Kingdom Hearts 2 is where it all went wrong
Man, Kingdom Hearts.
I remember when Kingdom Hearts released and people in my circle didn't really know what to make of it for the lead-in. We all grew up with Disney. All of us had stumbled into Final Fantasy at pretty much the same time. But it was also released around the time when you weren't allowed to admit you liked Kid's Stuff. Even Pokemon had to be played in secret while the Cool Kids played Dragon Warrior Monster and Monster Rancher. To admit you were playing the Disney game was unconscionable.
But to admit you were playing the game that included Nightmare Before Christmas? You could get away with that.
Admittedly, that was what intrigued me about Kingdom Hearts. I saw Nightmare when it was first released in 1993, which means I was four at the time, and that's the kind of movie a four-year-old isn't capable of quite understanding but it wriggles into the psyche even if (like me) you had completely forgotten the actual experience. But I remembered it was cool. And I must have seen it again more recently, when I could actually comprehend the visuals. And I still thought it was cool.
Anyway, Kingdom Hearts was a great game, and by the time Kingdom Hearts 2 was around the corner we had matured enough to admit that KH was ballin', everybody was super excited for the sequel, and also Cool Kids at a Nerd School were a myth, let's play Pokemon.
I don't think it will come at a shock to anybody that I lovoe Kingdom Hearts 2. It's on the pantheon among games widely considered the greatest of all time for a reason, and it's not just a confluence of events and good timing. To go back to Kingdom Hearts 2 in the modern day is a wonderful experience. Universally perfect? No. But Sora controls like butter, the combat has no business being as nuanced as it is, and Critical Mode in this specific game is such a brilliant management of difficulty -- creating a high risk/high reward gaemplay tradeoff that is far more exciting and enjoyable than just 'enemies get more HP' -- that a joy to go back into, even if you're trapped in the endgame grind for the Ultima Weapon.
You know exactly what I'm talking about.
I remember the excitement the weekend before its release (admittedly less because of the game itself and more becauase we were at the state-level Latin competition, but we were still talking about how excited we were that KH2 would be releasing only a few days after we got backc). I remember the day-one speculation about Roxas' name seeming to be an anagram for Sora, and Xehanort for No Heart. i remember people thinking Axel and his chakram were awesome, people theorizing about the whole nature of the opening (nobody had played Chain of Memories), people wonering about Namine, about the Organization, about the ever-growing lore. Some of us were putting together wishlists for the KH3 worlds-- speculation that obvously would not come to fruition for several years, and which defied a list that I would have thought was rather comprehensive (although half the KH3 worlds didn't have movies when I put my dream team together(. Even a few years later, in college, I had a long conversation in the line to Space Mountain about the irrationality of the Nobodies and how silly the explanation that 'we don't have hearts but we remember having them' felt as a motivation-- can you really miss something and have the emotional experience of doing so when your soul has been carved out of your body?
I did not, at the time, appreciate how much sillier these questions could get.
The last Kingdom Hearts game I tried to play was Birth by Sleep, as part of the PS3 collection. I had previously tried to play Dream Drop Distance but the constraints of the 3DS made the game an unpleasant experience from the jump, even ignoring some of its more curious design decisions. I had hoped that my problems were dominantly because of the hardware, but when I played BBS I got through one story and found myself with an undeniable frustration:
The gameplay was not fun. The Command Deck wasn't intuitive, the characters felt clunky. I attributed this, at the time, to another limitations of the game having once been on the PSP and its gameplay having been optimized for that console. I do not hold this against BBS, but it did make the raw experience of interacting with the game unpleasant. Not so unpleasant I couldn't push through, were it not for the second factor:
I do not give a shit about any of these people.
I don't. And maybe one could argue, you didn't bother finishing the game, you didn't see their stories. I finished one story. I did not care enough to see the others.
And by the time KH3 was finally releasing its teasers, I watched the trailers, and I realized-- it didn't look fun. I'm sure the moment-to-moment is, but the focus on Keyblade forms and Attractions turned me off from the fundamental Kingdom Hearts gameplay that I had been hoping to return to since 2. The world lineup held no interest to me-- I had hoped for classic Disney, the tickling of my nostalgia, and instead saw mostly movies that had come out since I was in high school, two of which I don't particularly like. (I would pontificate further, but I think it's best to just Let it Go.)
What I heard afterward, from co-workers who had been waiting as long as I had for this sequel, confirmed my decision to skip it. Even now, sometimes, I wonder if I should pick nit up at a discount, but it simply doesn't look fun to me, and I have been thoroughly turned off by a story that is built on constant "But actually!" contrivances.
And yet, I did not find myself disappointed. Not by KH3, nor by BBS, nor by Dream Drop Distance. Why? Was it simply the passage of time and the natural maturation? The drift of my interests? But no. I replayed KH1 and 2 only the prior year, as part of the HD re-release. I loved the experience. I should have been disappointed.
But I had known since Kingdom Hearts 2 that I would not be.
I love Kingdom Hearts 2. To revisit it is a joy. I have a lot of great memories surrounding the game, and playing the game. But I remember, very distinctly, even then, that the world stories were weak.
And they didn't have to be, because you revisit every world and there's a new conflict, a new storyline, that you have to fight through and experience. But the majority of worlds in KH2 give you your first run by retelling the movie story, except Sora, Donald, and Goofy are just kind of standing there.
I know this isn't a revelatory observation. Most people who try to explain the story of Kingdom Hearts will skip over the Disney worlds entirely because they are irrelevant to the larger story. Which is fair, and which I think is a massive failing of the series.
Because they were not irrelevant to the original Kingdom Hearts. While the Disney worlds had their own stories, they were not irrelevant to Sora's journey. The fact that the villains were working together (and thus working toward goals beyond the limitations of their franchise) when a long way to uniting those storylines, but even individually Sora was usually learning something in each world. Something with broader impact was happening within each world.
Come Kingdom Hearts 2, Sora would enter a world and stumble into a story in progress, made even worse in worlds whose inhabitants he had met (looking at you, Pridelands). An that story would largely proceed as it had without Sora's involvement. At best, he might disrupt an unexpected Hearltess; at worst, he, Donald, and Goofy will stand in a corner and possibly express a reaction just to reassure the player that they're still here.
The problem with this is not just weak stories, either. It is a structural failing that gradually screams under the mounting pressure. In the moment, the game is, to put it lightly, stupid fun, an absolute blast to play. But even in the rush of a new game I found myself chafing under the storytelling decisions, to have Sora just kind of escort the actual main character through the story. At the time I just considered this a strange, possibly lazy decision (although understanding now how these things are done I suspect it was less 'lazy' and more a compromise between creative interests).
Now, however, I recognize why this was such a problem; it removes all agency from Sora, and thus from the character. Your presence in a world is ultimately irrelevant because the story will proceed with or without your interference. And once you realize you do not need to be here, something in the back of your head can't help but ask why you are here. I'm actually having a terrible time remembering what the impetus to world-hop in KH2 actually is.
Frankly, a lot of what happens in KH2 feels like a sequence of things Just Happening, and Chain of Memories not only provides insufficient context but should not be necessary to understand the individual events of this game. This brings me back to how the whole franchise is written on a chain of "But Actually!" contrivances, and it starts with this game. You defeated Ansem at the end of the first game, But Actually not only is he still alive, that guy wasn't even Ansem.
What this does to the story structure is change from a self-propelled quest which Sora chooses to pursue -- not just because the Keyblade told him it was his destiny, but because he was trying to find Riku and Kairi -- into a story about a passive protagonist who just kind of goes places because a guy told him to I guess, and this winds up deteriorating and arguably destroying Sora's character as the franchise soldiers on.
From a gameplay perspective, it also ruins the Disney World fundamental design. I completely understand why this is-- the larger rooms and more limited obstacles are what facilitates the movement and combat options that Sora has at his disposal-- but one of the things I most loved about the original Kingdom Hearts was exploring the game and all the stupid, ridiculous secrets and interactions that the level designers incorporated. Freezing the bubbles in Hollow Bastion? The Weird Room in Alice in Wonderland? I think just the other week I learned about a treasure chest in Hollow Bastion I didn't even realize existed, do you know how cool that is? KH2 streamlined the game considerably, which has its benefits, but also took away a lot of the character that the worlds previously had and eliminated not just reasons to explore, but capacity.
What you wind up with is a game that is insanely fun to play moment to moment, but struggles to give you a reason to engage with it beyond that fast combat. And that combat goes a long way. Like I said, Kingdom Hearts 2 is a game that I delight in replaying. But it's also a game where I sort of struggle to get through the middle (the TRON level specifically, not the Hearless assault on Hollow Bastion) and am completely checked out by the final boss.
And so, consequently, I was checked out when I tried to play Dream Drop, finding the worlds equally uninspiring the navigate and the gemeplay ill-suited for a tiny handheld screen. And thus I was checked out when I treid to play BBS, another game whose story mostly felt like character being pointed in a direction and having arguments and miscommunications because the story told them this is the time to have an argument and miscommunication. The story crumbles because it has been reduced to a sequence of events that you, as Sora, are just sort of bumbling throughfor the reward of watching other characters actually resolve the stories while you stand in a corner and nod.










