-playable character will join them from time to time. The layout of the world and control is reminiscent of the original Zelda on NES. With the top down perspective, similar gameplay, world and dungeons. But your character also gains experience points, levels up, gains new weapons, and can improve different stats as the player sees fit, as in Final Fantasy.

In concept, Final Fantasy Adventure had a lot going for it. Remember, this was five years before Pokemon was released in Japan, and two years before Link’s Awakening. To have an adventure of this scale on the GameBoy was unheard of. At the time, it’s easy to see why Final Fantasy Adventure would have been considered a classic. Unfortunately, Final Fantasy Adventure aims higher than the GameBoy would ultimately allow, and its lofty ambitions feel restrained by the limitations of its hardware.

For example, it’s often difficult to tell when you’re being hit by an enemy. Your hit points are displayed on-screen via a number, but it’s easy to lose track of it during gameplay. Your character doesn’t react to getting hit by an enemy, like in Zelda, so amidst all the chaos of combat you may not realize when you’re low of health until its too late. At least it’s clear when you’re hitting enemies, so it’s not abhorrent in the same vein as Hydlide, but it definitely doesn’t help the game stand the test of time.

“Okay, I can see where I am. But where am I supposed to be going?!”

Then there’s the simple matter of the game being way too cryptic. The map screen itself is confusing, with the world map being presented as a squared grid, with the player’s current location being represent by a blinking square, and the towns being represented by houses. Other than those markers, you have no clue where anything is. And with how vague the NPCs are with their advice, you’re often left scratching your head as to where to go next. Even if someone gives you something of an idea of a location, you have no idea where it is because the map is just non-specific squares.

Unfortunately, this grows to become a pretty big issue. There are just too many segments in the game where you’re left wondering what the hell you’re supposed to do. And while the core gameplay is decently fun, it goes without saying that Secret of Man – being a Super Nintendo title – more than perfected the formula.

That’s not to say all is bad in Final Fantasy Adventure, however. As a huge bonus, you can save your game at any point during gameplay. How a GameBoy title achieved this while RPGs on the PS2 still demanded players to find specific save points is both a testament to how the Mana series tended to look towards the future, and indicative of how the RPG genre on the whole took a while to move forward. And the soundtrack to Final Fantasy Adventure is one of the few GameBoy soundtracks that still sounds great even by modern standards (that main theme is just lovely).

Final Fantasy Adventure is simply too grand of a journey for the GameBoy to handle. For its day, Final Fantasy Adventure was quite an impressive feat. Unfortunately, like so many titles released on the original GameBoy, timeless appeal ultimately wasn’t one of its strong suits. Still, I suppose when most GameBoy games felt like they compromised so much quality for the sake of accessibility, the fact that Final Fantasy Adventure’s biggest drawback is being too ambitious to be properly realized on the GameBoy is a testament to what it did manage to achieve.

 

5

Super Smash Bros. Ultimate Review

With a name like Super Smash Bros. Ultimate, the Switch’s edition to Nintendo’s massively-successful crossover fighter certainly gave itself a lot to live up to. Somewhat miraculously, Ultimate manages to pull that very feat off, delivering what is undoubtedly the best entry in the long-running series to date. Bursting at the seams with content and fine-tuning the series’ gameplay, Super Smash Bros. Ultimate lives up to its lofty expectations, even if a lackluster adventure mode and a thin (and inconsistent) lineup of new fighters means it doesn’t quite surpass them.

Super Smash Bros. really doesn’t need an introduction at this point. The franchise has become one of Nintendo’s biggest sellers thanks to its engrossing gameplay, which combines elements of traditional fighting games with Mario Kart-esque party elements, all while incorporating sumo style rules that make it unique unto itself.

By ‘sumo style’ rules, I of course refer to Super Smash Bros’ key mechanic of sending opponents off the screen – similar to sumos throwing each other out of the ring – in order to defeat them, as opposed to depleting a health bar as in most fighters. Though with that said, the ‘Stamina mode’ first introduced to the series in Melee, in which players do deplete each other’s health, returns as one of Ultimate’s primary game modes, no longer relegated to a kind of bonus mode as in the past.

That seemingly small change is indicative of the very nature of Super Smash Bros. Ultimate. This is the Super Smash Bros. that attempts to legitimize every play style for the series, and to appease every type of Smash fan. And for the most part, Super Smash Bros. Ultimate wildly succeeds in doing just that.

If you’re a serious Smash player, you can remove items and play on flat stages a la Final Destination or small stages with minimal platforms in the vein of the classic Battlefield stage, with no match-altering Final Smashes included. Players who want chaotic fun can have all items active, Final Smashes turned on, and enable every last, crazy stage hazard and gimmick. Or, if you’re somewhere in between, you can play on the standard stages with the gimmicks turned off, only allow Final Smashes by means of building up a power meter during battle, and only enable the occasional Pokeball and Assist Trophy in regards to items.

The ways in which you can customize matches are boundless. This really is the Super Smash Bros. that can appeal to any Nintendo fan. At least in terms of the core gameplay, that is.

If there is one glaring downside with Super Smash Bros. Ultimate, it’s with the game’s adventure mode. Dubbed ‘World of Light,’ Ultimate’s adventure mode is mind-numbingly tedious, and simply not worth the time and effort it takes to see it to the end.

In World of Light, players initially take control of Kirby, the only survivor of a Thanos-style mass extinction, as they progress through one battle after another, unlocking the other characters and collecting ‘Spirits,’ which are won after defeating opponents in possession of said Spirits.

These Spirits are a new feature in Ultimate, replacing the series’ long-standing trophy collectibles. It’s ultimately an unfair trade. While the trophies of Smash’s past featured unique character models and gave some insights into Nintendo (and gaming) history, the Spirits are merely presented as stock promotional art from past games, and provide statistical bonuses to your characters when equipped. Spirits can grant boosts to attributes like strength or speed, or provide you with a special ability (such as starting fights with a particular item, or being resistant to certain types of attacks).

This may sound interesting in concept, but it kind of goes against the very nature of Super Smash Bros. This is a fighting series all about learning the different play styles of the various characters. So if you have Spirits activated in the standard game, it makes things more about who has the best Spirits equipped, as opposed to who played the best in any given round.

Suffice to say the Spirits find all of their appeal in the single player World of Light mode. Though even then, the game often mishandles their usage. Pulling a page out of Paper Marios Sticker Star and Color Splash, there are a number of battles in World of Light in which it is necessary to have specific Spirits equipped in order to win. If the Spirits gave you advantages in these situations, that’d be fine. But on more than one occasion you will come across a battle in which victory is impossible unless you have a specific Spirit equipped.

Another issue with World of Light is that it’s just too long for its own good. It features an unnecessary amount of branching paths, alternate routes, and  overall battles. And when it finally looks like you’re done with it, World of Light pulls a Ghosts ‘N’ Goblins on the player and extends the adventure by rather lazy means. To detract from the experience even further, World of Light is exclusively played by a single player. Super Smash Bros. Brawl’s adventure mode, Subspace Emissary, was far from a winner, but at least I could play that with a friend.

Not to mention Subspace Emissary served as a fast means of unlocking every character. But World of Light just drags on and on, with the lonesome tedium making you seek one of the many other means of unlocking the characters (thankfully, there are no shortage of options when it comes to expanding the roster). The fact that World of Light actually makes me long for Subspace Emissary could be a sign that maybe Super Smash Bros. is better off without an adventure mode at all.

Of course, the adventure mode is just a small part of the overall package, and every other mode included in the game delivers in spades: Classic Mode is more fun than ever, and includes unique challenges for every last fighter. Tournaments are easier to set up than ever before. New Squad Strikes have players selecting teams of characters and eliminating them one by one. Smashdown sees players cycle through the entire roster one at a time, with previously selected characters getting locked out after use. The variety never ceases to impress.

On the concept of variety, the biggest selling point of Super Smash Bros. Ultimate is that every playable character from the franchise’s history is present. If they were playable in a past Super Smash Bros. title, they’re playable here. So those of you who missed Solid Snake for being omitted from Super Smash Bros. on Wii U/3DS, he’s back. Young Link and Toon Link can now face off against one another. Pichu makes his return after seventeen years (they can’t all be winners). The DLC characters from Wii U/3DS return. Even the good ol’ Ice Climbers have found their way back to the series, after technical limitations on the 3DS prevented their appearance in the last installments. And yes, we even get a handful of new characters joining the fray, meaning that Super Smash Bros. Ultimate has all of the character variety of each and every one of its predecessors put together and then some.

“You’re the man now, Croc!”

Speaking of the new characters, that’s where things can be a bit inconsistent when it comes to selections. Ridley and King K. Rool feel like the most meaningful newcomers, given that they’ve been in high demand from fans since Melee. Splatoon’s Inklings also make sense as they represent one of Nintendo’s contemporary success stories. And Simon Belmont feels long overdue in the third-party character department (seriously, besides Mega Man, what other third-party character even compares to Castlevania’s early history with Nintendo?).

The remaining newcomers, however, are a bit of a mixed bag. Isabelle from Animal Crossing – though a welcome addition in her own right – doesn’t exactly come across as a character fans were dying to see join the series. Incineroar feels like he could have been any randomly selected Pokemon. And the downloadable Piranha Plant just feels like a big middle finger to the fans who have been requesting their favorite characters for years. That’s not to say that these characters detract from the gameplay by any means. But for a series so grounded in fanservice, some of these character selections feel misguided.

“Evil kings from classic series are the coolest!”

Perhaps with more newcomers the more disappointing entries wouldn’t stick out so much. But with most of the emphasis going towards bringing back every past character, you kind of wish that the smaller quantity of newcomers would have translated to a consistent quality. And that’s unfortunately not always the case.

Some fans may also lament that clone characters – now officially referred to as “echo fighters” – are still present, but at least now they’re categorized appropriately, and not treated as though they’re full-on additions to the franchise.

“The colors, Duke! The colors!”

Still, it’s hard to complain too much when Ultimate boasts seventy unique characters (with more on the way via DLC. Here’s hoping some favorites make the cut). There’s simply never a shortage of characters to choose from, and all of them bring their own sense of fun to the gameplay (with the possible exceptions of the excessive amount of sword fighters from Fire Emblem, who often feel interchangeable even when they aren’t clones).

Each character’s Final Smash has also been altered this time around, as they take on a more cinematic approach. Unfortunately, while the Final Smashes look more impressive than ever, their infrequent interactivity makes them less fun than in previous installments. This was probably done for the sake of balance, which is admirable. Though chances are, if you have Final Smashes active, you aren’t exactly aiming for a balanced, competitive bout.

The stages also adhere to Ultimate’s “everything but the kitchen sink” mentality. Although there are a few omissions, the majority of stage’s from past Super Smash Bros. titles make a return (unfortunately, Brawl’s Electroplankton-inspired stage is bafflingly among them). There are only four brand-new stages in the base game: Odyssey and Breath of the Wild themed levels for Mario and Zelda, and courses based on newly-represented series Splatoon and Castlevania. That may not sound like a whole lot of newness, but more stages are planned to be added along with the DLC characters. Besides, with the returning courses, Super Smash Bros. Ultimate includes over one-hundred different locations to do battle. And as stated, every last stage comes in three different versions (standard, Battlefield, and Final Destination), so you’re not very likely to get bored from repetition.

For those who don’t always have someone at the ready for some couch multiplayer, Super Smash Bros. Ultimate also expands the series’ online capabilities. Creating online matches has been streamlined by means of creating arenas, where players can set the rules as they see fit. You can even search for specific rulesets if you want to join an arena that’s more to your play style (though admittedly, the search engine needs some work). It’s now much, much easier to set up or join an online match and play with or against Smash players from around the world.

Sadly, the online functionality still isn’t perfect. Though lag is considerably less frequent than in Brawl or Wii U/3DS, it’s still present more often than you’d like. It isn’t limited to worldwide matches, either. I’ve encountered some slowdowns in games against my friends. Again, the lag isn’t so common as to detract from the overall experience, but considering that in five years’ time I’ve never encountered any lag issues in Mario Kart 8 (whether on Wii U or Switch), you have to wonder how and why Nintendo can’t replicate that level of online functionality with their other multiplayer franchises.

Other quibbles with the online mode include some minor (but no less irritating) design quirks, such as leaving your place in cue for the next fight in an arena just to change your character’s color (let alone change your character). Or why entering the spectator stands also removes you from cue (why the cue and spectator stands aren’t one and the same is anyone’s guess). Again, these are all just minor annoyances, but you have to wonder why they’re there at all.

Of course, it must be emphasized that, with the exception of the World of Light adventure mode, all of the complaints to be had with Super Smash Bros. Ultimate are minor grievances in the big picture. The series’ signature gameplay has never felt so polished, the content has never felt this endless, and with every last character in franchise history present, Super Smash Bros. has never felt this complete.

Super Smash Bros. Ultimate is also a technical showcase of the Switch’s capabilities. Though it retains a similar overall look to Super Smash Bros. for Wii U/3DS and Brawl, the graphics are much sharper and more refined. The level of background detail in the stages themselves – often so small you’d never see them in the heat of battle – is a testament to the abilities of the artists behind the game. The character animations are similarly impressive, especially those with unique characteristics (such as DK’s eyes bulging out of his head when hit, Donkey Kong Country-style; or Wario’s manic, sporadic movements).

Complimenting these visuals is a soundtrack that represents an unrivaled array of video game music, featured in both their original and new remixed forms in addition to many remixes from past Super Smash Bros. installments. Unfortunately, I don’t think there’s quite as many new pieces of music added into the fray as Brawl and Wii U/3DS brought to the table, but it’s hard to complain too much when the music is this terrific. Not to mention the soundtrack to Super Smash Bros. Ultimate is inarguably the biggest library of classic video game themes ever compacted into a single game.

On the whole, Super Smash Bros. Ultimate is an absolute winner. Its overall sense of newness may not be as prominent as the past few entries, but its inclusion of the best elements of every past installment, along with each and every last one of their characters, makes this the definitive entry in the long-running Super Smash Bros. series to date. With the exception of its egregious adventure mode, everything about Super Smash Bros. Ultimate is exploding with fun. With so many characters, stages, modes, and options, the content included in the package is seemingly bottomless, leading to an unparalleled replay value.

Super Smash Bros. Ultimate is not only the best game in the series, it’s one of the greatest multiplayer games ever made.

 

9

Why Kingdom Hearts Fails at Storytelling

“Meh.”

Kingdom Hearts storytelling is a disastrous mess.

With that sentence, I have made countless enemies within Kingdom Hearts’ questionably diehard fanbase, who seem to hold Kingdom Hearts storytelling capabilities on a pedestal. But I’m sorry, Kingdom Hearts is simply a failure at its narrative, which is more often than not little more than gobbledygook.

I know, Square-Enix fans often seem to be quick to deride those who criticize the studio’s storytelling of just “not understanding complicated stories,” but that’s just the thing, Kingdom Hearts’ storytelling isn’t complicated, it’s just convoluted nonsense. It seems many people within the gaming community these days believe that more story automatically equates to good storytelling, but that’s just not the case (after all, the Sonic the Hedgehog series began to go off-the-rails once it started emphasizing cheesy cutscenes over polished gameplay).

There are plenty of well-written, complicated stories in video games, just as there are great, complicated stories in movies and TV shows. But thinly-veiled insults towards the intelligence of anyone who dares question the narrative abilities of Kingdom Hearts as simply “not being able to understand something complex” just shows off a great deal of immaturity, which is perhaps not all that surprising, since Kingdom Hearts’ supposed complexity is little more than a faux-complexity.

Admittedly, Kindgom Hearts isn’t alone in this, as the Final Fantasy series began to add layers upon layers of convolution to its plots once Tetsuya Nomura got heavily involved. Seeing as Nomura is also behind the Kingdom Hearts series, well, I’m guessing its no coincidence that they share many similarities in such nonsensical storytelling.

By nonsense, I’m not simply writing off the more weird fantasy elements of Kingdon Hearts (if anything, those are its good points). But Kingdom Hearts is a series whose idea of storytelling depth is to simply cake on as many needless details as possible, fill it with numerous cop-outs and deus ex machinas, and make retcons whenever it’s convenient.

A good example of this can be found in the series’ primary villain, Xehanort (or Xemnas or whatever the Hell his name actually is). In the first (and most playable) entry in the series, he went by the name of Ansem, But then in Kingdom Hearts 2, we discover that Ansem is actually an entirely different character, and that the Ansem from the first game was actually Xehanort. Or at least his Heartless (more on that in a moment). But actually, that’s not even the case, as the Xehanort who was Ansem in the first game is actually the Heartless form of Terra-Xehanort, which in itself was created when the original Xehanort forced his heart into a character named Terra. Terra-Xehanort is a hybrid of two humans, and it splits its heart to create the “Nobody” Xemnas and the Heartless called Ansem from the original game.

“Yes, please explain these details to me in an obnoxiously long cutscene, only to alter/retcon these details later because reasons.”

Geez, how many retcons does that description alone reveal? That’s not “complicated storytelling,” that’s just Square-Enix pulling a bunch of details out of their ass and then rewriting them in an attempt to make things complicated. So many details about that one character are so needlessly tacked on, and the series is full of such things.

Going back to the Heartless and the Nobodies (one of the series’ better world-building elements), they are entities that are created by the splitting of one’s heart. When the heart is split from the body, the heart becomes the Heartless, and the body becomes the Nobody (you’d think it’d be the opposite, given their names). That’s all well and fine, but the series often uses this element to create duplicate characters who, frankly, only make the series more convoluted.

For example, Kingdom Hearts 2 introduced the villainous Organization XIII, a group consisting of thirteen Nobodies, some of which were established (and later to be established) characters. One of them, Roxas, even turns out to be the Nobody of the series protagonist, Sora. I don’t immediately dislike the idea of Organization XIII, but the inclusion of Roxas really just adds another unnecessary element to the series, as he’s essentially a second main character.  By that, I don’t mean he’s a deuteragonist, but an additional main character with a story of his own. That could work, if Kingdom Hearts decided to dedicate a series of off-shoots to the character, but all too often the franchise likes to keep all these different narratives going on in the same game. It lacks any shred of focus.

But wait, things don’t end there. Organization XIII itself isn’t even the real Organization XIII. Though Organization XIII served as the main antagonists for Kingdom Hearts 2, they were later retconned to being a secondary Organization XIII, and the Real Organization XIII (yes, adding the word “real” is what differentiates its title) is a group consisting of (wait for it) thirteen different incarnations of Xehanort?! 

Geez, certainly getting a lot of mileage out of that Xehanort character, aren’t they?

I haven’t even mentioned the worst aspect of this convoluted disaster yet: every Kingdom Hearts game is integral to understanding the overall story. Now, that may seem like a no-brainer in many cases, but we’re talking about a series that has released on several different platforms over the years. It would be one thing if the titles released on handhelds were some kind of spinoffs, but nope. They play into the main story as well (which makes the impending Kingdom Hearts 3 actually the twelfth game in the series, not the third).

So, in order to understanding everything that’s going on in this overbloated narrative, you’d have to play the games on PS2, GBA, DS, PSP, 3DS, the upcoming PS4 game, and an episodic mobile game! That’s asking a whole lot of players to delve time and money into all that just to have a semblance as to what’s going on.

Now, Kingdom Hearts fans try to justify this by saying you can now purchase the collections that include the various different games in the series, but that’s an incredibly poor justification, considering these bundles were released years after the fact. If anyone wanted to follow the series in all those years in between, they’d have to own all those different platforms. It’s one thing when a series gets a new entry on a subsequent console of the same brand, since you would assume you’d have the same audience moving on to the next system in that line. And it would be fine if, again, most of these entries were spinoffs. But spreading things out to so many different platforms just to get the full story is ridiculous, especially when the story is as convoluted as it is.

Kingdom Hearts (or, perhaps more accurately, Tetsuya Nomura) simply doesn’t understand how to tell a story in any coherent manner, nor does it (or him) know how to tell a story within the video game medium. It’s bad enough that most Final Fantasy titles these days feel so narratively confused, but at least they’re (mostly) self-contained. But Kingdom Hearts takes the negative aspects of modern Final Fantasy storytelling, and spreads it across an entire series, making what little it does have to tell become thinner and thinner, and then trying to add depth by adding in a bunch of fat and retcons.

This isn’t even taking into account it’s lack of emotion. Now, Kingdom Hearts makes an attempt at pulling at the heartstrings from time to time, but it fails miserably because it seems to not have any understanding of the emotions it’s trying to convey.

Again, this isn’t something that’s exclusive to Kingdom Hearts, as I’ve seen a number of other video games, as well as anime, that seem to have a computer’s understanding of human emotion. Some might say it’s a cultural thing, but considering there have been plenty of Japanese video games and anime that have touched me emotionally, I don’t think that’s it.

A few years ago, Hayao Miyazaki famously (or infamously, depending on how you like your anime) said that he believes modern anime is suffering, due to their creators having a lack of understanding of human emotion and behavior; claiming that many such creators are “otaku” who liked anime and such growing up, and try to emulate it, but without understanding that something extra that gave them meaning. I can say I agree with his sentiment, and I even think this lack of understanding of depth has found its way to video games. It isn’t strictly Japanese games, mind you, but I do feel Kingdom Hearts has become a prime example of a game trying to be deep, but without any knowledge of how to do so.

“Between all these classic Disney villains like Hades, or the cardboard personalities of Tetsuya Nomura villains, guess which ones Kingdom Hearts emphasizes?”

This makes things all the more sour for me personally, because I am a Disney fan. With all the Disney characters and worlds that appear in the Kingdom Hearts series, and being produced by one of the most acclaimed game developers in history, I really wish the series lived up to its potential. But the Disney material that is present isn’t even utilized very well, always playing second fiddle to the (pretty generic) original characters (and the Final Fantasy characters end up getting an even shorter end of the stick). The inclusions of the Disney and Final Fantasy characters almost feel entirely cosmetic, and don’t add anything meaningful to the narrative.

I can’t help but feel that Kingdom Hearts would be insurmountably better – at least narratively – if they actually got some of Disney’s people to do the stories for the games. At least that way, the narrative wouldn’t be so muddled, and it may actually be able to resonate. I would hope that Square-Enix could fix things up themselves, but seeing as the series’ narrative continues to implode in its own convolution, I don’t see things picking up for Kingdom Hearts without a little outside help.

Frankly, I don’t know how anyone but the most diehard of Kingdom Hearts fans could be looking forward to Kingdom Hearts 3 at this point (if it ever resurfaces, that is). Sure, I’m curious to see what other Disney worlds make the cut, seeing as they seem to be focusing more on recent Disney films as well as those of Pixar (instead of recycling Halloweentown for the umpteenth time). But then I think of all the baggage that’s going to come with it, and I don’t think even Arendelle could save it for me. And boy, is that saying something.