Business

Kingdom Hearts 2.5 HD 2.5 ReMIX Review

Early in the Kingdom Hearts 2.5 storyline, Sora, an idealistic boy rocketing out of childhood and into adolescence, says goodbye to a group of potential new friends as he waits to board a train that will shoot him off to the stars and into a grand new adventure. And although he’s just met these ragtag teens who are dreading the end of their summer vacation and trying to score their next batch of sea salt ice cream, a single tear rolls down Sora’s cheek as he waves farewell.

The moment shouldn’t work. Its power rests on delving into the depths of a comically complex conspiracy tale involving metaphysical doppelgangers, simulated realities, and hyperbolic teen angst. But, the moment does work. In fact, the romantic, sincere innocence of Kingdom Hearts still carries an emotional punch, powerful on its own merits and just as affecting today as it was at its genesis.

Kingdom Hearts HD 2.5 Remix is a relic of childhood and early teenage blossoming for the many of us who came of age in the early- to mid-2000s. With a disc that contains Kingdom Hearts II (a 2005 PS2 game) and Kingdom Hearts: Birth by Sleep (a 2010 PSP game) as well as Kingdom Hearts Re:Coded (a collection of the cutscenes from the 2008 mobile game), Remix is a nostalgic mix of storytelling and personality that stands tall nearly a decade after the oldest game’s release. Built on the back of versatile combat, endearing characters, and enchanting forays into the Disney films, it’s a shame that competent and enthralling plotting is so far out of reach for the main stories of any of the games.

After defeating the Heartless with the help of his friends Donald and Goofy at the end of Kingdom Hearts, Sora embarks on a quest to return home to his beloved Destiny Islands with his best friends Kairi and Riku. At the same time, he is dealing with the emergent threat of new soulless abominations known as Nobodies, who are doing the work of the mysterious cabal called Organization XIII. Sora and his friends travel from one Disney-themed world to the next (including Agrabah, the jungles of The Lion King, Halloween Town, and even the world of Pirates of the Caribbean) as he investigates the destruction wreaked by the Nobodies and tries to find his friends. Along the way, Sora learns a lesson or two about friendship, sacrifice, and growing up.

The romantic, sincere innocence of the Kingdom Hearts franchise still carries an emotional punch, powerful on its own merits.

Unlike the first game, where the Disney elements existed primarily to serve the overarching story, Kingdom Hearts II falters by doing the reverse. The trips to Disney-themed worlds–which are the raison d’etre for the whole series–are mostly highly compressed, theme park versions of Disney films without the space for characters to breathe and grow as they do in the movies. And, more often than not, these levels have only the slightest bearing on the intentions or nature of Organization XIII, its relationship to Roxas, the boy whom you spend the first three hours of the game playing as, or the identity of the cowled DiZ. And while the strength of the source material (the emotional heft of Beauty and the Beast or the subversive strangeness of The Nightmare Before Christmas) carries you through most of these worlds, many feel like fun padding, particularly in the “return to everywhere you’ve already been” back half. Throw in a story that is too byzantine for children to follow and too impersonal for adults to invest themselves in, and Kingdom Hearts II lacks the guilty-pleasure fun narrative of the first game.

And that’s a pity, because despite itself, Kingdom Hearts II delivers enough moments of simple but piercing emotion to fill any game of its length. Towards the end of his adventure, Sora returns to the Hundred Acre Woods to say goodbye to the corpulent, half-dressed bear, Winnie the Pooh. Winnie had forgotten their friendship as well as his friendships with the nervous Piglet, hyperactive Tigger, and neurotic Rabbit. But through the bonds of caring and friendship, Pooh’s memories return and as Sora prepares to leave, Pooh wishes for a way to make Sora stay and remain his friend. Sora promises the disappointed bear that he’ll return, but Sora will always remain in his heart and memories.

It’s a tired trope of children’s storytelling, but its delivery feels authentic, evoking memories of being a child and saying goodbye to friends who move away. And, unlike the bombastic main plot, it doesn’t wave its arms around, drawing attention to itself. There are games being released today with aesthetics or mechanics meant to appeal to children, but other than Ni No Kuni, it’s rare for a game to evoke what it feels like to be a child. But in the moment with Pooh, the goodbye in the train station, long-awaited reunions, and shocking farewells, Kingdom Hearts radiates the purity and heart that is its redemption.

It’s a shame that competent and enthralling plotting is so far out of reach for the main stories.

A sizeable improvement over the first game, Kingdom Heart II’s combat is elegant while also offering a suite of ways for you to customize your style. Real-time combat sees you attacking, blocking, jumping, and activating special reaction commands. But with a host of equippable spells and a socketed ability system akin to Final Fantasy IX, you can outfit Sora with ways to boost his speed, magic, and strength to your liking and equip Donald, Goofy, and Disney heroes including Mulan, Hercules, Simba, and the Beast to complement your style of play. Combat may boil down to mashing the attack button while occasionally blocking or dodging, but the screen explodes with flashy effects to make every strike of the keyblade carry weight and pop. And although it clearly reaches out to the kid in all of us, Kingdom Hearts II can be unforgivingly difficult; on a handful of occasions, the game reaches a brutal Dark Souls level of difficulty.

Beyond the transition to HD, Square Enix has touched up many of the visual elements of the game. And in the worlds/areas that are the most stylized, abstract, and exaggerated, Kingdom Hearts II manages to look as good as many games on the current market. Whether it’s the gothic interiors of the Beast’s castle, the clean geometric cyberpunk lines of the world of Tron, or a free running course on the pages of the Winnie the Pooh book itself, the game shows off a vibrant art design whose expert use of color and cartoon style invites the imagination to lose itself in this world. On the other hand, areas that weren’t touched up or draw attention to their low polygon count and muddy textures look even uglier in comparison.

The game also supplies hours and hours of extra content for you to dive into. The first game’s Olympus Coliseum arena battles return with a dark, Hades-themed spin. Emblems are scattered on nearly every world, inviting you to tackle extra-difficult versions of Organization XIII foes. Hidden puzzle pieces can be found in the hard-to-reach corners of the worlds, leading into a simple but rewarding jigsaw puzzle mini-game. It’s fun to watch your pictures slowly come into focus with each trip to each new world. And Gummi Ship battles have been completely revamped as gorgeous and difficult to master on-rails shooter sections, another major improvement over the first game.

The screen explodes with flashy effects to make every strike of the keyblade carry weight and pop.

Birth by Sleep is the more consistently fun game on the disc, although it lacks any of those moments of unexpected emotional power that Kingdom Hearts II is able to achieve. A prequel to the first game, Birth by Sleep follows three young students of a Keyblade master as they investigate invasions by beings called the Unversed into worlds that have yet to experience Heartless or Nobodies. Each character has an individual story which is played to completion, at which point you can choose to finish the journey of one of the others.

Lead characters Terra, Aqua, and Ventus lack the charms of Sora, Donald, and Goofy, although Ventus comes the closest of any of them to bringing back that playful joy. Terra becomes a painfully cliche troubled, navel-gazing teenage JRPG protagonist and Aqua’s arc is purely reactive to the actions of Terra and Ventus. Ventus, at least, smiles and acts like he’s actually his character’s age. And the story itself is focused, with only a few trivial excursions just for Disney’s sake, although by the end it mostly serves to set up the events of the first two main games.

What makes Birth by Sleep stand out is its combat system. Without sacrificing the simple controls of Kingdom Hearts II’s combat, Birth by Sleep ups the number of ways you can control your character. By removing a hotbar for spells and locking every ability to a single button, it makes it easy to switch equipped abilities on the fly rather than struggling through menus in real time. The abilities that are equipped can be leveled up and fused with other leveled up abilities to create new powers. Equipped abilities can be employed in general orders to activate powerful finish command styles;between deciding which abilities to equip/make and choosing which command styles to deploy, you never feel forced into one specific style of play.

While neither game will win awards for its narrative, playing both and adjusting your play style to whichever task you have at hand is always a blast. Re:Coded is the only true bust on the disc, a collection of re-tooled cutscenes, and for two of the three hours that you sit through the game, it’s difficult to name a reason to justify its existence. It begins as a glitched out sci-fi simulation of the events of the first game, and although it does evolve past that, sitting through it is a chore even for those most dedicated to the Kingdom Hearts lore. Still, with dozens of hours of either of the other two games, it’s hard to be too upset.

The last ten years have taken a toll on this franchise, and it’s easy to fear that Kingdom Hearts III will fall prey to the unnecessary mental gymnastics Kingdom Hearts II required, but those last ten years have also made it easier to appreciate how warm and inviting these games are. You don’t shoot assault rifles. You don’t hack people’s phones. You don’t cause destruction and mayhem. You yearn for ice cream. You push yourself to the ends of the Earth to find your friends. You learn and grow and mature. And, to paraphrase Alan Menken and Tim Rice, you see whole new worlds before you’re done.

Related Posts

Kawspeely Skin Is Coming To Fortnite

Epic is partnering with Kaws to create the Kawspeely outfit that’ll be available on July 2. Kaws is a New York-based artist who is known for his sculpture work on characters and themes. The new Fortnite skin will be another in-game variant of Peely, a well-beloved character.

The Kawspeely outfit will feature the following:

  • Kaws Companion Back Bling
  • Far From Home Glider
  • Ripe On Time Wrap

This is the second Kaws outfit, which previously came with other pieces like the Kaws Back Bling. Those pieces are returning but will now feature the option to change their colors such as the Grey Days style and Noir Nights, in addition to the original style.

The Kaws Skeleton Outfit will also return to the Fortnite item shop alongside Kawspeely. Kaws Skeleton comes in four colors which include:

  • Green
  • Pink
  • Bone-Color
  • Orange

Diablo 4 Season 3 Adds Weekly Challenge Dungeons, A New Endgame Activity

Diablo IV’s Season 3 will add a new endgame activity in the form of a weekly challenge dungeon called The Gauntlet, which will see players competing to earn the top spots on the game’s leaderboards for both fame and exclusive cosmetic rewards.

The mode sounds similar to Diablo III’s Challenge Rifts, although players participating in The Gauntlet in Diablo IV Season 3 will be bringing their own characters and builds into the dungeon this time around. Each week, all players will compete by running the same “fixed seed linear dungeon” to earn high scores, with speed and efficiency being of the essence. The Gauntlet is on a timer, and killing enemies and completing the dungeon quickly will earn players points that contribute to their score. To encourage efficiency, loot will only drop at the end of The Gauntlet and not from defeated enemies along the way.

HBO's The Last of Us Cold Opening Was Originally Completely Different

HBO’s The Last of Us is a bonafide hit right out of the gate and is praised for its acting, music, and action, and was HBO’s second most-watched debut since 2010–the first being 2022’s House of the Dragon. There are side-by-side comparisons of how the show was filmed and the footage from the game and it’s mostly spot-on.

Something that showrunner Craig Mazin wanted to include though was a cold opening that would act as foreshadowing of the events of the world to come and how fungi like cordyceps actually work in the real world. In the show, we see a talk show segment explaining the possibility of a worldwide pandemic and how a scientist, played by John Hannah (The Mummy), isn’t worried about bacteria, but actual fungi. The audience and the host laugh it off, but he goes into how cordyceps don’t kill but control their inhabitants. It’s an unlikely scenario since they only work in a host at a certain temp, but then there’s a moment of curious shock when the doctor proposes what…

League Of Legends Introduces New Seasonal Model With Welcome To Noxus

For the past 15 years, League of Legends’ seasons have been just a part of the game’s ranked competitive play, with little impact on lore or events. From 2025, Riot will introduce a new seasonal model that’s closer to other live-service games, with each year split up into three seasons that will tell a story based on one of the game’s regions. The first, arriving in January, will be titled Welcome to Noxus.

The new seasons are a major overhaul for the long-running MOBA, with Welcome to Noxus launching as LoL: Season One. Each season will run for around eight patches, or 16 weeks, and most gameplay updates, modes, minigames, and champions will be connected to the season’s overarching narrative. Each season will feature two battle passes, which will function similarly to LoL’s current Event Pass, with both a paid and a free track. A number of extraneous rewards systems scattered across the game will be streamlined, with the free battle pass track collecting most rewards in one p…

Life Is Strange Devs Reportedly Found Hidden Nazi Symbols During Development

Deck Nine, the studio behind Life is Strange, apparently had an issue with Nazi symbols and dog whistles mysteriously appearing in its work during development. In a new report by IGN, insiders spoke about toxic work culture and their concerns about someone trying to hide hate speech in their games.

Symbols included the number 88 (code for “Heil Hitler”), racist memes, the number 18 (code for “Adolf Hitler”), and the Hagal rune. Developers flagged the symbols for bosses to remove, but changes were not as swift as they hoped. In one instance, developers asked to remove an image of a particular racist meme, but it reportedly remained present, albeit displayed less prominently. While developers acknowledged that adding numbers could be a simple mistake, it was difficult to believe it was coincidental next to the other symbols.

After enough hate speech reports, CEO Mark Lyons finally addressed the issue in a message to employees on Slack. Deck Nine hired Investigations Law Gr…

Lords Of The Fallen- How To Spot Mimic Items

It’s not unusual for Soulslike games to feature some well-laid traps to trick players into taking sudden bursts of damage, but Lords of the Fallen is especially devilish in its approach to mimics. As you explore the game’s various locations, you’ll likely find that your attempts to pick up some items results in a giant Umbral enemy tearing through the fabric of reality to gobble you up and spit you out. This can often result in an instant death, so you’ll want to learn how to spot this tricky foe from afar. We’ll tell you how below.

How to spot mimic items in Lords of the Fallen

Mimic items are scattered all through Lords of the Fallen, often even sitting among other normal items just waiting for you to pick it up and have a chunk taken out of your health bar. Luckily, you can spot this mimicry by watching the little tail that extends above the item. If it stays relatively still and only sways slightly, it’s a safe item to pick up. However, if you notice that t…