Editing Kingdom Hearts II
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{{w|Kazushige Nojima}} returned as a scenario writer for this title, who worked to include many of the cryptic statements and quotes from Another side into the scenario, as well as resolve several of the mysteries left over after ''Kingdom Hearts''. <ref> '''''[[Kingdom Hearts Ultimania|Kingdom Hearts II Ultimania]]'''''; ''Kazushige Nojima'': "Nojima: He told me he wanted to resolve the mysteries left over from the previous game. Early on, he gave me a "mystery list" consisting of such conundrums. When I asked him, "So, am I supposed to come up with all the answers?" he replied, "It's okay, I've already taken care of a few of them." I thought, "Just a few? You don't even have answers for everything yet?!" (laughs) There were a lot of keywords that appeared in the secret movie of the last game, so we talked about incorporating them into the scenario as much as possible." </ref> Similar to the previous titles, worlds were chosen as to not overlap with the themes or aesthetics of other worlds, and Nomura in real-time consulted his team as Disney approved and disapproved each option from his teams list. [[Space Paranoids]] was one of the very first worlds chosen for the title<ref> '''''[[Kingdom Hearts Ultimania|Kingdom Hearts Series Ultimania Alpha]]'''''; ''Tetsuya Nomura'': "When I was in Los Angeles developing the international version of the last game, Disney happened to be working on a Tron game. As such, when we started work on KH2, Space Paranoids was the very first new world we decided on."</ref> and [[Pride Lands]] made an appearance after a world based on ''{{W|The Lion King}}'' was cut from the original game. | {{w|Kazushige Nojima}} returned as a scenario writer for this title, who worked to include many of the cryptic statements and quotes from Another side into the scenario, as well as resolve several of the mysteries left over after ''Kingdom Hearts''. <ref> '''''[[Kingdom Hearts Ultimania|Kingdom Hearts II Ultimania]]'''''; ''Kazushige Nojima'': "Nojima: He told me he wanted to resolve the mysteries left over from the previous game. Early on, he gave me a "mystery list" consisting of such conundrums. When I asked him, "So, am I supposed to come up with all the answers?" he replied, "It's okay, I've already taken care of a few of them." I thought, "Just a few? You don't even have answers for everything yet?!" (laughs) There were a lot of keywords that appeared in the secret movie of the last game, so we talked about incorporating them into the scenario as much as possible." </ref> Similar to the previous titles, worlds were chosen as to not overlap with the themes or aesthetics of other worlds, and Nomura in real-time consulted his team as Disney approved and disapproved each option from his teams list. [[Space Paranoids]] was one of the very first worlds chosen for the title<ref> '''''[[Kingdom Hearts Ultimania|Kingdom Hearts Series Ultimania Alpha]]'''''; ''Tetsuya Nomura'': "When I was in Los Angeles developing the international version of the last game, Disney happened to be working on a Tron game. As such, when we started work on KH2, Space Paranoids was the very first new world we decided on."</ref> and [[Pride Lands]] made an appearance after a world based on ''{{W|The Lion King}}'' was cut from the original game. | ||
[[File:Drive Form Concept Model KHII.png|thumb|right|An early model for [[Final Form]]]] | |||
The engine for ''Kingdom Hearts II'' was rebuilt from scratch, and no animation assets for characters from the previous game were re-used, leading to all-new attack animations to reflect Sora's maturity and growth. <ref> '''''Playstation Europe 2005'''''; ''The combat system seems a lot more fluid than that seen in the first game. Does Sora retain all of the moves he learned from his first adventure?'' / ''Tetsuya Nomura'': "We’re not re-using anything from the original, so everything is brand new and has been remade completely from scratch. You won’t see any duplicate movements from Sora in Kingdom Hearts II."</ref>. The games combat system and gameplay was adjusted according to feedback taken from the original game, with a focus placed on both the volume of things to do, and the amount of choice the player had in battle. Which led to an expansion of the combat to include [[Drive Form]]s and [[Reaction Command]]s which were gameplay elements Nomura had on his mind during the development of ''Kingdom Hearts'' <ref> '''''1UP 2005'''''; ''Tetsuya Nomura'': "You can see that the Form Change, for example, in KH1 that was already an idea we had for the original, but due to timing constraints and some other reasons, we couldn’t put it in there. So now it’s idealized and realized in KH2. And you know the ‘reaction command’ action where you see the green triangle over an enemy’s head was something I had thought about back in the Final Fantasy VIII days.." </ref> The [[Gummi Ship]] was similarly expanded, with the gummi ship segments now being filled with more action and dynamic camera angles. | The engine for ''Kingdom Hearts II'' was rebuilt from scratch, and no animation assets for characters from the previous game were re-used, leading to all-new attack animations to reflect Sora's maturity and growth. <ref> '''''Playstation Europe 2005'''''; ''The combat system seems a lot more fluid than that seen in the first game. Does Sora retain all of the moves he learned from his first adventure?'' / ''Tetsuya Nomura'': "We’re not re-using anything from the original, so everything is brand new and has been remade completely from scratch. You won’t see any duplicate movements from Sora in Kingdom Hearts II."</ref>. The games combat system and gameplay was adjusted according to feedback taken from the original game, with a focus placed on both the volume of things to do, and the amount of choice the player had in battle. Which led to an expansion of the combat to include [[Drive Form]]s and [[Reaction Command]]s which were gameplay elements Nomura had on his mind during the development of ''Kingdom Hearts'' <ref> '''''1UP 2005'''''; ''Tetsuya Nomura'': "You can see that the Form Change, for example, in KH1 that was already an idea we had for the original, but due to timing constraints and some other reasons, we couldn’t put it in there. So now it’s idealized and realized in KH2. And you know the ‘reaction command’ action where you see the green triangle over an enemy’s head was something I had thought about back in the Final Fantasy VIII days.." </ref> The [[Gummi Ship]] was similarly expanded, with the gummi ship segments now being filled with more action and dynamic camera angles. | ||
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*[http://www.kingdomhearts2.eu.com/ Official EU website]--> | *[http://www.kingdomhearts2.eu.com/ Official EU website]--> | ||
==Notes and references== | ==Notes and references== | ||
{{Reflist}} | {{Reflist}} | ||