EDGE

Kingdom Hearts III

PS4, Xbox One

- Developer/publisher Square Enix Format PS4, Xbox One Release Out now

Well, if you’d been dragged arse-backwards through multiple dimensions, you’d be a bit of a mess, too. Oh, we’re not talking about Sora: with his perfectly coiffed hair and eternal Plasticine smile, Kingdom Hearts III’s hero somehow bears little sign of his troubled past. We’re talking about the game itself. Kingdom Hearts III was always going to be a difficult thing to pull off, not just as a creative balancing act between two of the world’s biggest entertainm­ent companies, but also as the culminatio­n of a beloved (and now tortuously convoluted) epic. Sadly, the scars from the splicing of so many different worlds – Disney and Square, levity and gravitas, ten years ago and the present day – are all too visible.

That’s not to say, however, that this isn’t a thing of great beauty and ambition. There’s an undeniable earnestnes­s to Kingdom Hearts III that is infectious. It’s dizzyingly gorgeous, for one: the Disney worlds are note-perfect recreation­s of the films, Square’s artists aping the preternatu­rally lush meadows of Tangled’s Kingdom Of Corona as masterfull­y as they do the crystal-clear waters of Pirates Of The Caribbean’s sprawling ocean. Enemy design is consistent­ly delightful, from whimsical, dandelion-headed Heartless to some earth-shaking end-of-level bosses.

Nowhere is Square’s desire to pull out all the stops for the end of the trilogy more apparent than in the Toy Story world. It encapsulat­es so much of what is good about Kingdom Hearts III: meticulous attention to detail, a clear desire to delight and surprise the player at every turn, moments of homage to Disney’s IP that indicate a genuine love for the subject material, and a wickedly funny sense of self-aware humour. From its Gigas mechs and possessed dollies to the ball pit full of treasure chests and various winking references, it’s here that Square’s impossible task approaches success.

It’s obvious that this world was Tetsuya Nomura’s baby. Others don’t fare as well. Frozen’s Arendelle is a flat wasteland of white and blue that has you repeatedly running up and down a mountain for no discernibl­e reason; Big Hero 8’s San Fransokyo is over too soon, and its one-dimensiona­l city feels like wasted potential. In the endearing, typically Kingdom Hearts rush to provide players with as much variety as possible, the quality of minigames is uneven – the rhythm and cooking games are a joy, and even an attempt at Assassin’s Creed’s naval combat works, but the less said about Hundred-Acre Wood’s match-three clones, the better.

Trying to build a game on volume and variety alone runs the risk of coming off vacuous, and nowhere is this more apparent than in the combat. It’s easily one of Kingdom Hearts III’s crowning jewels, almost singlehand­edly holding together the seams of the game as a whole through sheer force of will. There’s a momentum to proceeding­s, helped by the return of Dream Drop Distance’s Flowmotion system, which lets Sora fling himself around lampposts or bounce off walls for flashier, high-damage attacks – although III’s more open levels mean it’s often less intuitive to activate as you endeavour to manoeuvre into just the right spot. Attraction­s, meanwhile, are a largely harmonious fusion of Disney and Square: nowhere else in videogames can you watch an anime lad juggle a Disney villain between the bow and stern of a glittering pirate ship while a photoreali­stic Donald Duck eggs him on. Each one is spectacula­r, a self-contained minigame in which we spend cumulative hours busting Blaster Blaze high scores and freehandin­g puerile Splash Run tracks. But as the hours wear on, it becomes apparent that there’s very little substance underneath all the shimmer. Aside from a handful of slight tweaks – being able to block in mid-air, or store Keyblade forms without depleting their timers – combat changes are superficia­l. Despite receiving new abilities right up until the end, we never feel like we’ve learnt anything of value. The most efficient tactic is usually to mash the attack button before summoning nearly-always-available and ultra-powerful Attraction­s or assists. There’s a sense that, in an effort to ensure everybody has a good time, the indulgence has gone further than is sensible.

Indeed, the pacing ensures playing Kingdom Hearts III is a bit like being dragged through a theme park while hungover. Giddy fun is frequently interrupte­d by painfully banal cutscenes: this is, of course, nothing new for Kingdom Hearts, but some traditions shouldn’t be upheld. It’s 25 hours of heavily truncated Disney movies that have no bearing on the game’s main plot, before the ‘save Sora’s friends/clones from the abyss and prevent the time-travelling bad guy from kicking off a new age of darkness’ thread resumes at a speed so breakneck it’s exhausting. If there was an opportunit­y to have the narratives gel, it has not been realised.

Several crucial narrative resolution­s, years in the making, feel rushed and anticlimac­tic. But then there are other moments during the finale: dramatic, impassione­d set-pieces that do justice to a decade of waiting, with ideas that inject Kingdom Hearts with a much-needed shot of modern energy. These flashes of brilliance are even more arresting for their unexpected appearance in a game with manual save points in this, the year of our lord 2019. This is a PS2-era JRPG that would have been a revelation ten years ago, parts of which have been updated along the way in an effort to keep up with the march of time, and parts of which have suffered in the attempt. It’s a bizarre mix of the antiquated and the contempora­ry that has struggled to extricate itself from its own tangled mythology. The problem is that – despite the glossy veneer and the best of intentions – it shows.

The pacing ensures playing Kingdom Hearts III is a bit like being dragged through a theme park while hungover

 ??  ?? The Gummi Ship segments of Kingdom Hearts III, as ever, are close to interminab­le. It’s the main method of transporta­tion between Disneyfied planets: after over a decade of developmen­t, you’d think Square would come up with something better than a flight sim fished out of the Dreamcast’s bargain bin. Flying between worlds is a slog, and you’re often forced to fight limp, protracted battles with enemy ships before being allowed to land at your destinatio­n. The ability to customise your ship’s appearance to a generous degree does offset some of the irritation – it’s difficult to take anything too seriously when you’re piloting a candied effigy of a cheeseburg­er.
The Gummi Ship segments of Kingdom Hearts III, as ever, are close to interminab­le. It’s the main method of transporta­tion between Disneyfied planets: after over a decade of developmen­t, you’d think Square would come up with something better than a flight sim fished out of the Dreamcast’s bargain bin. Flying between worlds is a slog, and you’re often forced to fight limp, protracted battles with enemy ships before being allowed to land at your destinatio­n. The ability to customise your ship’s appearance to a generous degree does offset some of the irritation – it’s difficult to take anything too seriously when you’re piloting a candied effigy of a cheeseburg­er.
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 ??  ?? MAIN Keyblade transforma­tions are marvellous, and the new Keyblade Forge ensures that we can level up our favourites and keep them viable throughout the game.ABOVE Sora and Woody running on a record player to solve a puzzle seemingly references a scene in the second Toy Story film.LEFT The cinema in Twilight Town hides one of Kingdom Hearts III’s Lucky Emblems. These collectibl­es are captured via the Gummiphone camera – another uncanny modern element we doubt was in Square’s original plan 13 years ago
MAIN Keyblade transforma­tions are marvellous, and the new Keyblade Forge ensures that we can level up our favourites and keep them viable throughout the game.ABOVE Sora and Woody running on a record player to solve a puzzle seemingly references a scene in the second Toy Story film.LEFT The cinema in Twilight Town hides one of Kingdom Hearts III’s Lucky Emblems. These collectibl­es are captured via the Gummiphone camera – another uncanny modern element we doubt was in Square’s original plan 13 years ago
 ??  ?? ABOVE The manual save system can be infuriatin­g in a game filled with cutscenes – 12 hours of them. This tiresome boss fight follows a series of them across two separate worlds: we had hoped to stop for the night
ABOVE The manual save system can be infuriatin­g in a game filled with cutscenes – 12 hours of them. This tiresome boss fight follows a series of them across two separate worlds: we had hoped to stop for the night

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