Editing Kingdom Hearts Chain of Memories

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search
You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 26: Line 26:


==Development==
==Development==
After the success of the original ''Kingdom Hearts'', a sequel was immediately put into production, which eventually released as ''Kingdom Hearts II''. A direct sequel was always envisioned as taking place one year after ''Kingdom Hearts'' with the gap in time being left ‘blank’.<ref> '''''GMR Magazine 2004'''''; '''Tetsuya Nomura''': "Initially, we weren’t planning on telling the story of that one “blank” year, but the more we started discussing the GBA version, the more we thought it would be to do so in Chain of Memories."</ref> It was suggested to Nomura that he make a title for the Game Boy Advance which began as ''Kingdom Hearts Lost Memories''<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; When we look at the project book we can see that KH: CoM was originally called "KH: Lost Memories". /
After the success of the original ''Kingdom Hearts'', a sequel was immediately put into production, which eventually released as ''Kingdom Hearts II''. A direct sequel was always envisioned as taking place one year after ''Kingdom Hearts'' with the gap in time being left ‘blank’.<ref> '''''GMR Magazine 2004'''''; '''Tetsuya Nomura''': "Initially, we weren’t planning on telling the story of that one “blank” year, but the more we started discussing the GBA version, the more we thought it would be to do so in Chain of Memories."</ref> It was suggested to Nomura that he make a title for the Game Boy Advance which began as Kingdom Hearts Lost Memories<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; When we look at the project book we can see that KH: CoM was originally called "KH: Lost Memories". /
'''Tetsuya Nomura''': "Though for some we had to change the title you'll notice it isn't that much different than the original.. I thought that "Chain of Memories" had more style and it matched the general outline of the story too"</ref> after hearing how children wished to play ''Kingdom Hearts'' on the Game Boy Advance.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; What was the reason you decided to develop this installment for the GBA? /  
'''Tetsuya Nomura''': "Though for some we had to change the title you'll notice it isn't that much different than the original.. I thought that "Chain of Memories" had more style and it matched the general outline of the story too"</ref> after hearing how children wished to play Kingdom Hearts on the Game Boy Advance.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; What was the reason you decided to develop this installment for the GBA? /  
'''Tetsuya Nomura''': Soon after the release of the previous installment, I was told that I should make a KH for GBA. But at the time I was skeptical of the idea of seeing KH in 2D and said "Can't do it". Then as I began to think about what I could work on next, I began to hear "Our kid wants to play KH on GBA" alot more frequently. That kind of real voice that was saying that "Kids want to play" got me seriously considering it.</ref> The development and programming of the title was mainly handled by Jupiter, who added things to the game based on specifications from Nomura’s team. Pre-rendered videos featured in the game were also made possible by the company AM3, who created software to compress video files for use on a smaller cartridge.
'''Tetsuya Nomura''': Soon after the release of the previous installment, I was told that I should make a KH for GBA. But at the time I was skeptical of the idea of seeing KH in 2D and said "Can't do it". Then as I began to think about what I could work on next, I began to hear "Our kid wants to play KH on GBA" alot more frequently. That kind of real voice that was saying that "Kids want to play" got me seriously considering it.</ref> The development and programming of the title was mainly handled by Jupiter, who added things to the game based on specifications from Nomura’s team. Pre-rendered videos featured in the game were also made possible by the company AM3, who created software to compress video files for use on a smaller cartridge.
[[File:Concept Art KHCOM.png|thumb|right|Design sketch of how ''Chain of Memories'' combat was first visualised.]]
[[File:Concept Art KHCOM.png|thumb|right|Design sketch of how ''Chain of Memories'' combat was first visualised.]]


The gameplay of the game was envisioned by Nomura as a means to explain why Sora was not as powerful in the then-upcoming ''Kingdom Hearts II'' and cards were used to explain his jumbled-up memories and abilities. Initially this card-based gameplay began as a more traditional card game before the team began to add more and more action elements resembling the first title.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Yuichi Kanemori''': "When we started development, it was just a card game that had taken on the series aesthetic and story."</ref> Originally battles were initiated by selecting enemies with a cursor, but this was changed to allowing the player to attack them and begin battle in a 2D environment instead which made the action easier for the team to make.  
The gameplay of the game was envisioned by Nomura as a means to explain why Sora was not as powerful in the then-upcoming 'Kingdom Hearts II' and cards were used to explain his jumbled-up memories and abilities. Initially this card-based gameplay began as a more traditional card game before the team began to add more and more action elements resembling the first title.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Yuichi Kanemori''': "When we started development, it was just a card game that had taken on the series aesthetic and story."</ref> Originally battles were initiated by selecting enemies with a cursor, but this was changed to allowing the player to attack them and begin battle in a 2D environment instead which made the action easier for the team to make.  


The story of the game was handled by Daisuke Watanabe who had worked on the original ''Kingdom Hearts'', his scenario was based on an initial outline given to him by Nomura. Because the game wasn’t going to be voiced, Watanabe was able to be less restrained with his writing for each character and wanted them to make an impact within a limited number of scenes.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Daisuke Watanabe''': "But since we couldn't rely on voice actors' performances this time, we had nothing but the letters of the words themselves to convey the characters.I had no choice but to write with abandon instead."</ref> Any voice acting in-game is limited to reused sounds from ''Kingdom Hearts'' and grunts for the Organization members voiced by development staff. The themes of the game were also inspired by ''{{ff|Final Fantasy X-2: Last Mission}}'', whose scenario was written by Watanabe.<ref> '''''Kingdom Hearts Chain of Memories Ultimania''''': The scenario you wrote for FFX-2 Last Mission was interwoven with a theme that was something like: even if things aren't going well right now, the fun moments from the past are solid, and they won't fade. I feel like it works here too. / '''Daisuke Watanabe''': You're absolutely correct. That feeling of happiness from having met someone - even if it is based on lies or misunderstanding, the fact that you were happy was still real. To be unwavering about the truth here and reject the happiness you felt as "fake" is sad, I think."</ref>
The story of the game was handled by Daisuke Watanabe who had worked on the original 'Kingdom Hearts', his scenario was based on an initial outline given to him by Nomura. Because the game wasn’t going to be voiced, Watanabe was able to be less restrained with his writing for each character and wanted them to make an impact within a limited number of scenes.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Daisuke Watanabe''': "But since we couldn't rely on voice actors' performances this time, we had nothing but the letters of the words themselves to convey the characters.I had no choice but to write with abandon instead."</ref> Any voice acting in-game is limited to reused sounds from 'Kingdom Hearts' and grunts for the Organization members voiced by development staff. The themes of the game were also inspired by ''{{ff|Final Fantasy X-2: Last Mission}}'', whose scenario was written by Watanabe.<ref> '''''Kingdom Hearts Chain of Memories Ultimania''''': The scenario you wrote for FFX-2 Last Mission was interwoven with a theme that was something like: even if things aren't going well right now, the fun moments from the past are solid, and they won't fade. I feel like it works here too. / '''Daisuke Watanabe''': You're absolutely correct. That feeling of happiness from having met someone - even if it is based on lies or misunderstanding, the fact that you were happy was still real. To be unwavering about the truth here and reject the happiness you felt as "fake" is sad, I think."</ref>


This game was first unveiled to the public alongside ''Kingdom Hearts II'' on September, 2003 during the Tokyo Game Show. A website was also created for the game. A playable demo was available in that year's Jump Festa, displaying all the gameplay changes but keeping the story a secret. The game finally released in Japan on November 11, 2004.
This game was first unveiled to the public alongside ''Kingdom Hearts II'' on September, 2003 during the Tokyo Game Show. A website was also created for the game. A playable demo was available in that year's Jump Festa, displaying all the gameplay changes but keeping the story a secret. The game finally released in Japan on November 11, 2004.

Please note that all contributions to the Kingdom Hearts Wiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see KHWiki:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)