ALRIGHT FOLKS TIME TO LISTEN TO DEARLY BELOVED AND CRY
This is a record of a twitter thread, originally posted in 2020
ALRIGHT FOLKS TIME TO LISTEN TO DEARLY BELOVED AND CRY
I think I can confidently say this game is a legit masterpiece separate from my own nostalgia for it
there's a lot of absolutely phenomenal design work that I'll be yelling about
but also like... oof, nostalgia levels absolutely off the charts here lol
the thing is like... I was 17 in 2005, so right at this moment of like not a kid anymore but definitely not an adult, starting to like... *become* the person I would eventually grow into
and uh WOW do this game's themes just BLAST their way through a person's brain at that phase
and like it hit everyone I knew in the same way at the same time. yall remember deviantart in 2006??
individual and collective consciousnesses just utterly *suffused* with impossibly skinny trench coats and giant zippers and galaxy-brain existentialist revelations
like hi we're all teens on the internet just sort of trying on identities and performing them through art and xanga posts; here's a game with everyone swapping minds and bodies and bodies without minds and where do thoughts reside and who will remember me and holy shit two boys??
also the combat system rules
CHECK THIS TAKE OUT: ITS BORING AND SUCKS ON PURPOSE, SPECIFICALLY TO MAKE THE PLAYER CONFUSED AND UNCOMFORTABLE AND ANGRY IN ORDER TO PLACE THEM IN EXACTLY THE RIGHT HEADSPACE FOR THE ABSOLUTELY *BONKERS-ASS* AXEL FIGHT WHICH IS ONE OF THE GREATEST BOSS BATTLES IN GAMING HISTORY
I know KH's whole reputation in 2020 is "insanely complicated lore" but IMO it's actually really fun and works well in KH2
It's totally out of hand now that there's like 15 games, but KH1 was v straightforward so 2 going "EVERYTHING YOU THOUGHT YOU KNEW WAS A LIE" actually owned
the fixation on memories shared in photographs and "the end of summer vacation" as metaphor for the end of adolescence itself and the subsequent changes in relationships aaaaa
so a thing I adore about Square, even to this day, is that somehow they have basically infinite money and some of the highest-level art talent in the industry, but just absolutely no concept of restraint or self-control whatsoever
nobody at this company knows what a producer is
like FFVII doesn't have "art direction", it has "every single asset created by 100 incredibly talented artists learning 3D modeling in two years, thrown into a giant pile"
they did learn art direction later but absolutely never learned "how do we make the artists stop"
when this works you get an insanely high-effort masterpiece like KH2
when it doesn't work you get FFXV, which is missing the entire second half of its plot but has a wildly sophisticated in-world AI photographer and like 120 of the most spectacular 3D models of food ever created
both of these outcomes rule
VFX artist to his team lead in 2003: YOU CANNOT STOP ME FROM MAKING A CUSTOM PARTICLE EFFECT FOR THE ACT OF HITTING THIS PIECE OF GARBAGE WITH A SKATEBOARD THAT IS DOING A HEELFLIP
there are a bunch of minigames at the beginning whose explicit purpose in the plot is to waste time
one of them is hanging posters
they could just cut, or hide it with particles, BUT NO
roxas pulls out a poster, *in his actual hand*, does a sick spin jump and SLAPS it on there
look at the particle effect where it hits the wall; it's just a starburst and a ring but it's so subtle and punchy and aaaa
and like the slowdown/anticipation in the hangtime before his hand connects
it is COMPLETELY UNJUSTIFIABLE for this to be this good
i love it so much
anyway this is where I point out that there are SEVENTY animators credited on this game
twilight is specifically the brief period AFTER sunset where the sun is gone but everything's still lit a dim blue/purple from sunlight scattered by the atmosphere
it's not orange
look this is important okay
I can think of a handful of ways this COULD be done, but no real way to find out for sure
I guess I could conceivably run the game in PCSX2 and hook up RenderDoc, but that would probably say more about how PCSX2 works it than how it was accomplished on actual hardware...
FOLKS
THE VFX
ARE HERE
I thought these were flipbooks and then I stared at them for way too long and I'm like 90% sure they're literally just scrolling UVs along wavy or spiral-shaped ribbons of geometry, and then scaling/rotating the geo
essentially still particles but with v carefully-shaped meshes
kingdom of hearts
honestly "Kingdom Hearts" is WAY up there on the list of "incredibly good English titles that no native English speaker would ever think of"
(#1 on this list is of course From Software, a grammatic landmine of a name which detonates any sentence that attempts to include it)
huh I still don't actually know what game Seifer and his crew are from
Really neat forced perspective on the background here
the ground's only like a few meters away but little tiny trees and color shifts and thin clouds make it look like we're on top of a huge cliff
the train tracks are like, right over there, but the columns seem monolithic
literally me rn
honestly even knowing the plot ahead of time, this whole first act sets up a REALLY powerful mood. Roxas's whole arc of just trying to spend time with his friends and getting so isolated and confused by the simulation breaking down around him, finally turning to anger at Axel/DiZ
it perfectly aligns with the player's feelings at this point, where you have no idea what's going on or who any of these characters are, and nobody explains anything, and there's all these weird pointless quests and you're just like WHERE'S SORA I THOUGHT THIS WAS KINGDOM HEARTS
THE FACE THAT LAUNCHED A THOUSAND SHIPS
SO LIKE
gameplay-wise you're confused and annoyed
plot-wise Roxas is disoriented and pissed off
You're doing essentially KH1 combat at level 3: you move slow, attack slower, have no dodge and no distance-closers, it's just generally stodgy and frustrating:
and then this dude who's been messing with your head the whole time shows up again and Roxas pulls TWO KEYBLADES OUT OF NOWHERE AND NOW COMBAT LOOKS LIKE THIS
the whole preceding 2+ hours of confusion and tedium turn out to have been setting up this moment, where Roxas basically does a limit break and unlocks Kingdom Hearts Combat
and it's accomplished through this incredible fusion of writing and scenario design and combat design and Game Feel
in terms of videogames as pure spectacle/adolescent power fantasy it's one of the hypest moments I've ever seen
This also demonstrates the secret sauce of KH combat design (and ties into the whole "seventy animators" thing): Leveling Up doesn't just make numbers bigger, YOUR ACTUAL MOVES GET COOLER
You move faster, swing wider, and start getting more and more acrobatic attacks built into your combos. You still BASICALLY just mash X, but the stuff that happens when you hit X gets more and more elaborate until you're just wasting swarms of mooks while flying all over the map
you could LITERALLY fly by the end of the first game, and after a brief disempowerment at the beginning to establish contrast, KH2 keeps pushing so much further you'd think it was a Trigger anime or something
It's the only RPG I know of that takes the "ever-increasing power levels" concept that's always a part of the genre, and makes it DIRECTLY tangible both through its aesthetics and actual combat system
(also you need seventy animators to pull it off, which makes my no-budget indie heart sink lol)
oh right there are disney characters in this
the disney stuff in the first game made sense because the whole pitch was "what if we somehow made a really good RPG out of an absurd fanfic AU" and like the weird juxtaposition of franchises was part of the point
but then for 2 they were just like... okay we're making a wild-ass shounen anime about existentialism and Feelings but wait whoops we are contractually obligated to include Donald Duck in every cutscene
remember when the pitch for Versus XIII was the kingdom hearts team basically making a KH game without disney and then they spent nine years making 3D models of croquettes
Here's some video; you can clearly see the darkening effect around the doors and those half-moon pedestals, and occasionally the characters. It only applies to geometry that overlaps the walls, specifically. There's no darkening around e.g. Sora's feet
It *seems* to be a part of however they're implementing bloom; the halo radius is the same as the bloom radius, and everything I've seen these halos on ALSO always glows (see: the glowy stars on the walls in this case)
Originally I thought it was just skydomes but it seems like they can tag any arbitrary geometry to give it this effect. It gets all soft and bloomy, and any opaque geo that draws in front of it gets a dark halo (regardless of depth, notably; it's not *actually* SSAO)
alright screw it
practicing social distancing by ripping my KHII DVD to an iso so I can run it in PCSX2 so I can hook it up to RenderDoc so I can figure out how they're drawing bloom
wow turns out if you skip all the cutscenes and run the emulator at 400FPS you can get through the first 45 minutes of tutorials in like 30 seconds
renderdoc captured.... one draw call that just spits out a textured quad that already has the entire game drawn on it
:(
okay giving up :(
can't figure out how to make renderdoc actually capture useful things. If anyone's gotten renderdoc working with pcsx2 hmu I guess lol
ever see a VFX sequence so good you dedicate literally the rest of your life to the craft of game development because uhh hi
also shoutouts to the sound design in that sequence. The whole game has this really distinctive treble-heavy bell-like crystalline sound running through everything. UI sound effects, combat impacts, etc all have a really consistent audio aesthetic across the board
Also interestingly, it's much more pronounced in KH but these sorts of ringing bell/chime timbres are present in most of square's audio work from the PS2 era, particularly for UI effects. IMO roughly from FFX to XIII there was very much a distinct "final fantasy sound"
This has always struck me as interesting because I can't really think of other cases where a particular studio has developed a signature audio style like that? Studios have distinctive game-design choices and art direction, but rarely for audio apart from music...
I'm not an audio guy so maybe there are good examples I've just never noticed...
only other example I can think of offhand is probably the Myst series (Woody Thunks: The Videogame)
The Gummi Ship Respector has Logged On
well this explains literally everything
@AmazingThew fun fact: the team behind the gummi ship segments in the ps2 kh games were all key members on Einhander. they really, really wanted to make more shmups.
why is auron in ancient greek hell
Oh yeah you know that Videogame Thing where characters just like walk to specific locations and then play a generic Gesturing Animation while speaking?
KHII... mostly doesn't do this
Just about every voiced line has completely bespoke animation, and usually custom facial animation (with lip-sync redone for english!)
The cutscenes in this game are full-on animated movies, like they wanted to make a realtime pixar film on a PS2
This means even relatively minor scenes have room for neat character acting or physical comedy. Characters TOUCH EACH OTHER!
Nobody can afford this! If you're doing "every cutscene is a fully-animated performance" in 2020 it's AAA photorealism facial capture, not ten hours of hand-animated pixar faces
hell, characters *hand objects to each other*
remember how much effort Death Stranding spent to avoid ever having to show that lol
anyway square is bonkers and put seventy animators on a PS2 project in 2003
(I should note that they DO still do the canned-animation puppeteering thing for text-only dialogue. There's just not a whole lot of that, and it's usually restricted to short, informative stuff like telling you a door unlocked or whatever. Anything emotional is voiced/animated)
I'm like four hours into this game and my save file says 15:33 because I keep leaving it paused to edit video captures and tweet about it lol
I love how like half of Organization XIII aren't actually particularly evil and are just like... 9-to-5 villains. Like their job is villainy, but their job sucks and they hate it
more good vfx
re: earlier comments about combat design
so all you really do is mash X most of the time, but leveling up makes X do ever more exciting things
Just got an ability so that when I push X and there isn't an enemy in range, it just rockets me across the stage into the nearest dude
As you level up and gain more abilities like this, combat slowly transitions from "walk up to an enemy and hit them until they die" into "wade into a swarm of like 30 enemies and just BLAST your way all over the screen, pinballing from one to the next while everything explodes"
Also: Every combat ability needs to be equipped, and consumes Ability Points. Even basics like blocking must be equipped, and leveling up increases your AP so you equip more stuff. Character builds are thus accomplished by fitting different sets of Abilities under the AP cap
If this sounds familiar it's because it's literally the chip system from Nier Automata.
This is because Nier Automata is in fact the real Kingdom Hearts III
Here is a thread detailing how absolutely correct I am about this:
scenario designer: "Okay so this door is locked until after combat"
vfx artist, levitating: FEAR NOT
still laughing that The Rules of Time Travel are an incredibly overwrought and prescriptive section of KH lore, except for the Steamboat Willie level which is canonically somehow a different kind of time travel that doesn't count
hypothetically maybe Wisdom Form isn't worthless if you don't pick the sword at the beginning?
but like what kind of complete weirdo doesn't pick the sword at the beginning
wh-
rail-shooter boss design is my passion
with the amount of time I'm putting into the gummi ship levels maybe I should just stop and go play that Panzer Dragoon remake instead
or..............................................
.........
ᵈʳᵃᵏᵉⁿᵍᵃʳᵈ
speaking of 2000s deviantart I still think about this comic a lot
also happens to be extremely Me Irl at the moment
https://www.awkwardzombie.com/comic/gunship
Awkward Zombie - Gunship
somehow this type of thing is just, like, perfectly shaped to just lodge itself in my brain forever
I read some Camus for an intro philosophy class around the same time and also Do Androids Dream of Electric Sheep and it was just full-on teen galaxy brain for a while there lol
this is of course one of many reasons why I also love Nier Automata so much
aaaaa this is so good
I get why we don't but maan I wish we had more games with this level of facial animation
SAY FELLAS, DID SOMEBODY MENTION THE DOOR TO DARKNESS
on a related note, 2009 was a really good year for youtube shitposts
YouTube
Riku's quest in a nutshell.
it is a good day for Tifa Content
thanks to @Sharlock93 for the discovery that running it as Administrator raises it from "never works" to "arbitrarily works like 15% of the time I guess"
so yeah remember I was talking about the weird/pretty dark halos in the game's bloom effect? Think I got it figured out
So I'd figured out earlier that bloom isn't applied globally; the level artists can choose whether any given surface contributes to bloom or not. Often it's just the skybox, but it can be any surface they want
for example: the brown walls in this room
So it turns out the reason this looks great is mostly down to the artists. It's not a global effect with a brightness threshold, like later LDR bloom implementations; it's based on tagging specific geometry to contribute, and authoring textures accordingly
i.e. the skybox is intentionally v dark, because the artists know it's going to get additively blended over top of itself, dramatically increasing its brightness
so instead of blown-out X Box Three Sixty bloom, it's carefully controlled to just give a nice softness to the scene
The dark halos, then, obviously just come from the fact that everything besides the sky is BLACK, so when blurred you can see the original much darker sky color bleeding through around the edges
Me, shader dev in 2020: *brainstorming absurdly complex techniques for LDR emissive bloom*
Environment artist in 2004: "I will place a big additive flare particle on each light in this scene, because it looks good and we've been doing that since like the N64"
An interesting side effect of this technique is that none of the rad glowy particle-based VFX can actually make use of bloom
alpha and additive geo don't write to the stencil buffer (or whatever the PS2's equivalent of stencil was), so they mostly can't control their own bloom
no fancy tech stuff required, just Good Art
also this game taught me my #1 VFX rule, which is to always spawn a big black blob behind anything additive so it has something to contrast against
also there's SOOO much beautiful movement going on there that isn't visible in a single-frame capture
I love how the jagged Nobody lines shift between black and white so they're always guaranteed to contrast against whatever's behind them
Another cool thing while I've got renderdoc hooked up: How'd they do gaussian blur on a PS2?
It didn't have programmable shaders, so you couldn't just sum multiple texture samples
It COULD render to texture though, and it had really sophisticated fixed-function texture blending
It then iterates: The result of that offset blend is copied out and blended back over itself, with the offset vector rotated a bit and UV stretching modified slightly
After 12 passes, the result is a nice, smooth, wide-radius blur
(hopefully twitter doesn't ruin this too badly)
I don't know if the exact offset and stretch values are some super-clever approximation of a real gaussian kernel, or if they just played around with the values until they got a nice soft result with no obvious sampling artifacts, but it sure looks great
"Copying and redrawing the entire screen overtop of itself 12 times per frame sounds insanely inefficient"
ah, but remember, this is a PlayStation 2
FILLRATE OF THE *GODS*
also who knows; they could be doing some sick-ass bare-metal hyper-optimized hardware tricks to make it fast; renderdoc hooked up to an emulator won't actually tell us anything about how this was implemented on real hardware, beyond "what geo draws to what targets in what states"
anyway back to actually playing KHII
so a thing that rules about this game: it's the only JRPG I know of that completely acknowledges how absurdly OP the protagonist is
part of it's in the gameplay, i.e. earlier tweets about how combat becomes More Awesome as you level up
but it's also deeply written into the plot and characters. Sora KNOWS he's absurdly overpowered. He already HAD his Hero's Journey bildungsroman and saved all worlds in the first game, and now he's literally just trying to locate his best friend so they can go home and chill
So while he's still, like, the world's nicest dude, when the villains start showing up he goes into this snarky self-confident asshole mode because he KNOWS Boss Battles are things that he always wins
it rules so hard
you know the JRPG trope where like four basic mooks appear in a cutscene and the heroes are like "oh noes we're surrounded"?
that happened a lot in the first game and I kinda feel like this was a deliberate subversion of that lol
this fight happens around the halfway point in the game, and you DO eventually meet villains who actually pose a real threat, but by that point the game has done such a great job of characterizing sora's shounen-ass power levels that fighting those dudes feels incredibly dramatic
I do think this was very intentionally designed into the game too. Nomura was working on Advent Children at the same time, and in interviews he talked about AC asking "what does Level 99 combat *actually look like*"
so like this stuff was def in a lot of ppl's minds at square
yeah also this
I didn't grab video of the fight itself but the execution is extremely smart
@AmazingThew I like the implementation of this one too. You only fight a dozen enemies at a time, they billboard the rest, and all your reaction commands are huge AOEs.
I'm not even sure where the transition from billboard to 3D happens; as far as I can tell there really ARE one thousand enemies on that field, just v careful LoDs
the handful of 3D ones are the only guys with full AI, but your big AoE attacks can easily take out like 50+ at once
shoutouts to this Microsoft GS Wavetable-ass rendition of the Pirates of the Caribbean theme that Yoko Shimomura clearly found in giant zip file downloaded from the "free assets" pinned topic on an RPGMaker 2000 invisionfree forum
https://www.youtube.com/watch?v=0i_euDxA4L0
- YouTube
whenever the Organization XIII guys are sneaking around causing problems they use this ridiculous looney tunes run animation
it's so good
Winnie the Pooh and the Purgatorial Minigame Dimension of Torment
it's great how after like 14 games and multiple entire villain plots revolving around it, it's still entirely unclear what Kingdom Hearts actually is or does
like even the first game was incredibly vague about what "kingdom hearts" is supposed to be, and then they had to spend multiple games trying to tweak/retcon their way around the fact that the ending of KH1 makes literally zero sense lol
- kingdom hearts is a big door
- villain thinks opening it will fill him with The Power of Darkness
- sora says no kingdom hearts is Light
- villain opens kingdom hearts, gets owned by light
- the end
EXCEPT hold on it's literally just a door, there's just some stuff back there
- okay uhhhhhh hold on that door wasn't Kingdom Hearts, it was the Door to Darkness
- ansem is just a huge dumbass who thought a big door was kingdom hearts, somehow
- by opening The Door To Darkness, he got blasted by.... light
- mickey mouse's shirt came off
- okay okay we can make this work hold on
- kingdom hearts is somewhere else, who cares whatever
- dunno what's with ansem and the big door but boy he sure was wrong about it being kingdom hearts
- okay: ansem got owned to death by how wrong he was
- yes okay this works
- technically this means sora didn't actually do anything but whatever, everything fits except for one final detail
- we need to senran kagura mickey mouse
hell just running down a mental list of the number of allied or playable characters that have full sets of combat animations, IN ADDITION to all the regular enemies/bosses:
- sora
- donald
- goofy
- lion sora
- bird donald
- turtle goofy
- wisdom sora
- anti sora
- mickey mouse
- roxas (some shared with sora)
- riku
- mulan
- beast
- auron
- jack skellington
- jack sparrow
- aladdin
- simba
- tron
- seifer
- vivi
- squall
- cloud
- tifa
- yuffie
- a bunch of summons I've never used
- probably more I'm forgetting
according to the internet there are also 99 enemy types and 49 bosses
in addition to their regular combat moveset, every enemy has at least one Reaction Command, i.e. unique QTE animation that involves both the enemy and sora
full on pixar-ass facial animation with localized lip sync for this lion
her ears are rigged
how did this game get made
I mean the answer to "how did this get made" is of course always "brutal exploitation of labor" but like.... even then the results aren't usually THIS elaborate
it was honestly wild playing the FFVII remake in the middle of this thread and realizing most of the character animation is actually a big step DOWN from KHII
like obviously the cutscenes with bespoke facial animation are all great, but it has FAR fewer of them
most of the dialogue in FF7R is the usual puppetry thing where a character just faces a scripted target and plays Gesture X and VoiceClip Y
which is *fine*, to be clear. Most games do that; it works well and saves dev resources. It's just crazy that KHII usually DOESN'T
NAAAAAAAAAAAAAAANTS INGONYAMA
more pretty forced-perspective environment work
also just gonna RT this instead of making the same joke
Eurobeat Intensifies https://t.co/2dJpCfklVf
lmao I was like how on earth did they actually get james earl jones for this
apparently it's just recordings from the original movie
Landing a finisher on a boss is always so ridiculously satisfying
whole screen is explosions - super bullet time - rad punchy camera cuts - gigantic popups going LOOK AT ALL THE COOL STUFF YOU JUST UNLOCKED
A cool trick: you gain new abilities (i.e. new combat animations that make everything cooler) when you level up. BUT instead of trying to balance XP and ability progression for specific bosses, the devs actually just added a SECONDARY level system that increases with boss kills
I didn't even realize it works this way until earlier in this playthrough lol, but that's why you're always guaranteed to get Cool New Abilities from boss kills
that's why it says BONUS GET; I didn't actually gain enough XP to level up, but killing bosses raises Bonus Level
another extremely rad game-feel thing is how finishers work
you mostly only really mash X, but mashing X does a combo chain of a bunch of fast weak attacks and then one big heavy attack at the end
unlocking abilities makes this combo longer and flashier
this grants even basic combat this really satisfying cadence of, like
bonk bonk bonkbonkbonk BAM
ridiculously punchy sense of anticipation and impact, just repeating forever as long as there's targets to clobber
you know how every videogame has that thing where you use your biggest coolest moves and the boss is left with like 9 HP and then your next generic auto-attack just like, pokes him and you win in the most anticlimactic way possible
KH bosses can ONLY be killed by combo finisher
this... has some tradeoffs; it's possible for a boss to be sitting at 1HP but still moving/attacking too fast for you to actually land a finisher on him
but the advantage is you always win big fights with that final WHAM that sets off the aforementioned slomo/fireworks
it owns
this even extends to the final boss, which I'll tweet a ton about later lol
but you wreck the last 30% of his last healthbar in History's Raddest QTE and then it still cuts back to gameplay with him stunned at 1HP so you can manually land the final combo that ends the game
lmao I forgot they short-circuit like half of the little mermaid's plot because sora's just like "we should beat up ursula"
rail-shooter boss design is my passion
so that pattern's literally impossible to avoid and the only approach is to find the least-damaging part of the screen and just sit there and tank it because the game makes an abrupt face-euroshmup turn at the last possible minute
it's pretty cool/weird that a casual playthrough is almost guaranteed to miss Hollow Bastion's third act, which means the vast majority of players never found out about the heartless machine or the Hollow Bastion/Radiant Garden thing
It's a total Nomura move, dropping mind-blowing Lore Reveals that won't matter for like ten more years
but again this was early enough that he hadn't done that 30 times before, so it felt genuinely unexpected and awesome
IIRC if you're a giant nerd and read all the journal entries this is also where you find out that Kairi was actually born in Radiant Garden, not Sora's world, which explains the weird flashbacks of her in Hollow Bastion in the first game
it's also remarkable that the lore puts SO much effort into distinguishing Pureblood and Emblem Heartless, when it's completely irrelevant to both gameplay and anything in the plot
like they could have just gone "there's a machine that makes heartless" and then stopped there, but instead they had to be all extra and go "they look slightly different from natural heartless, and now every enemy in the game needs to logically fit into one of these categories"
also while I'm talking about heartless: There's a VERY short list of games that have truly unique enemy designs IMO, and kingdom hearts is definitely one of them
like I think the fact that every videogame needs like a million different enemy designs leads to pretty much everyone falling into fairly similar categories. Not even a criticism; just practicality
like play FFX or the Xenoblades or Tales or any 3D Zelda or whatever and ultimately most of the enemies are like, Lizard Dude, Flame Dog, Large Wasp, Violent Statue etc etc etc
all just kinda blends together after a while bc you need SO MANY that you can't avoid tropes easily
KH enemies look like absolutely nothing else and are instantly recognizable, which is a pretty impressive accomplishment tbh
Other good examples I can think of:
Bayonetta
Nier Automata's fully-modular windup robots
Parts of FFXIII? Lots of generic designs but then it absolutely goes hard on like 31st century gold/porcelain/quartz catholic icons made of living motorcycles
like man I can't even DRAW sleeves that awesome and they did it in 3D with a few hundred tris and full rigging
Reminder that official Kingdom Hearts lore states that wearing a black trenchcoat lets you teleport
so KHII's Reaction Commands are probably one of the best implementations of quick-time events, and it's always seemed odd to me that it wasn't cloned
God of War came out of a few months earlier, so this was basically the early days of the Press X To Not Die era of AAA design
key differences compared to most QTE systems of the era:
- They always use the same button
- You can't fail them
- They're optional
(yes I know there are some exceptions don't @ me)
Effectively this means they aren't "challenges", but rather opportunities to do something cool if the situation is right
If the goal of QTEs is to let the player do something Rad and Cinematic that's too complex to happen organically, KH accomplishes that without the downsides
Every enemy has a unique Reaction Command that does a bunch of damage and usually hits multiple targets. They're situational; you learn where they're most useful, and how to bait them out
The key is that the player chooses whether to use them at all, and they can't be failed
In actual practice they function a lot more like the Counter button in the Batman/AssCreed combat systems a few years later, but with the "cinematic" choreographed animation flourishes of a QTE
(although even then, the counter button itself rapidly became monotonous as those games started introducing enemies that REQUIRED their use 100% of the time)
the reference this quote again "press X to not die" is so much less interesting than "Press the Awesome Button to make Something Awesome happen"
Its not perfect obviously (there are like four of them that you CAN fail for some reason, which is utterly disorienting), but if you were gonna make a game with QTEs for the Cinematic Action Moments, "one button, optional, no fail states" is clearly the best way to do it imo
(also telling me to press X in an instant or suffer consequences is a huge asshole move when X is in a different place on every console lol)
okay I'm in trouble because I have a lot more things I wanted to tweet about kingdom hearts II but I have also nearly run out of kingdom hearts II to play
I like how the first game was a success despite its absurd premise bc it actually managed to mash up disney and final fantasy in an interesting way
and then KHII's pacing is
- 5 hours of anime
- 25 hours of totally irrelevant disney churn
- 10 more hours anime
this isn't a criticism of course, "maximum anime with some lip service paid to the existence of disney" is exactly what we all wanted from a sequel to Kingdom Hearts
oh yeah this tweet probably belongs in this thread somewhere
you know for how large Axel looms in my memory of this game, he's not actually in it very much
thinking about deviantart circa 2006 and it's just the sherlock mind palace gif with ROXASXAXEL flying around everywhere in different fonts
gonna make my own kingdom hearts 3 that's just kairi and axel with keyblades kicking every ass in the universe
it's the only option at this point
animator showing off
I realize that You're Xigbar isn't actually a meme but I'm determined to make it one
It's actually been really weird replaying KH2 after 3 came out because like.... 3 was FULL of awkward "translated JRPG" dialogue weirdness with like five-second pauses between every line and voice actors clearly not knowing the context of anything
KH2... doesn't have that?
FFXII came out only a few months later and that game has probably the highest-effort localization in history lol
I guess in later years square just decided "good enough" localization is WAY cheaper than "spectacular" and the extra cost prob doesn't directly translate to sales...
lmao
sora crying for riku super weirded me out when I first played this, because the writing keeps telling you that sora and kairi's relationship is the thing that matters, when that's CLEARLY NOT what he actually cares about the most
the surface-level writing's sort of weirdly at odds with itself, but it makes so much more sense with the understanding that sora/riku's relationship, and its mirror image in roxas/axel, is THE central force of the whole story
I don't need to tweet at length about this because thankfully a much better writer already wrote a literal book on it lol. Really good except here:
Kotaku
Kingdom Hearts II Is Full Of Bad Romances And Rad Bromances
I'm not toootally sure I agree with the author's assertion that there ISN'T a romantic component to either pair's relationship (particularly in roxas/axel's case)
but also like... absolutely nobody in kingdom hearts knows what sex is lol
"nobody in kingdom hearts knows what sex is" isn't even half of it tbh; the real take is "nobody in kingdom hearts even knows what having a crush is"
there are exactly two relationships in kingdom hearts:
"best friends, with such overwhelming love that you would literally die for each other without an instant's hesitation"
and
"we COULD be best friends if you would just stop trying to murder me and my other friends"
hey I actually got Final Form for the first time lol
kiiiiinda want to level it because I really want Glide but also Glide is useless when there's like three boss fights left in the game
it's a gimmick fight and the gimmick makes zero sense and it suddenly introduces reaction commands THAT YOU CAN FAIL in middle of like 20 other new unexplained mechanics
Discovered recently that there are actually Nobodies earlier in the game that are supposed to teach how the card thing works, except they only spawn in really out-of-the-way places
and also anyone who found one would just hit triangle, turn into a card, and go "welp nevermind"
thankfully the next boss totally rules
dude goes into a super-powerful berserker mode but then you can steal his weapon and interrupt and wreck him with it
also mad vfx
haha remember when they made kingdom hearts 3 but didn't put reaction commands in kingdom hearts 3 and then they made you fight this guy again but with the entire central mechanic that made it fun removed
This flowing fluid-y stuff is a really cool low-complexity effect. It's just scrolling UVs on a bunch of overlapping alpha geometry, shaped to conform to the underlying level meshes
it's overdraw city, but again, PS2 fillrate
the way it flows around the spikes is really slick
If you get the camera in the right spots you can see it's alpha shells surrounding the base geo, slightly offset so it doesn't z-fight
this'd be really fun to look at in renderdoc but there's no way I'm playing the entire game in an emulator just to get here haha
I'm at the final save point but I just discovered I'm only two materials short of crafting Ultima Weapon so I guess I'm gonna do that
esports
also wow that item description is some serious JRPG Translation
bizarrely out of place given how flawless all the other text is...
BIG
BUTTON
PROMPT
IT'S ANIME TIME
I wrote a bunch already about how this game is fully invested in portraying sora's ridiculous power levels. Even with all of that, the final boss is a MASSIVE, ridiculous escalation
"sora defeats an army" is the midpoint of the game, and the final boss STARTS at "this dude is hurling literal skyscrapers at sora and he's just smashing them apart like they're softball pitches"
it rules so hard
(I'm not gonna post a ton of captures of the ending bc like, you should play this game)
(also, the impact of all the ridiculous shounen-ass anime heroics is lessened when it's just, like, a clip attached to a tweet completely out of gameplay context haha)
what I can't convey is there's like several minutes of cutscenes in between the last two panels there
this is 100% my sister's joke; she yelled that right when the robot dragon appeared and I've been cracking up about it for years since
delighted to share it with you all now
LASER DOOOOOOOME
no teenaged weeb in 2006 experienced laserdome and walked away unchanged
also it rules that donald and goofy are just, like, removed from the climax lol
like sure they're important to the series or whatever but what REALLY matters here is they spent two whole games building up to a sora/riku team-up and now that's the only thing that really matters
honestly if you want to use gameplay to pump up player emotions for plot-critical moments there are few tricks more powerful than "constantly changing which character is player-controlled during a fight"
switching back and forth between sora and riku to pull each other out of danger or team up with rad combo attacks feels INCREDIBLE, and it's just absolutely perfect for the character arcs at that point too
(this is yet another Truth in support of my "Nier Automata is the real Kingdom Hearts III" thesis btw. Automata employs it EXTREMELY carefully and every time they do it it hits like a truck)
that scene at the end with sora and riku on the beach is still really good, wow
beat the final boss in ridiculously hype anime action and then it slows WAY down and finally gives you this really quiet, zoomed-in scene about the relationship that's been guiding everything
like it sets aside all the dank lore and existentialist takes for a bit and just becomes this really long, earnest, personal conversation between these two friend that have spent the last two games' worth of plot trying to save each other
and like, sure, they get deus ex machina'd back to the island for a big happy ending, but the point is they don't even need that
Riku saying "we'll be the darkness" and then sora calmly agreeing isn't teen edgelord irony, it's... peace
like they both understand that as long as everyone else is safe, and the two of them have each other, they're genuinely content to just sit on a dark beach together for the rest of time
it's unfortunate that the later entries went so far down the Lore Hole, because II does a really good job of knowing when to pull the focus way in on just conversations and relationships
...and like, sure, we're still talking about Videogame Writing here; it's not all THAT deep, but it nails what it needs to to leave a lasting emotional impression
and that's def an accomplishment worth talking about, particularly in the space of huge expensive action games
in other news, Prerendered Goofy's Realistic Mouthflesh has haunted my nightmares for fourteen years
honestly as far as my brain is concerned, this is how Kingdom Hearts ends
it's perfect, all the character arcs work, some people died to save their friends, some people live on in memory, the three kids are home and it's all okay
there's not any real reason to make sequels
like sure you can still make Birth By Sleep and go wild exploring the wider lore stuff, but making Sora go on more adventures just feels kind of... mean
certainly unnecessary
ANIMATOOOOOOORRS
scenario writer being the person who converts a "story" into "80 hours of JRPG dialogue and moment-to-moment gameplay plotting"
so
I finished Kingdom Hearts II
I think I finished typing all the things I intended to type about Kingdom Hearts II
I suppose this means we have reached the end of The Kingdom Hearts II Thread