Artwork for Kingdom Hearts

Kingdom Hearts

March 28, 2002

Kingdom Hearts is an action role-playing game developed and published by Squaresoft for the PlayStation 2. It is the result of a collaboration between Square and The Walt Disney Company. The game combines characters and settings from Disney's animated features with those from the Final Fantasy series, developed by Square. Kingdom Hearts was a departure from Square's standard role-playing games by introducing a substantial action-adventure element. In addition, it has an all-star voice cast

How Long To Beat

28h

Main

40h

Extras

62h

Complete

36h

All Styles

Developers:

Square Product Development Division 1

Publishers:

Disney Interactive Studios Square Electronic Arts Sony Computer Entertainment Square Square Enix

Game Modes:

Single player

Platforms:

PlayStation 2

Where to buy:

More at:

IGDB
Main plus extras
22 hours played on PlayStation 2

đź—ą me impactĂł brĂ­gido el desarrollo del triangulo amoroso entre sora, riku y kairi; siento que representa con creces la olla a presiĂłn que es tener un grupo de amigos con una mujer en medio, donde todos tratan de impresionarla "pero en wena"
đź—ą es la historia mas sencilla de kingdom hearts - de lo que he visto - y creo que eso le viene perfecto, no necesita complicarse
🗹 los mundos de disney y final fantasy estan un poco de relleno para poder justificar la existencia de un fanfic tipo greater-than-thou - y al final creo que eso es lo que hace especial a kingdom hearts en un sentido estético. el tema es que tienes que ser una persona con un gusto especifico por este "remezclar" de otros para apreciarlo, porque obvio que resulta super pendejo de lejos, porque esa es la idea.
đź—ą entiendo que aprender todo al ritmo de sora puede ser super pajero pero ya en la mitad del juego puedes sentir como has evolucionado junto a el
đź—ą los gauntlets son super disfrutables, aun si de repente se alargan mucho
đź—ą goofy culiao me dai pura risa pasai en el suelo perro aweonao
đź—ą malefica vieja rica pisame
🗹 es un juego sobre el cambio, sobre lo que significa crecer como persona y "dejar atras" esas cosas de niños que,
al final, en cierta forma necesitas para mantenerte a tierra - un coming of age de esos que me tocaron harto
đź—ą simple and clean es un himno del videojuego lowkey
đź—µ EL PAIS DE DONKEY KONG de tarzan es uno de los mapas mas confusos que he jugado en un action adventure, que chucha esa progresion en que estaban pensando wajaja

Main story
on PlayStation 2

⋙ As soon as the game starts, Sora is already thinking about endings when they aren’t even plausible, let alone imaginable. “I’ve been having these weird thoughts lately… Like, is any of this real or not?". Whatever may come in the future doesn’t concern us in this piece.

⋙ It’s a bit strange to mention this again, since this is a script I wrote for a video about the first game one or two years ago, but I need to be clear: at some point, from a distance, I hated Kingdom Hearts. The magical lands that spring from Mickey Mouse’s gloved hand were kryptonite to my then-naive, cynical ideals. After all, it’s an inescapable giant. “Para leer al Pato Donald” (“How to Read Donald Duck”) is one of my formative lessons in media consumption and social awareness—whether through agency-driven creators or poorly handled word of mouth, especially around mainstream content. Borderline-paranoid Marxism is a good description, but I don’t feel that book was wrong.

I went through that whole phase in my adolescence, certainly rooted in contrarianism—a rejection of the Land of Imagination fashioned by Walt Disney: whether it was the Judeo-Christian iconography of Narnia, unsettling mysteries about the company’s old films, the whole princess-and-feminine-nobility thing, the musicals… I hated it. Of course, when you eventually understand things, you become more humble.

⋙ Kingdom Hearts begins in the most pasteurized setting of its era—at a time when maybe it wasn’t so much so: a paradisiacal beach. Very quickly it teaches us the keys of this ARPG: beating up bad guys, automatic leveling, kinesthetic skill instead of shameless grinding—controlling chaos in a hack-and-slash where Sora expresses himself through the Keyblade. In the long run, it’s a role-playing spectacle. The player’s options rise in parallel with Sora himself, as he learns to bear the weight of his eccentric bludgeoning staff. It actually takes time to become one with the sword in a fully functional sense, which discourages many people due to the limited nature of his moveset—especially fans of the genre it belongs to.

⋙ Sora, Kairi, and Riku are the ones who truly command all the attention, even when it doesn’t seem that way—the semi-romantic triangle that will permeate the entire saga. Their relationship sits somewhere between cheerful and mildly toxic, without clearly distinguishing when something is a serious shove or playful annoyance—that apathy, the unpredictable attitude of pubescent kids. Which is how most childhood relationships are handled when there’s a girl around—at least in my life, experience, and observation of others with better social skills than mine. What can I say, I took part in it too.

⋙ The classic Disney characters occupy clearly defined roles you don’t even need to actively look for: just seeing their designs and behavior is enough. This works wonderfully for Kingdom Hearts’ ultimate strength: pure, crunchy fan fiction. That’s what it is on a surface level, something that offends the more traditionalist circles of writing and reading, and that continues to burn like the fire of a spirit dyed blue—in the end, it’s one of the few absolutely honest creative avenues.

⋙ Even though it seems to do its best to keep its chin up, Kingdom Hearts carries a melancholic flavor as it moves forward, for all its slapstick and idiocy. As our protagonists are separated, their destinies tangle, their subtle personal voids widen, their weaknesses grow stark. The triangle then tries to close—and the deep connection between Sora and Kairi drives one of the most emotionally charged moments on a purely videogame level: us turning into heartless ants, only to rise from the depths.

⋙ What is a heart? Beats, terror, fear, hope and despair, memories, connections. What felt special to me about Kingdom Hearts lies in the vividness of its story. It remains simple and audiovisual enough not to need further explanations of motivations, staying in my mind thanks to transcendent elements. I understood Ansem’s stoic manipulation and mysticism without understanding anything about his research, and I don’t feel like I need to. Kairi’s past adds a cosmic palette that serves well enough to reinforce the themes. Even Donald’s fears about meddling in other worlds seem to dissolve once we understand that everyone will return to their place when the portals close.

The Light of the Heart seems to be… love. Lost in translation through all the darkness that silences our voice.

⋙ Kingdom Hearts is a game about change, honest with itself. Not only about wanting to leave “kid stuff” behind and reach the true meat of life—a trap that’s all too easy to fall into. Spreading our wings and leaving our distant islands behind feels like the primordial dream: to finally be free and discover what lies out there. It’s also about leaving things behind without forgetting them, or else hearts may be lost. It’s about growing up, and swallowing the bitterness that comes with it.

Like many of the best things in life.

YELLOW

AESTHETICS â­•â­•â­• // INTEGRITY â­•â­•â­• // DENSITY â­•

Main story
Finished May 05, 2023 20.3 hours played
Finished Feb 09, 2019 20 hours played