I don't think I'd be working for this site if I didn't have some sort of passion for the Kingdom Hearts series. Chances are that if you're reading this right now you probably have a mutual love for it too. But ask yourself this: Do you really think the series, or any of the games for that matter are perfect? I know that I don't. Sure, there's many innovative and exciting qualities about each game, but there's equally as many things about them that could be improved. So if you have a few minutes, please take your time and read on about what qualities of the series I like, what I don't like, and how they can be improved.
If you have any further suggestions, ideas, or comments don't be shy! We have a thread asking about what you want to see in Kingdom Hearts III or any or any other future games on our forums!
So first thing's first: What do the Kingdom Hearts games do well? One thing that comes to mind is the overarching plot of the series. It's simple enough that any casual gamer can get into it, but complex enough that hardcore players can still be satisfied. Being slightly in between those two, I can say that I've never been left wanting more from any of the games' plots, nor have I been overwhelmed by them. Kingdom Hearts is also the only series I've seen that has a perfect balance between cutesy and serious. One minute you're laughing at how ditzy Donald and Goofy are and the next you're on the verge of tears after a tragic loss.
Another positive aspect about the Kingdom Hearts series is the combat, the command deck system from Birth by Sleep and Re:coded in particular. Don't ask me why, it just feels so satisfying to pull off a few swings with the keyblade, then finish off your enemy with a super flashy command. It also gives you a ton of customization, letting you choose what commands your character is able to use. It's fun, it's stylish; I couldn't ask for more.
Now onto the dreary part: What do the Kingdom Hearts games do not so well, and how could they be done better? Well probably my biggest bone to pick has to do with the lack of life within the environments of the games. I get all excited to visit the worlds of my favorite Disney characters and to see what it's like there, only to see just the main characters of the movies each world corresponds to. You can't convince me that Agrabah is this bustling metropolis when the only people there are Aladdin, Jasmine and Jafar. Putting even just a few NPCs in each world would make each world seem more alive. Hey, the NPCs could even give you sidequests to complete so it feels like you're interacting with the citizens. Bottom line, NPCs equals happier me.
Another problem I have with Disney worlds is that you don't ever seem to form a proper friendship with the characters you're supposed to be helping. This is especially true for Kingdom Hearts II. In the Pride Lands, Sora just seemed to play a spectator role in Simba's story, instead of being his partner through his endeavors. You basically follow them around until they come across a villain or enemy they cannot defeat, beat it up, and get thanked for your "help". If the writers of the game could edit the stories of each world a bit more, they could fit Sora in as the hero's sidekick in their conflict instead of him just witnessing it all and helping out when needed.
The Kingdom Hearts games follow a generic RPG development system for your characters. You defeat some enemies, you gain some experience and you level up. It works, but I don't see any difference between one playthrough and the next. It gets pretty boring after a while. The original game could be considered an exception to this, because you got to choose three different paths. I crave something more though, something less linear. The sphere grid of Final Fantasy X pops into my head. With a system similar to that you could develop Sora or whatever character you may be playing as freely. Something like that could not only make your character unique, it would increase the replay value of the games.
Now I said earlier that I love the command deck, and don't get me wrong, I really do. There's just one problem I have with it though, and that has to do with magic. You can put spells like Curaga into your deck multiple times, as well as being able to use them over and over again after they recharge. This takes the strategy out of much of the game because you practically have unlimited healing in battles. Now how could this be remedied you say? Well that's simple: put back in the MP system for magic and keep the attack commands in the command deck. This would mean you have to conserve your magic or fill up your inventory with healing items. It would give the games some much needed difficulty.
So, after reading this you probably assume that I really don't like Kingdom Hearts that much since I have so many complaints. That's not the case at all. All of the games hold a special place in my heart. My mindless obsession over it isn't going to cease any time soon, but if these problems were addressed, it would be even more justified. I'm hoping that in the series' future, we will see it achieve greatness among the entire gaming community, not just fans like me.
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