Review: Why You Should Play Kingdom Hearts

Kingdom Hearts is an action RPG for the PlayStation 2 that featured the bizarre, but magical combination of classic Disney characters with Squaresoft’s own Final Fantasy characters.

Kingdom Hearts Cloud

Kingdom Hearts created a universe where characters from Disney animated films such as Aladdin and Peter Pan co-existed with Final Fantasy characters ranging from Cloud Strife to Squall Leonheart. It didn’t just rest on the popularity of Disney’s timeless characters and settings though, expertly mixing it together featuring an entertaining original story, fun real time combat system, high quality voice acting and an amazing soundtrack. Kingdom Hearts was so unpredictable, yet so ingenious.

Kingdom Hearts Sora and Kairi

The story focuses mostly on original characters, while leaving the Disney and Final Fantasy characters as cameos, which works extremely well as it lets Kingdom Hearts stand on its own two feet. The main character Sora is tasked with using the Keyblade to travel to different worlds and protect them from being consumed by the dark creatures known as the Heartless. The story evolves from the light verse darkness theme and provides many twists and turns such as your allies becoming enemies. The locations are also a highlight as each new world brings a classic Disney film to life.

Kingdom Hearts Goofy and Donald

Unlike most of the RPGs Squaresoft were releasing at the time, battles in Kingdom Hearts are in real time with the player having full control over Sora, who is joined by Donald and Goofy (plus other Disney characters) as computer controlled party members. The combat system still has plenty of depth as Sora can attack with his Keyblade, cast magic spells, use special techniques, jump, fly and even use summons. Despite the bright and colourful look of the games graphics, some bosses are very difficult and require the player to master all of their abilities such as an optional fight against the infamous Sephiroth in the Hercules’ Olympus Colosseum.

Kingdom Hearts Sora Vs Riku

Kingdom Hearts excels in its voice acting, as the main characters are brought to life by Hollywood actors and many of the Disney characters have their original voice talent. Adding to the fantastic audio experience is the impressive soundtrack by Yoko Shimomura who carefully blends arrangements of iconic Disney melodies with memorable original compositions such as “Dearly Beloved” and “Hollow Bastion”.

Kingdom Hearts Ansem

Kingdom Hearts is a wonderful mix of originality and nostalgia. If you wish to play an action RPG with thrilling game play and memorable characters then you should play Kingdom Hearts.

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Deconstructing Cloud Strife

If you are a fan of RPGs, there is a good chance you have played the Squaresoft masterpiece Final Fantasy VII. The game is well known for its engaging narrative and memorable characters, but the following article will be an analysis focusing on the motives of the main protagonist: Cloud Strife. *This analysis will only be of Cloud from the original game, no representation of his character from the” Compilation of Final Fantasy VII” titles will be taken into consideration.

Final Fantasy VII Real Cloud

RPGs are often criticized for having protagonists that are just pulled along for the ride and have no real purpose or motivation to participate in the story. Final Fantasy VII featured a scene before the final battle where Cloud asked all the party members to go away and really think about what they were fighting for and if they were willing to sacrifice it all for it. If they were not 100% committed he would accept their decision and go on fighting on his own. He wasn’t sure anyone would come back. All the characters did find their own reasons for fighting, but as the main character of the game, Cloud’s motivations were the most interesting and they make him the most human character I have ever come across in a fictitious story, video game or otherwise.

Cloud: “What are we fighting for? I want us all to understand that. Save the planet… for the future of the planet… Sure, that’s all fine. But really, is that really how it is?”

Final Fantasy VII Reasons

Cloud is a very complex character and unlike most righteous heroes in RPGs, his motives are mostly personal in nature. As a child, he was an outcast. Living in Nibelheim, the other kids teased him and he often got into fights. He had a crush on Tifa, who was very popular, but she didn’t even think twice about him. When Tifa’s mother died and she ran away Cloud tried to save her, but ended up being blamed for her falling into a coma for a week. As a teenager Cloud decided to leave Nibelhiem and join SOLDIER, his aim was to become a hero like the great Sephiroth. Cloud didn’t want to be a hero for glory or to selflessly help people, he wanted to be somebody people admired, he wanted to impress Tifa and he probably wanted to rub it in the faces of the other kids that had teased him all those years. Cloud was a normal teenager, dealing with real world problems just like us.

Final Fantasy VII Cloud SOLDIER

When Cloud never made SOLDIER and was only a low ranking Shinra Guard, he felt like a failure and he did what most people would do: he hid himself. On his return to Nibelhiem he never removed his helmet to Tifa hiding his face (and failure) from her. After the events that took place in Nibelhiem with Sephiroth losing his mind and burning the place to the ground, Cloud meets up with Tifa again years later in Midgar. He now has a cocky, self-important attitude, calls himself a mercenary and only fights with AVALANCE for the money. Cloud has changed during this time, even if he doesn’t exactly remember it yet. See during this period Cloud is living a lie, as it is shown later in the game that the memories he tells everyone are really from Zack, the former SOLDIER First Class who was killed saving Cloud’s life.

Cid (talking about Cloud): “Just when you thought he was cool, he’d go and do some damn fool thing. And when you thought he was smart, he’d show how stupid he was. Everything about him from his movements to his speech were kinda odd.”

Final Fantasy VII Cloud Attitude

Cloud’s made up persona is quickly worn away as he starts to show his real self again when he meets Aeris and then infiltrates Shrina HQ to save her. It’s when the party leaves Midgar that Cloud realizes his new motive for travelling all over the world which stays with him for most of the remainder of the game: to seek revenge against Sephiroth.

So for most of the story Cloud wants to gain his revenge on Sephiroth, this is taken to another level when Sephiroth mercilessly kills Aeris right in front of him. Towards the end of the game Cloud is fighting for the planet as well, as he wants to save the world from Meteor because it’s the right thing to do and he knows he is the only one who can at this point, but he clearly states it’s not his main motive:

Cloud: “For me this is a personal feud. I want to beat Sephiroth and settle my past. Saving the planet just happens to be a part of that.”

After Tifa pieces together his past in the lifestream and allows him to find his true self, Cloud is finally honest with himself and learns to accept who he is. He acknowledges his shortcomings, he admits he is scared of what lies ahead in the face of overwhelming odds and even contemplates quitting, but in the end he takes the responsibility of being the leader of a group of people that need him and he gives it everything he can. When it all comes down to it Cloud is a positive person with an unwavering determination.

Final Fantasy VII Cloud Answers

Cloud: “I’ll find the answer someday. As long as I keep trying”

How many RPG heroes admit they are only saving the world for a personal vendetta? None, and if they start out with another motive, they usually drop the idea later in the game. Cloud’s real journey in Final Fantasy VII is finding out the truth about his past and accepting himself for who he is, no matter all the faults he has and mistakes he has made. Final Fantasy VII has many emotional themes in its narrative, but Cloud’s story of self discovery is easily the most relatable and scarily human.

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Is the Time Right for a Remake of The Legend of Dragoon?

I have just begun playing The Legend of Dragoon for the first time. Released on the original PlayStation in 2000, this was Sony’s attempt at developing an epic RPG to ride the wave of success started by Final Fantasy VII. While it was popular, it never garnered the critical acclaim, or the commercial success of the game it tried to emulate, but it was an outstanding RPG in its own right. While I have been having a fantastic time playing it and it definitely has that magical feel that only RPGs made in that era posses, I believe this would be a great time for Sony to remake the game for a new generation.

The Legend of Dragoon Dart Shana Rose

Firstly, The Legend of Dragoon was released towards the end of the PlayStation’s lifespan and the PlayStation 2 was beginning to take over, so many players may have missed out on the opportunity to play the game. With Sony set to announce new hardware and with a general lack of large-scale console RPGs developed by Sony anymore, now would be a great time to re-imagine the game and capture player’s interests.

The Legend of Dragoon Beautiful

While The Legend of Dragoon was created with pre-rendered backgrounds and low polygon character models, the art direction is detailed and beautiful and would translate well to the realistic graphics found in today’s games. There are a number of set pieces found in the story that would be amazing to see with updated graphics and could be a fine showcase of Sony’s new hardware.

The Legend of Dragoon Attack

The turn-based battle system also tried to do something different, by including real time button presses to execute combos and increase attack power. This made combat more engaging and would allow the designers to keep the turn-based mechanics, instead of following most modern RPGs that utilise more action orientated battle systems. The battles are very cinematic, especially with the Dragoon transformations, which would also translate well into more realistic graphics.

The Legend of Dragoon Dart

The Legend of Dragoon was made as a chance for Sony to increase the momentum of RPGs at the time, but a remake now would allow the game to stand on its own. The story is interesting, the characters are memorable and the game play has unique features that set it apart. A remake would also allow the designers to tweak some aspects of the game such as an updating the soundtrack, adding more voice acting and having a free-roaming world map. It was recently revealed that a sequel was once in production but was unfortunately cancelled and while The Legend of Dragoon was a great RPG that might not have found its full potential, the time is now right for a remake!

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Review: Why You Should Play Dragon Quest IX: Sentinels of the Starry Skies

Dragon Quest IX: Sentinels of the Starry Skies is a turn-based RPG for the Nintendo DS that features a full fledge single player experience combined with co-operative multiplayer with up to four players.

Dragon Quest IX FMV

Dragon Quest IX is the first main title in the series to be released on a portable system and features unique aspects such as co-operative multiplayer and the ability to create and customise your own character and party members. It greatest strength is that it can still be completed purely as a single player game with great supporting characters, a fantastical story, a giant world full of secrets and an excellent tradition turn-based battle system.

Dragon Quest IX Hero

The story is based around the Celestrians, a group of angels that watch over the mortal world, who will be one day rewarded for their service by ascending to the Realm of the Almighty. Disaster strikes when the Celestrians are attacked and knocked down to the world below. The main character is stripped of his angel wings and forced to discover who was behind the attack and find a way back home. The story starts off formulaic, but really picks up as more is revealed leading to some great boss encounters during the end of the game. The story progression and minimal party member characterisation feels like a throwback to classic RPGs such as early instalments in both the Final Fantasy and Dragon Quest series.

Dragon Quest IX Greygnarl

Dragon Quest IX offers a very tradition RPG experience bursting with a robust job class system, skills and special attacks to learn, equipment and accessories, side quests and alchemy to mix and craft different items. The battle system is turn based with up to four party members and there are no random battles as all enemies are seen roaming around the environments. The multiplayer component allows other players to become guests in your adventure, while still being fully controllable by each player. Dragon Quest IX offers one of the best implementations of local multiplayer found in the genre and is great if you are looking for an RPG to play with friends.

Dragon Quest IX Metal Slime Armor

The soundtrack accompanying the journey is classic Dragon Quest and stays pretty closely to the series routes. The main theme “Overture IX” is a triumphant tune that evokes images of a grand adventure, while the more sombre piece “Heaven’s Prayer” played at the Observatory, helps add to the angelic tone of the narrative. There will definitely be some memorable melodies as you play through the game.

Dragon Quest IX Town 2

Dragon Quest IX is a fantastic traditional RPG that is equally fun to play through on your own or with friends. If you wish to play a classic RPG with fully customisable characters, then you should play Dragon Quest IX: Sentinels of the Starry Skies.

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The Rise of SquareSoft (Part 4) – No Going Back

After defining and revolutionising RPGs on the original PlayStation, Square went head first into the next generation by beginning work on the tenth instalment in the Final Fantasy series developed exclusively for the PlayStation 2. With much more powerful hardware, Final Fantasy X saw the introduction of voice acting, more realistic facial animations, fully 3D environments (replacing the pre-rendered ones used in Final Fantasy VII, VIII and IX) and had three different composers producing the soundtrack including Nobuo Uematsu. Final Fantasy X was a huge success and was seen as a giant leap forward for the series, while still keeping the features fans enjoyed, such as an engrossing narrative, memorable characters, mini-games, turn-based battles and a gigantic world to explore.

Final Fantasy X Tidus Wallpaper

During the early 2000s online gaming was growing in popularity and Square announced the next numbered Final Fantasy game would be a completely online experience. Final Fantasy XI allowed players to created their own online avatars and take on quests to develop their character and progress through the main storyline. Final Fantasy XI became the most profitable entry in series and is still in operation 10 years after it’s release with new developments expanding the game.

Final Fantasy XI Battle

After the critical success in Japan of Vagrant Story and Hironobu Sakaguchi’s pleasure with Yasumi Matsuno’s work as a game director, Sakaguchi decided that he would entrust Matsuno with the next mainline Final Fantasy game. Co-directed by Matsuno and Hiroyuki Ito, Final Fantasy XII was a massive change in direction for an offline Final Fantasy game. It featured a seamless battle system with no random battles, free camera control, was based in the world of Ivalice from Final Fantasy Tactics and put heavy emphasis on a political storyline. Due to creating the new battle system completely from scratch, Final Fantasy XII had a very long development cycle of around 6 years and during the time Matsuno fell ill leading to his resignation from Square. Final Fantasy XII was completed after he left and was still meet with huge success.

Final Fantasy XII Boss

Square had partnered with Nintendo many years earlier to create Super Mario RPG, but the world was shocked when they announced they were developing a new RPG with Disney known as Kingdom Hearts. Character designer Tetsuya Nomura made his debut as game director as Kingdom Hearts was released as an action-RPG featuring worlds and characters from Disney animated films such as Aladdin and The Little Mermaid, mixed with original and Final Fantasy characters ranging from Cloud Strife to Squall Leonheart. What seemed like an odd combination produced one of the best RPGs released on the PlayStation 2 and expanded into its own long running series.

Kingdom Hearts Sora Donald Goofy

With Square still dominating the RPG scene, Sakaguchi believed it was time to broaden the company’s horizons as he created Square Pictures and directed his first feature length movie. Final Fantasy: The Spirits Within was the first photorealistic computer animated feature film using the most advanced technology available at the time. Despite some positive reviews, the film didn’t earn enough money to even cover its expensive development and cost the company millions of dollars, Square Pictures was closed down and SquareSoft was in financial strife. Sakaguchi stepped down as vice president of Square and shortly left the company all together when Square merged with their once rival Enix in 2003, creating Square Enix.

Final Fantasy The Spirits Within

During the years either side of the merger with Enix, many talented employees left Square such as  directors and game designers: Hironobu Sakaguchi, Yasumi Matsuno and Tetsuya Takahashi, script writers: Masato Kato and Kazushige Nojima, as well as composers: Nobuo Uematsu, Yasunori Mitsuda and Yoko Shimomura. Many other employees joined smaller development companies too. Square Enix still continues to create Final Fantasy games and others in old Square franchises, but the golden age of SquareSoft seems to have long past. Still, we can always look back at some of the greatest video games ever made and remember the unforgettable journeys they gave us…

Final Fantasy Hironobu Sakaguchi

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The Rise of SquareSoft (Part 3) – It’s Hip to Be Square

Following their success on the Super Nintendo, Square had originally planned to continue to develop for Nintendo systems. They even created a tech demo rendering some of the Final Fantasy VI characters in 3D for which many thought would be a preview of what Final Fantasy might look like on the Nintendo 64. These plans would soon change though, when a partnership between Nintendo and Sony fell through which ended with Nintendo staying with cartridges for its new system and Sony deciding to enter the video game market with its CD enabled PlayStation. With Sakaguchi and his team looking to push themselves with the expanded storage space offered by the CD format, Square controversially announced they would develop Final Fantasy VII for the Sony PlayStation.

PlayStation Logo

Yoshinori Kitase was concerned that the franchise would be left behind unless it embraced 3D graphics like other new games at the time and so Square made many advances with the new technology and Final Fantasy VII was the first in the series to feature a 3D world map, 2D pre-rendered backgrounds and character models rendered with polygons. Most famously though was the introduction of higher quality Full Motion Videos (FMV’s) that became a staple of the series.

Final Fantasy VII Cloud Midgar

Square didn’t just focus on graphics though, as the fantastic story of Final Fantasy VII was a joint effort written by Kazushige Nojima, Kitase and Masato Kato, based off an original draft by Sakaguchi. Previous Final Fantasy series artist Yoshitaka Amano was limited during the production due to other commitments and so Tetsuya Nomura, who previously had worked on Final Fantasy V and VI as a monster designer, was promoted to lead character designer. Even composer Nobuo Uematsu utilised the PlayStation’s internal sound chip to create songs with digitized voice tracks.

Final Fantasy VII Aeris Death

Final Fantasy VII was one of the most expensive games of its time and Sony advertised it heavily, especially in North America. It was also the first mainline title in the series to be released in Europe. The game was met with critical and commercial success upon its release and went on to sell 10 million copies worldwide. Final Fantasy VII is often regarded as one of the greatest games ever made and is recognised as the catalyst for popularising RPGs outside of Japan.

Final Fantasy VIII Squall

Final Fantasy VIII followed soon after VII and expanded on its foundations, presenting a more modern and futuristic world, as well as realistic and highly detailed characters again designed by Nomura. With Square’s experience with 3D graphics growing, Final Fantasy VIIIs presentation was much more consistent and it allowed the designers to make more experimental game play mechanics, such as the junction system and the addictive card mini game Triple Triad.

Final Fantasy IX Zidane Moogle

Final Fantasy IX was the last main installment to be developed for the PlayStation and returned the series briefly to its medieval, fantasy roots. Hiroyuki Ito returned as director while the character designs were handled by Hideo Minaba and were made more cartoonish to reflect the older games in the series, it also included black mages, crystals and lots of moogles . Sakaguchi has stated that Final Fantasy IX is his favourite in the series and that it most closely resembles what he initially visioned Final Fantasy to be. The soundtrack is also said to be Uematsu’s favourite composition.

Chrono Cross Kid Artwork

Square seemed to be on roll with the PlayStation and as their popularity grew overseas more of their other games found success as well. Masato Kato was handed directorial duties on Chrono Cross and with returning composer Yasunori Mitsuda they created a bright and wonderful game that dealt with parallel dimensions and featured a cast of 45 different characters to recruit. The action RPG Legend of Mana released with some of the most beautiful art work ever seen in a video game and highlighted the talent of up and coming composer Yoko Shimomura who would go on to score the two Parasite Eve games and many other big name franchises in the years to come. Showing the enormous depth of talent at Square, Tetsuya Takahashi, who had smaller roles on games like Final Fantasy VI directed the amazing Xenogears. It featured one of the most intricate and fascinating stories ever conceived and utilised a battle system that incorporated game play mechanics like combos found in a fighting game. It seemed like Square could do nothing wrong.

Xenogears Combos

Sakaguchi was also a big fan of a small development studio known as Quest who made the Ogre Battle games and he convinced the director Yasumi Matsuno and his team to join Square. Their partnership created more mature and complex games such as the classic strategy RPG, Final Fantasy Tactics and the dark and cinematic Vagrant Story.

Vagrant Story Title

With a whole new legion of fans from around the world, SquareSoft re-released some of their classic games to a new audience and PlayStation ports of Final Fantasy I and II, Final Fantasy IV and Chrono Trigger and Final Fantasy V and VI were given new life and their quality was appreciated all over again. Square was now a household name and Final Fantasy was one of the biggest video game series ever, could anything stop their seemingly endless supply of talent and creativity…?

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The Rise of SquareSoft (Part 2) – The Golden Age

The first article recounted how a small Japanese games company named Square had gone from being on the verge of closing down, to finding a hit with the original Final Fantasy and continuing to grow in popularity. Squaresoft had originally planned to release Final Fantasy II in English, but these plans were cancelled as they looked towards the new generation of game consoles with the international release of the Super Nintendo.

During the early 1990’s, Final Fantasy evolved with new hardware adding better graphics, a more detailed and featured storyline and more complex soundtracks. Final Fantasy IV, V and VI would be created in Japan but only IV and VI would be localised in North America and they were released as Final Fantasy II and III respectively. A major update to the series was the removal of the purely turn-based battle system and the implementation of the Active-Time-Battle system by game designer Hiroyuki Ito. Envisioning Formula One racing cars passing each, Ito designed the combat system where each character had a speed gauge that determined when they could act in the battle. The revolutionary new system stayed mostly unchanged up until the ninth instalment in the series.

Final Fantasy IV offered one of the most dramatic and compelling narratives seen in a video game at the time and Cecil, the main character was one of the first heroes to be shown with redemption as his motive. Final Fantasy V instead put game play back at the forefront updating the job system used in the third game, leading to an incredible amount of character customisation. This would be the last time the story would be put in the background as Final Fantasy VI featured one of the best RPG tales ever, combined with a large cast of deep and memorable characters. Hironobu Sakaguchi had directed all of the instalments in the series up until the sixth game when he moved to the watchful role of Producer and handed over the directorial duties to Yoshinori Kitase and Hiroyuki Ito. Final Fantasy VI is often regarded as one the best games in the series and featured Nobuo Uematsu’s greatest soundtrack at that point in his career.

“They say that technologically, it’s good to keep going, and each time, we give it our all and expend out skills and energy until we can go no further; this is what I consider to be the “final fantasy”. – Hironobu Sakaguchi

Square was not content with creating just one masterpiece on the Super Nintendo and in 1995 they released Chrono Trigger, which was designed by a “Dream Team” of developers. Sakaguchi combined with Dragon Quest creator Yuji Horii and Dragon Ball manga artist Akira Toriyama to create one of the greatest RPGs of all time. Bringing together designers at the top of their field seemed to allow the creativity to flow, as Chrono Trigger revolutionised RPGs. It removed random battles, allowed characters to combine their special abilities into team attacks and featured a time travel narrative that showed the outcome of player’s actions in the past and how they affected the future. Most notably though it was one of the earliest games to have multiple endings (13) and have a new game plus mode. Chrono Trigger also saw the rise of other great designers at Square such as writer Masato Kato and the brilliant composer Yasunori Mitsuda.

Other franchises from Square were also hitting their stride on the Super Nintendo, such as the Seiken Densetsu series which produced the magical action- RPG classic that was released in English as Secret of Mana. Showing its versatility, Square also teamed up with Nintendo to make Super Mario RPG: Legend of the Seven Stars which had some of the best graphics ever made for the console. SquareSoft was now localising a lot of RPGs for the North American market and even translated and released Capcom’s original Breath of Fire game as well as creating Secret of Evermore themselves. Unfortunately a lot of games were not released outside of Japan during this period and the English speaking world missed out on RPGs such as the fantastic sequel to Secret of Mana, Seiken Densetsu 3, as well as the Romancing SaGa games, Live a Life, Bahamut Lagoon and the tactical- RPG Front Mission.

With some of the most creative and best video game designers and composers at their disposal Square were releasing some of the greatest games ever made. Still, RPGs were not the most popular genre at the time and Square’s success outside of Japan was still limited, but with the next generation of video game consoles fast approaching and the arrival of the new Sony PlayStation that was all about to change…

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