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Monthly ArchiveJuly 2012



Kingdom Hearts 3 Ammar on 31 Jul 2012

Kingdom Hearts 3D is out now in North America!

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It will now be available in most stores. Gamestop, EBGames, Target, Wal-Mart, pretty much anything that hosts a game section. Or if you have already pre-ordered it online and have not skimped out on shipping, then you will most likely have it today.

Enjoy the best Kingdom Hearts game to date!

Kingdom Hearts 3 Ammar on 30 Jul 2012

Kingdom Hearts 3D New York Launch Event! Pictures!

The Kingdom Hearts 3D Dream Drop Distance Launch Event has come and pass at the Nintendo World Store in NYC, America. Lots of pictures can be found on their Facebook page, including KH-Vid’s Misty, KHI’s Shamdeo, EnixHeart’s Tev and KHWiki’s Paul, who will all have their own personal coverage of the event!

Enjoy~

Kingdom Hearts 3D: Dream Drop Distance is already out in Europe and Australia. New York Citizens got their copy of KH3D today at the Nintendo World Store. It will be released officially on 31st July 2012 in North America.

Kingdom Hearts 3 Ammar on 24 Jul 2012

Kingdom Hearts 3D TV Spot

How is Kingdom Hearts 3D? Oh yeah, America still have not got it. Oh, uh… LOOK, HERE IS A NEW TRAILER.

Remember, Kingdom Hearts 3D Dream Drop Distance comes out on 31st July 2012.

Kingdom Hearts 3 Taryn on 23 Jul 2012

Release of the 3DS XL

I assume it may be within the range of some of your interests that there shall be a release of an XL 3DS; the top screen will now covet a length of 4.88 inches and the bottom 4.18 inches. And a bigger top screen means better 3D action.

Of course size isn’t the only thing that matters. ;D The battery life on the original 3DS ranged from 5 hours with 3DS games and 8 for regular DS games; the 3DS XL has increased that to 6.5 and 10 hours, respectively.

The 3DS, along with some improvements to the buttons and case, has a better anti-glare screen, too.

For $199, the 3DS XL will be sold in the US starting August 19.

Sources: 1 | 2 | 3

Kingdom Hearts: 3D Taryn on 23 Jul 2012

Flowmotion and the Drop Mechanic

To cover a little bit more on KH:3D’s battle style, we know we’re seeing several familiar things such as the deck command system from Birth by Sleep, but Square Enix has also implemented another two things: Flowmotion and the Drop Mechanic.

Flowmotion is a quirk that adds an aesthetically pleasing gesture to battles — Sora and Riku are able to use their environment to facilitate their battle moves, such as swinging around lamp posts before diving into an attack.

Now, Drop Mechanic pertains to the switching of Sora and Riku’s character during the game. Rather than swapping the characters at save points like we’re accustomed to, the Drop Mechanic switches the two automatically when time runs out for each. Below is an interview with Tai Yasue Siliconera that expands on the matter.

Kingdom Hearts 3D’s combat is fun, but what drove me crazy at first was the “Drop” mechanic. In the middle of the first boss fight in Traverse Town I got “dropped,” so I tried to switch back really quickly and the boss’ health regenerated.

[Laughs] Nomura wanted it to be a bit thrilling in a way, so we added a time limit. It’s a little bit different in the North American version. We tweaked it, it’s not a big difference, but Sora and Riku’s HP will become full at the beginning of the boss battle, so if you’re dying, you can start over, too.

We didn’t really want to lose the character of the game. It’s one of the parts that’s sometimes stressful. When you’re successful, when you beat the boss at the last few seconds it feels really good.

I got the hang of it later on and how you can use it to boost your character. That’s when I felt it worked, but at the beginning when someone doesn’t know what’s going on, it’s like, “Awww…”

While Kingdom Hearts 3D uses the deck command system, I found myself using more Flowmotion attacks. They seemed to overpower everything. You can bounce back and forth between enemies, and it negates almost all of your commands.
At the start of the game, the Flow-Motion may feel powerful, but as you progress, at the later stages, the Deck Commands are really powerful. Flowmotion is used more when you want to escape, so there’s a difference in meaning and strategy. At the very beginning, really, we wanted to introduce Flowmotion, so the Deck Commands are a little weaker, but as you progress, that balance changes.

I see what you mean because in the beginning I used Flowmotion a lot. One of the most interesting thing in Traverse Town, when you go underground, there’s all of those grind rails. I know you can ride those and find the correct path to the top, but I just jumped all the way, by doing an infinite wall-jump using Flowmotion. Did you plan for that?

Oh, we did. We planned for that. Kingdom Hearts isn’t a game where you have to do one single thing to clear it. We wanted options–you can go this way or that way. It’s not just one route, you can go up the wall, you can slide down a ramp. You don’t need only need to use the Deck Commands, you can use Flowmotion or you can use Reality Shift. We just wanted to provide a wider range of options and really wanted users to pick which strategy they use.

In some places, though, like Prankster’s Paradise, I feel like it almost “breaks” the level. Like when you flip the world upside-down. All the really good treasure chests are at the top, but you can avoid doing all the platforming by horizontal wall-jumping across.

I guess, but if you want the treasure chests, you have to actually switch it over. One of the concepts for Flowmotion is a lot of freedom. And when we say “freedom,” we wanted the player to feel free to do what they want to do. You could use a lot of map gimmicks, but if you don’t want to you can use Flowmotion too.

What other tweaks did you make to the North American version, other than to the Drop mechanic?

I think that’s just the major change; we haven’t changed that much. We wanted the Japanese version and North American version to be pretty similar. I think there’s a Drop bonus that was added. I think it’s called “Drop Speed Down” in Japanese, but I don’t know what the English name is. We added the drop bonus and that’s about it. Not a lot of major changes.

Going back to Prankster’s Paradise when you’re playing as Riku, all the time, there’s this wall of text that tries to explain Chain of Memories. Kingdom Hearts started with a very simple mythology that’s gotten more complicated over time. What’s your view on how to make the mythology more accessible?

I really think it depends on the player. Some really want to know everything. For [Kingdom Hearts] 3D, you’ve got the Mementos, and you don’t have to see them if you don’t want to. You can skip it. At the same time, if you want to read it, you can go in and see it.

We developed the game so that hardcore players who want to understand it can do that, and people that just want to play lightly—who play all the Disney worlds, experience the Disney story–they don’t really have to see all the deep stuff.

There have been 10 years of Kingdom Hearts and kids who started playing the series when they were 10 are 20 now. Since we’re still focusing on the same characters, how are you going to make the Kingdom Hearts story follow an audience growing up with the franchise?

In 3D, we introduced the Memento system to cover that. In future titles, we’re going to really have to think about that.

I think for Kingdom Hearts you can really enjoy the lighter aspects. It’s about coming to terms with Riku’s darkness. It’s about friends. There are a lot of easy themes too and when you go to a Disney world each one has a story that is really accessible. If you want to understand everything it might be a little complex, but if you want to play lightly I think that’s possible too. Obviously, we want new players to access the game in a way so we’re going to have to think about that. I can’t really talk about our new titles yet, but for 3D we tried to do that with the Memento system.

Do you have any other plans for the 10th anniversary?

Not at the moment, no. [Kingdom Hearts] 3D is definitely our 10th anniversary title.

Without spoiling it, can we talk about the ending a bit?

I would just like to say that, this time the game is more centered on Riku and how he comes to terms with the darkness. Kingdom Hearts 3D really connects to the next Kingdom Hearts–Kingdom Hearts 3. And in a way, I think you’ll be able to see a glimpse of the future by playing Kingdom Hearts 3D.

 

Source: Siliconera

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