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Kingdom Hearts II

Kingdom Hearts II[b] is a 2005 action role-playing game developed and published by Square Enix in collaboration with Buena Vista Games for the PlayStation 2 video game console. The game is a sequel to Kingdom Hearts, and like the original game, combines characters and settings from Disney films with those of Square Enix's Final Fantasy series. An expanded re-release of the game featuring new and additional content, Kingdom Hearts II Final Mix, was released exclusively in Japan in March 2007. The Final Mix version of the game was later remastered in high definition and released globally as a part of the Kingdom Hearts HD 2.5 Remix collection for the PlayStation 3, PlayStation 4, Xbox One, Windows, and Nintendo Switch.

Kingdom Hearts II
Packaging artwork for Kingdom Hearts II, featuring the game's protagonists[a]
Developer(s)Square Enix Product Development Division 1[1]
Publisher(s)Square Enix
Director(s)Tetsuya Nomura
Producer(s)Shinji Hashimoto
Yoshinori Kitase
Programmer(s)Hiroshi Harata
Kentaro Yasui
Artist(s)Takayuki Odachi
Tetsuya Nomura
Writer(s)Kazushige Nojima
Composer(s)Yoko Shimomura
SeriesKingdom Hearts
Platform(s)PlayStation 2
Release
  • JP: December 22, 2005
  • NA: March 28, 2006
  • AU: September 28, 2006
  • EU: September 29, 2006
Final Mix
Genre(s)Action role-playing
Mode(s)Single-player

Kingdom Hearts II is the third game in the Kingdom Hearts series, and takes place one year after the events of Kingdom Hearts: Chain of Memories.[2] Sora, the protagonist of the first two games, returns to search for his lost friends while battling the sinister Organization XIII, a group of antagonists previously introduced in Chain of Memories.[3] Like previous games, Kingdom Hearts II features a large cast of characters from Disney and Square Enix properties.

Concepts for Kingdom Hearts II began during the end of development of Kingdom Hearts Final Mix, with the game entering full development in 2003 and being announced at Tokyo Game Show 2003. Most of the first game's development team returned, including director Tetsuya Nomura, with the game being developed concurrently with Chain of Memories. In developing Kingdom Hearts II, the development team sought to address user feedback from the first game, give the player more freedom and options in combat and present a deeper and more mature plot.[4][5][6]

The game was received positively by critics and earned several awards upon release. Reviewers praised the visuals, soundtrack, voice acting, and narrative. It is widely considered one of the greatest games of all time. In both Japan and North America, it shipped more than one million copies within weeks of its release, with over four million worldwide by April 2007.[7][8]

Gameplay Edit

 
Sora battles Sephiroth in Radiant Garden. The player uses the game menu at the bottom left of the screen to control Sora's actions and can monitor Sora's HP and MP gauges on the bottom right.

The gameplay of Kingdom Hearts II is similar to the action RPG and hack and slash gameplay of the first Kingdom Hearts game, though developers made an effort to address some of the complaints of no map and camera bugs with the previous game.[9][10] The player directly controls Sora from a third-person camera angle,[11] though first-person perspective is available via Select button. Most of the gameplay occurs on interconnected field maps where battles take place. The game is driven by a linear progression from one story event to the next, usually told via cutscenes, though there are numerous side-quests available that provide bonuses to characters.

Like many traditional role-playing video games, Kingdom Hearts II features an experience point system which determines character development.[12] As enemies are defeated, the player and allies gain experience to "level up", allowing them to grow stronger and gain access to new abilities.[13]

Combat in Kingdom Hearts II takes place in real-time and involves hack and slash elements with button presses which initiate attacks by the on-screen character. A role-playing game menu on the screen's bottom left, similar to those found in Final Fantasy games, provides other combat options, such as using magic or items, summoning beings to assist in battle, or executing combination attacks with other party members.[13] A new feature is the "Reaction Command", special enemy-specific attacks that are triggered when the player presses the triangle button at the correct time during battle.[14] Reaction Commands can be used to defeat regular enemies or avoid damage, and are sometimes necessary to complete a boss battle.[12] In addition to the main character, two party members are usually present who also participate in combat.[9] Although these characters are computer-controlled, the player is allowed to customize their behavior to a certain extent through the menu screen, such as attacking the same enemy Sora targets.

In response to criticism, the "Gummi Ship" feature of the first game was re-imagined to be "more enjoyable". Although retaining its basic purpose of travel, the system was completely redone to resemble a combination of rail shooter and "Disney theme park ride".[10] In the world map, the player now controls the Gummi Ship from a top-down view tp fly to the world they wish to enter. Worlds are no longer open from the beginning—the player must unlock the routes to them by entering a new level, controlling the ship from a third-person point of view, and battling enemy ships.[13] After the route is opened, travel to the world is unimpeded, unless it is blocked again due to a plot-related event. The player may also gain new Gummi Ships from completing routes, which is also a new feature.

Drive Gauge Edit

One of the new features is a meter known as the "Drive Gauge". which has two functions: to transform Sora into a "Drive Form" or to summon a special character. While in a Drive Form, Sora bonds with party members to become more powerful and acquire different attributes;[15] all but two Forms also allow the use of two Keyblades. When a Drive is executed, Sora's combat statistics are heightened. Drive Forms also give Sora new abilities that can be used in normal form, called "Growth Abilities." Sora's first two Drive Forms only combine power with one party member; later-obtained Drive Forms require him to bond with both party members. When allies are used in a Drive, they are temporarily removed from battle for its duration. Unlike the HP and MP gauges, the Drive Gauge is not refilled at save points.[13]

Like in the first game, Sora can summon a Disney character to aid him in battle.[14] Summons will replace the two computer-controlled characters and fight alongside Sora for as long as the Drive Gauge allows, or until Sora's HP runs out. Instead of being limited to only one action, Summons now have a menu of their own and are capable of performing solo or cooperative actions with Sora, which are performed by pressing the triangle button. The Summon ability and each Drive Form are leveled up separately and by different criteria; obtaining higher levels allows for extended use and in the case of Drive Forms, access to new abilities.[12]

Plot Edit

Setting Edit

Kingdom Hearts II begins one year after the events of Kingdom Hearts and Chain of Memories. The game's setting is a collection of various levels (referred to in-game as "worlds") that the player progresses through. As in the first game, the player can travel to various Disney-based locales, along with original worlds specifically created for the series. While Disney-based worlds were primarily derived from the Disney animated features canon in the first game, Kingdom Hearts II introduces worlds that are based on live-action franchises with one based on Pirates of the Caribbean.[16][17] Each world varies in appearance and setting, depending on the Disney film on which it is based. The graphics of the world and characters are meant to resemble the artwork and style of the environments and characters from their respective Disney films. Each world is disconnected from the others and exists separately; with few exceptions, players travel from one world to another via a Gummi Ship.

Some worlds featured in the previous games reappear, but with new and expanded areas. New worlds are also introduced, including the Land of Dragons (Mulan), Beast's Castle (Beauty and the Beast), Timeless River (Steamboat Willie, Mickey Mouse), Port Royal (Pirates of the Caribbean: The Curse of the Black Pearl), Pride Lands (The Lion King), and Space Paranoids (Tron). Twilight Town, an original world first seen in Chain of Memories, has a greater role as the introductory world. The World That Never Was is a new world that serves as the headquarters of Organization XIII.[12]

Characters Edit

The three protagonists of the game are Sora, a 15-year-old boy chosen as a wielder of the Keyblade, a mystical key-shaped weapon that can combat darkness; Donald Duck, the court magician of Disney Castle; and Goofy, the captain of the Disney Castle guards.[12] Both Donald and Goofy are under orders from their missing king, Mickey Mouse, to accompany Sora and his Keyblade.[18] Other original characters include Riku, who is briefly playable at the game's climax, and Kairi, who are Sora's friends from his home world of Destiny Islands; Roxas, a boy who can also wield the Keyblade and is playable in the game's beginning sequence; Naminé, a girl with the power to manipulate memories; and DiZ, a man who wears red robes and has a vendetta against Organization XIII, and is later revealed to be Ansem the Wise, the mentor of Xehanort.

As in the previous games, characters from both Disney and Square Enix works appear. While some make a return from Kingdom Hearts, new characters from Disney fiction are also introduced, such as Scrooge McDuck and several characters from Disney films in their home worlds. Pete appears as a persistent enemy who works with the resurrected Maleficent. Nearly twenty characters from Final Fantasy games appear, notably Auron of Final Fantasy X, Tifa from Final Fantasy VII, and the return of Squall Leonhart, Cloud, and Sephiroth. It was stated that although the first game strictly stuck to characters Tetsuya Nomura designed, this time they were going to "take some risks", implying that characters not directly designed by Nomura might appear.[19] Other new characters to series are Vivi of Final Fantasy IX, Seifer Almasy of Final Fantasy VIII, and Setzer of Final Fantasy VI.

The various worlds that Sora explores often have an optional party character from the film which the world is based on. These party members include Fa Mulan, a woman who passes as a man to take her ailing father's place in the army; Jack Sparrow, a pirate who seeks to reclaim his ship, the Black Pearl; Simba, a self-exiled lion and the rightful king of the Pride Lands; and Tron, a security program in Hollow Bastion's computer network who seeks to end the dictatorship of the Master Control Program.[12]

Organization XIII, a group of powerful Nobodies—the "empty shells" left over when a strong-hearted person becomes a Heartless—introduced in Chain of Memories, is established as the primary group of antagonists early on. Xemnas, the leader of Organization XIII, serves as the main antagonist and final boss of the game. Villains unique to the worlds are prevalent, and are often presented as challenges that Sora's group must overcome.

Story Edit

Sora, Donald, and Goofy have been asleep for the past year to regain their lost memories. Roxas, Sora's Nobody, is trapped in a virtual simulation of Twilight Town created by DiZ to merge him with his original self and restore Sora's power.[20] DiZ's plans are threatened when Nobodies led by Axel, Roxas's former friend in Organization XIII, infiltrate the virtual town to extract Roxas. However, Roxas is able to repel the Nobodies and merge with Sora.[21] Sora, Donald, and Goofy awaken in the real Twilight Town and meet King Mickey and Yen Sid, who send them on another journey to find Riku and uncover the Organization's plans. Afterward, Maleficent is resurrected and joins with Pete to continue her quest for power.[22]

Sora travels to familiar and unfamiliar worlds and resolves problems caused by Organization XIII, the Heartless, and various local villains. During a visit to Hollow Bastion, they reunite with Mickey, who explains that the Heartless "Ansem" they defeated is an imposter named Xehanort, whose Nobody, Xemnas, is the Organization's leader.[23] The Organization also reveal that they seek the power of Kingdom Hearts, seeking to create one from the hearts Sora has released from the Heartless with his Keyblade to regain their lost hearts;[24] in addition, Sora discovers that the Organization is holding Kairi hostage to force him to comply. Sora revisits the worlds to solve lingering problems while seeking a path to Organization XIII's base of operations in the World That Never Was. Throughout his endeavors, Sora is secretly aided by a hooded figure whom he believes to be Riku.[22]

Following a lead, Sora, Donald, and Goofy enter a passageway to the World That Never Was through Twilight Town, where Axel sacrifices himself to allow them to proceed. Sora finds Kairi and Riku, with the latter's appearance having been changed to that of Xehanort's Heartless after using his power to capture Roxas. Mickey encounters DiZ, who reveals himself to be the true Ansem, Xehanort's mentor.[25] Ansem uses a device that dissipates some of Kingdom Hearts' power, but a system overload causes the device to self-destruct, engulfing Ansem and returning Riku to his original form. Atop the Castle That Never Was, Sora and company battle Xemnas, who uses what remains of Kingdom Hearts to fight them. After Sora and Riku destroy Xemnas, they become trapped in the realm of darkness. There, they discover a portal to the realm of light in a bottled letter sent by Kairi, allowing them to return to the Destiny Islands and reunite with their friends. In a post-credits scene, Sora, Kairi, and Riku receive and read a letter from Mickey, the contents of which are hidden from the player.[22]

Development Edit

Development plans for Kingdom Hearts II began around the completion of Kingdom Hearts Final Mix, but specific details were undecided until July 2003.[26] Nomura noted several obstacles to clear before development could begin on a sequel. One such obstacle was the development team's desire to showcase Mickey Mouse more, which required Disney's approval.[27] The game was developed by Square Enix's Product Development Division-1,[1] with most of the original staff from the first game.[28] The game was originally supposed to have been released after Kingdom Hearts. Nomura had planned for the sequel to take place a year after the first and originally intended for the events of that year to be left unexplained. To bridge the gap between the two games, Kingdom Hearts: Chain of Memories was developed.[29] To explain the loss of all the abilities from the first game at the beginning of Kingdom Hearts II, Nomura had Sora's memories scrambled in Kingdom Hearts: Chain of Memories.[30]

 
The Gummi Ship segments were redesigned for Kingdom Hearts II.

Many aspects of the gameplay were reworked for this sequel. Some changes were made due to user feedback and others were meant to be included in previous games but were omitted either because of time or technological constraints.[10] The camera was switched to the right analog stick of the DualShock controller instead of the shoulder buttons and the Gummi Ship travel was reworked. The combat system was completely redone and did not use any animations from the first game. Because Sora had matured, Nomura wanted his fighting style to reflect that.[17] Other changes included more integration between exploration and battles.[31] The variations in combat styles associated with each Drive Form and the introduction of the Reaction Command were added to give players more choices in battles.[10] The inclusion of worlds based on live-action Disney films was aided by technology that generated the character models from live-action pictures.[31]

Audio Edit

Musical score Edit

Like the first game, Kingdom Hearts II features music by Yoko Shimomura and Hikaru Utada. The Original Soundtrack for Kingdom Hearts II was composed by Shimomura and released on January 25, 2006.[32] The opening orchestration and ending credits theme were arranged and orchestrated by Kaoru Wada and performed by the Tokyo Philharmonic Orchestra.[32] The main vocal theme for the original Japanese release was "Passion", written and performed by Utada. The English version of "Passion", "Sanctuary", was used in the Western releases. Utada's involvement was announced on July 29, 2005.[33] According to Nomura, the vocal theme ties in even more closely with the game's story than "Hikari" ("Simple and Clean") did with Kingdom Hearts and Kingdom Hearts: Chain of Memories.[34] The CD single for "Passion" was released on December 14, 2005[35] and "Sanctuary" was first previewed on MTV's official website in early 2006.[36]

Voice cast Edit

Kingdom Hearts II features well-known voice actors for both the Japanese and English versions. Many of the original voice actors from the first Kingdom Hearts reprised their roles; Miyu Irino and Haley Joel Osment as Sora, Mamoru Miyano and David Gallagher as Riku, and Risa Uchida and Hayden Panettiere as Kairi. New voice actors included Kōki Uchiyama and Jesse McCartney as Roxas, Iku Nakahara and Brittany Snow as Naminé, and Genzō Wakayama and Christopher Lee as DiZ.[15][37] A special effort was made to preserve the official voice actors from the Disney movies used in Kingdom Hearts II. Many actors reprised their Disney roles for the game, including Ming-Na Wen as Mulan, James Woods as Hades, Bruce Boxleitner as Tron, Chris Sarandon as Jack Skellington and Zach Braff as Chicken Little.[15] Some voice actors from the related television series or direct-to-video sequels were chosen over original voice actors where applicable, such as Robert Costanzo as Philoctetes rather than Danny DeVito or Cam Clarke as Simba instead of Matthew Broderick. Some characters were given new voice actors in the English version; Ansem, Aerith, Leon, Sephiroth and Hercules, who were originally voiced by Billy Zane, Mandy Moore, David Boreanaz, Lance Bass, and Sean Astin respectively in the first game, were voiced by Richard Epcar, Mena Suvari, Doug Erholtz, George Newbern, and Tate Donovan (Hercules' original voice actor), and newcomer Tifa was voiced by Rachael Leigh Cook.[37]

Content editing Edit

 
Xigbar's telescopic sight view and his weapons were altered from the Japanese version (top) to the English version (bottom).

Besides English translation and localization, the international version of Kingdom Hearts II differs from the original Japanese version in the content of gameplay and several scenes. The Hydra boss in the Hercules-themed world Olympus Coliseum had its green blood from the original Japanese version (which was taken from the film) changed into black and purple smoke in the English version. In one cutscene, Hercules fights the Hydra and uses his sword on its head, which eventually releases green blood from its mouth in the Japanese version; this was later changed into drool in the English version. There is also a scene in Disney Castle where, after chasing Donald around for missing a date, Daisy Duck pounds him on the backside in the Japanese version, whereas she merely tells him off inaudibly in the English version.

Xigbar's telescopic sight was changed from a crosshair and black shading around the sides to three glowing circles.[11] An attack animation was also altered; in the Japanese version, Xigbar combines his two hand-held guns to create a sniper rifle, which is used to shoot the player's party during the telescoping sight sequence. In the English version, Xigbar does not combine his guns, but twirls them around and shoots at Sora with a single gun. The death of Organization XIII member Axel was slightly edited; in the original, he bursts into flames during his suicide attack, while in the English version he simply fades away after using up all of his power.

Port Royal, based on Pirates of the Caribbean: The Curse of the Black Pearl, contains the most content edits. Cutscenes were edited to remove some of the violence, such as William Turner threatening to commit suicide while aiming a gun at his neck, as in the film.[11] Unlike the Japanese version, the undead pirates do not catch fire when affected by Fire magic, and their muskets were modified to resemble crossbows,[38] though the crossbows still fire with an audible musket shot sound effect.

Promotion Edit

An unlockable trailer in Kingdom Hearts and Kingdom Hearts Final Mix hinted at the possibility of a sequel. Rumors for a sequel on the PlayStation 2 were spurred in Japan when the video game website Quiter stated that "an internal (and anonymous source) at Square Japan" confirmed that development of Kingdom Hearts II had begun.[39] It was not until Kingdom Hearts II was announced, along with Chain of Memories, at the Tokyo Game Show in September 2003[40] that rumors were confirmed. Initial details were that it would take place some time after Chain of Memories, which takes place directly after the first game. Other details included the return of Sora, Donald, and Goofy, as well as new costumes. Information about Mickey Mouse's involvement was kept to a minimum.[26][41]

At the 2004 Square Enix E3 Press conference, producer Shinji Hashimoto said that many mysteries of the first game would be answered.[42] Square Enix launched the official Japanese website in May 2005,[43] followed by the English website in December 2005.[44] The websites featured videos and information regarding characters and worlds. Commercials were aired in Japan which highlighted the numerous Disney characters in the game.[45] Although the game was announced in September 2003, a release date for the game was not set until two years later.[46] Nomura admitted that the game was announced too early and information regarding the game was not released until a debut period was in sight.[47]

Release Edit

Within a week of its Japanese release, Kingdom Hearts II shipped one million copies,[48] selling almost 730,000 copies.[49] The NPD Group reported that Kingdom Hearts II was the highest-selling console game in North America during March 2006 with 614,000 copies.[50] In the month after its release in North America, Kingdom Hearts II sold an estimated one million copies.[51] GameStop listed the game as their best-selling title for the first quarter of 2006.[52] The game was also on IGN's "Top 10 Sellers in 2006".[53] By December 2006, over 3.5 million copies of Kingdom Hearts II had been shipped worldwide with 700,000 in PAL regions, 1.1 million in Japan, and 1.7 million in North America.[54][55] By March 31, 2007, Square Enix had shipped over 4 million units worldwide.[8]

Reception Edit

Kingdom Hearts II was met with "generally positive" reviews upon release according to the review aggregator Metacritic.[56]

Like its predecessors, the gameplay received mixed reviews. Carrie Gouskos of GameSpot and Jeff Haynes of IGN criticized the combat's decreased difficulty, with Haynes remarking that he completed the game without using any offensive magic, and observed that the large amount of health orbs released by enemies during battle rendered healing items redundant. However, Gouskos regarded the approach to be an improvement upon the original game, which she felt relied on "backtracking, tediousness, and confusion".[62][66] Louis Bedigian of GameZone also concluded that the game would not be challenging to players experienced with action RPGs from the SNES and PlayStation eras.[65] Patrick Gann of RPGFan deemed the partner artificial intelligence to be superior to the first game,[68] whereas Haynes denounced it as "absolutely terrible", attributing this to the omitted ability to issue AI commands.[66]

The quick time events were a generally welcomed addition, with Luke Albiges of Eurogamer regarding their quality and impact to be on par with the knife fight scene in Resident Evil 4.[c] Bedigian declared the game to be the first instance of quick time events being successfully implemented, and admired the resulting actions as "some of the most beautiful polygon sequences seen on PlayStation 2".[65] While Russ Fischer of GameRevolution deemed their lenient mechanics compared to God of War to be a saving grace, he and Gann acknowledged that the lack of skill required for their execution may be a drawback for hardcore gamers.[61][68] Bryan Intihar and Shane Bettenhausen of Electronic Gaming Monthly (EGM) spoke positively of the boss fights, with Bettenhausen saying that the quick time events enhanced their dynamic feeling.[58] Eric Bratcher of GamesRadar+ was also excited by most of the boss battles, though considered a few of them "straight-up lame".[64] Gouskos described the bosses as interesting and well conceived, but observed that the strategies for defeating them hardly differed from that of regular enemies.[62]

Reviewers complimented the camera's increased responsiveness, which Haynes attributed to the altered control method from the shoulder buttons to the right thumbstick.[d] Contrariwise, Gerald Villoria of GameSpy and Gann did not see any improvement, with Villoria occasionally struggling with forced and awkward camera positions.[63][68] James Mielke (writing for EGM) and Gann dismissed the first-person mode as unhelpful, with Mielke warning that the inability to see Sora's Keyblade was disorienting.[58][68]

The RPG elements were described as light, with Haynes calling them a "casualty" of the increased emphasis on combat; he remarked that items were "practically useless" due to a lack of need to use them in certain places as in the first game.[3][61][66] Although Albiges considered the quality of the locales to be consistently high (singling out Port Royal for praise),[9] others lamented the decreased size and increased linearity of the worlds, with Haynes particularly describing Halloween Town and Atlantica as "shadows of their former selves".[62][66][68] While the assortment of minigames in the Hundred Acre Wood was said to be improved from the first game,[58][68] the transition of Atlantica from an action set-piece to a series of rhythm minigames was derided.[9][58][66] Bratcher and Gann were relieved by the absence of the scavenger hunt-type quests from the first game.[64][68]

The Gummi Ship segments were widely agreed to be an improvement over those of the first game.[e] Comparisons were drawn to Star Fox,[9][63] Panzer Dragoon,[63][66] Gradius,[57] R-Type, Einhänder,[61] and the recent works of Cave.[68] Although Gouskos and PALGN's Phil Larsen acknowledged the improved execution, they were still overall unimpressed, though Larsen singled out the battle against a giant pirate ship as a highlight.[62][67] Villoria considered the ship-building interface to have been greatly improved,[63] whereas Fischer and Gann still found it obtuse and confusing.[61][68]

The visuals were lauded, with Mielke and Albiges considering them among the PlayStation 2's best, and Villoria putting them on par with Square's best productions.[f] The environmental renderings were praised, with special mention going to the Space Paranoids, Timeless River and Port Royal worlds.[g] The character models and animations were complimented;[h] Villoria and Gann singled out the Pirates of the Caribbean characters for their realistic quality, and Gann declared the facial designs to be the best he had seen on the PlayStation 2.[63][68] Haynes admired the main characters' changing appearance depending on the world they are visiting,[66] and Villoria noted that the enemies were also visually adapted to their environments, which he said granted them personality.[63] The full-motion videos were admired by Albiges, Gann, and Bedigian, and compared by Gann to those of Final Fantasy XII.[9][65][68] Gann was also impressed by the special effects applied in the dream sequences during the prologue, and claimed to be impacted by the "artistic flair that combined the binary/data/static effect with the heartfelt scenes from the first title".[68]

Reviewers praised the soundtrack, which Bedigian described as "An impeccable, unforgettable mixture of classic Disney tracks and new Square Enix themes".[i] He added that despite the limited nostalgic value of the Disney tunes, they "never get tiring, slightly repetitive, or seem out of place".[65] Gouskos remarked that the presence of some songs from The Little Mermaid were the redeeming quality of the Atlantica rhythm minigames, and she considered the music's infectiousness to be "a tribute to how well the music was adapted and integrated into the gameplay".[62] Larsen only criticized some repetitiveness, but noted that the fast-paced action made this hardly noticeable.[67] However, Villoria and Gann were less than impressed; Villoria felt that the soundtrack did not meet the high standard set by the first game, while Gann complained of the synth quality and recycled tracks from the first game. Gann considered the live orchestral and piano recordings to be the best tracks.[63][68] Mielke (writing for 1Up.com) and Larsen spoke positively of the theme song "Sanctuary", with Mielke calling it "a sublime contribution that grows with each listen" and Larsen deeming it to "have been perfectly crafted to both set and build from the atmosphere of the game".[57][67] Gann, however, faulted what he perceived to be a rushed localization from the equivalent Japanese track "Passion". He elaborated that "Full harmonic backup parts have been cut, and Utada's stand-alone melody sounds flat in English. She stretches syllables to make up for the bouncy melody of the very syllabic Japanese version".[68]

The voice acting was generally commended for its quality and the prestige of its cast.[j] Christopher Lee's presence in particular was singled out as commanding and show-stealing.[3][62][68] Although Gouskos determined the overall voice acting quality to be excellent, she noted that the Square characters were not given an equal level of treatment to the Disney characters, and she identified "one or two bad apples among the bunch", describing Jasmine as "screechy".[62] Larsen praised the voice actors' effort, but said that the cutscenes felt longer than they are due to the timing of the spoken dialogue.[67] Haynes felt that many lines fell flat and the incorporation of film dialogue was awkward.[66] Mielke and Bratcher respectively deemed Mena Suvari's performance as Aerith "pretty dry" and "all wrong".[57][64] The absence of the actors from Pirates of the Caribbean was a source of disappointment, with EGM describing the sound-alike actor for Captain Jack Sparrow as "iffy at best".[58][65][68]

Responses to the narrative were varied, with some reviewers cautioning that the plot would be confusing to those who had not played the previous games.[k] Haynes, however, assured that the Journal feature provided sufficient context, and added that it had been improved from the first game.[66] Proponents of the story include Intihar, Bedigian, and Gann, with Bedigian declaring that the game "should be the benchmark of RPG storytelling".[58][65][68] Villoria and Gann said that the frequent cameos were well-handled, and pointed out that the inclusion of Square characters not created by Nomura was an interesting risk,[63][68] though Mielke occasionally felt that the cameos were for their own sake.[58] Gann considered the plot to be more cohesive than that of the first, as the Disney worlds held more relevance to the story.[68] Andrew Reiner of Game Informer promised that the story would "give you shivers and make your heart leap" despite not being as powerful as the first game.[3] Mielke complimented Nomura's "eye for epic drama" previously observed in Final Fantasy VII: Advent Children, which he said "touches you where games like, say, God of War never will".[57] Gouskos said that the interactions with the frequently changing cast of characters made up for the game's lack of challenge, and that the use of lines from the original Disney films enhanced the sense of immersion. However, she deplored the "aloof" dialogue for the Square characters, singling out an instance in which Final Fantasy VIII antagonist Seifer declares "We totally owned you lamers!".[62] Bettenhausen faulted what he perceived to be a clumsy juxtaposition of the "overwrought" Square-style narrative and dialogue and the whimsical merrymaking of the Disney worlds.[58] Larsen deemed several lines and scenes unnecessary, and noted a tendency of the characters' more serious speeches to take on an obscure "Matrix sequel-esque" quality.[67] Fischer, likening the general plot to "a long episode of Quantum Leap with permanent guest stars Donald and Goofy", described the storyline as linear and somewhat nonsensical, but "endearing and twisty" enough to hold players' attention.[61] Bettenhausen and GamePro's Bones respectively dismissed the prologue as "woefully boring" and "sluggishly slow",[58][60] though Reiner stated that "In a devilish yet remarkable plot twist, you may not want Sora back".[3] Reiner and Fischer were disappointed by the amount of recycled Disney content from the first game; Reiner, describing most of the Disney-based conflicts as "tacked on" diversions, speculated that Disney "handcuffed Square Enix on being able to create new content".[3][61]

Awards and accolades Edit

The game received numerous awards, including a Satellite Award in 2006 for "Outstanding Game Based on Existing Medium".[69] It tied with Resident Evil 4 as Famitsu's "Game of the Year" 2005.[70] Famitsu's readers ranked the game 29th on their "All Time Top 100" feature,[73] ten places below Kingdom Hearts. It was ranked number one on IGN's 2006 "Reader's Choice" for PlayStation 2 games.[53] Eurogamer ranked it 34th on their "Top 50 Games of 2006" list.[74] Video game magazine Electronic Gaming Monthly awarded it "Best Sequel" of 2006,[71] and Game Informer listed it among the "Top 50 games of 2006".[75] VideoGamer.com featured it 10th in their article "Top 10: Role playing games".[76] GamePro named it the 25th best RPG title of all time.[77] Kingdom Hearts II also received a near-perfect score, 39/40, from the Japanese gaming magazine Famitsu.[59] G4 awarded Kingdom Hearts II "Best Voice Over" and "Best Soundtrack" in their 2006 G-Phoria awards show.[72]

The game was ranked the 16th greatest console video game of all time in a 2021 Japanese poll conducted by TV Asahi which surveyed over 50,000 respondents. [78]

Versions and merchandise Edit

Kingdom Hearts II has been released in four different versions. The first three are the normal regional releases in Japan, North America, and PAL regions, which only differ nominally in content editing and localization. The European and Australian PAL releases were reformatted to run at 50 Hz to fit the definition size of PAL encoding systems.[79] The fourth version has additional content and was released under the title Kingdom Hearts II Final Mix. Like the previous titles, both Square and Disney released numerous types of merchandise before and after the game came out. Merchandise ranged from toys and figurines to clothing items and books. The game has also been adapted into both manga and novel series. Prior to the game's release, an Ultimania book titled Kingdom Hearts Series Ultimania α ~Introduction of Kingdom Hearts II~ came out. It provides extended information on the first two Kingdom Hearts games, as well as information on the unreleased Kingdom Hearts II.[80] After the release of the game, Kingdom Hearts II Ultimania, which focuses on the game itself, came out. Another book, titled Kingdom Hearts II Final Mix+ Ultimania, was released after the Final Mix version came out. Released along with Final Mix, Kingdom Hearts -Another Report- was a hardback book which includes game information, visuals by Shiro Amano, and a director interview.[81] In North America, BradyGames published two strategy guides—a standard guide and a limited edition version. The latter version was available in four different covers and included a copy of Jiminy's Journal along with 400 stickers.[82]

Final Mix Edit

Because the first game was re-released, there was speculation whether Tetsuya Nomura would do the same with Kingdom Hearts II.[83] In a Weekly Shōnen Jump interview with Nomura, he expressed interest in a possible international version of Kingdom Hearts II, although there were no definite plans. He said that should a "Final Mix" version arise, he had a "trump card" in mind, with such features as the Mushroom Heartless found in the first Kingdom Hearts game.[34] In September 2006, Square Enix announced Kingdom Hearts II Final Mix, featuring new scenes and gameplay elements. Like the first re-release, this version would combine English audio with Japanese text and also use the "Sanctuary" theme song instead of "Passion". New cutscenes, however, used Japanese voice acting, as they mostly featured Organization XIII members from Kingdom Hearts: Chain of Memories who did not yet have English voice actors; these scenes were later re-dubbed into English for the HD 2.5 Remix release.

Kingdom Hearts II was re-released in Japan on March 29, 2007[84] as a 2-disc set titled Kingdom Hearts II Final Mix+. The first disc contains Kingdom Hearts II Final Mix with a new secret movie and additional battles and items.[85] The second disc contains Kingdom Hearts Re:Chain of Memories, a 3D PlayStation 2 remake of Kingdom Hearts: Chain of Memories with extra scenes and voice acting. The battle system maintains the card gameplay, with the addition of Reaction Commands from Kingdom Hearts II.[86] Like the first game's Final Mix, the two games serve as a canonical update to the series. The book Kingdom Hearts -Another Report- was included along with the game for those who reserved a copy.[81] Based on Amazon.com figures, Final Mix+ was the number one PlayStation 2 game in sales during the week of its release in Japan.[87] Nomura cited the presence of Kingdom Hearts Re:Chain of Memories to explain why Kingdom Hearts II Final Mix+ was so popular.[88] Nevertheless, in a Famitsu poll in July 2011, Kingdom Hearts II Final Mix was voted the most popular entry so far.[89]

It was released for the first time outside Japan as part of Kingdom Hearts HD 2.5 Remix.[90]

Printed adaptations Edit

A manga series based on the game started its serialization in the June 2006 issue of the magazine Monthly Shōnen Gangan, published by Square Enix. The artist is Shiro Amano, who also did the Kingdom Hearts and Chain of Memories manga series. The first volume was released in Japan in December 2006.[91] As a result of Amano working in the Kingdom Hearts 358/2 Days manga, the series has been on hiatus and resumed publication in October 2012.[92] Tokyopop licensed the manga and released volume one in North America on July 3, 2007.[93] The second volume was released the following year.

The game has also been novelized by Tomoco Kanemaki and illustrated by Shiro Amano. The first volume, titled "Roxas—Seven Days", was released on April 22, 2006[94] and covers Roxas' story to when Sora wakes up and leaves Twilight Town. The novel depicts extra scenes that were added in the Final Mix version, such as interaction between Organization XIII members and between Axel, Naminé and Riku. The second book, "The Destruction of Hollow Bastion", was released on July 16, 2006,[95] the third book, "Tears of Nobody," revolving around Roxas' past, was released on September 29, 2006,[96] and the fourth book, "Anthem—Meet Again/Axel Last Stand," came out in February 2007.[97]

HD 2.5 Remix Edit

In the credits of HD 1.5 Remix, clips of Kingdom Hearts II Final Mix were shown, hinting at its inclusion in another collection.[90] On October 14, 2013, Square Enix announced Kingdom Hearts HD 2.5 Remix, a second compilation exclusively for the PlayStation 3 after HD 1.5 Remix, that includes both Kingdom Hearts II Final Mix and Kingdom Hearts Birth by Sleep Final Mix in HD and trophy support. Additionally, the collection includes HD cinematic scenes from Kingdom Hearts Re:coded[90] and was released in Japan on October 2, 2014,[98] North America on December 2, 2014, Australia on December 4, 2014, and Europe on December 5, 2014.[99][100]

See also Edit

Notes Edit

  1. ^ Main artwork used for box art in all regions. The box art's design, such as the border texture and background color, vary between regions.
  2. ^ Kingudamu Hātsu Tsū (Japanese: キングダムハーツII)
  3. ^ [3][57][58][9][63][67]
  4. ^ [57][58][9][61][65][66][67]
  5. ^ [9][3][57][61][62][63][66][67][68]
  6. ^ [9][58][60][62][63]
  7. ^ [58][61][65][66][68]
  8. ^ [3][57][58][67]
  9. ^ [3][60][65][67]
  10. ^ [57][60][63][68]
  11. ^ [9][60][63][66][67]

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External links Edit

  • (in Japanese)
  • Kingdom Hearts II Final Mix+ official website (in Japanese)
  • Kingdom Hearts II at IMDb

kingdom, hearts, 2005, action, role, playing, game, developed, published, square, enix, collaboration, with, buena, vista, games, playstation, video, game, console, game, sequel, kingdom, hearts, like, original, game, combines, characters, settings, from, disn. Kingdom Hearts II b is a 2005 action role playing game developed and published by Square Enix in collaboration with Buena Vista Games for the PlayStation 2 video game console The game is a sequel to Kingdom Hearts and like the original game combines characters and settings from Disney films with those of Square Enix s Final Fantasy series An expanded re release of the game featuring new and additional content Kingdom Hearts II Final Mix was released exclusively in Japan in March 2007 The Final Mix version of the game was later remastered in high definition and released globally as a part of the Kingdom Hearts HD 2 5 Remix collection for the PlayStation 3 PlayStation 4 Xbox One Windows and Nintendo Switch Kingdom Hearts IIPackaging artwork for Kingdom Hearts II featuring the game s protagonists a Developer s Square Enix Product Development Division 1 1 Publisher s Square EnixDirector s Tetsuya NomuraProducer s Shinji HashimotoYoshinori KitaseProgrammer s Hiroshi HarataKentaro YasuiArtist s Takayuki OdachiTetsuya NomuraWriter s Kazushige NojimaComposer s Yoko ShimomuraSeriesKingdom HeartsPlatform s PlayStation 2ReleaseJP December 22 2005NA March 28 2006AU September 28 2006EU September 29 2006Final MixJP SEA March 29 2007Genre s Action role playingMode s Single playerKingdom Hearts II is the third game in the Kingdom Hearts series and takes place one year after the events of Kingdom Hearts Chain of Memories 2 Sora the protagonist of the first two games returns to search for his lost friends while battling the sinister Organization XIII a group of antagonists previously introduced in Chain of Memories 3 Like previous games Kingdom Hearts II features a large cast of characters from Disney and Square Enix properties Concepts for Kingdom Hearts II began during the end of development of Kingdom Hearts Final Mix with the game entering full development in 2003 and being announced at Tokyo Game Show 2003 Most of the first game s development team returned including director Tetsuya Nomura with the game being developed concurrently with Chain of Memories In developing Kingdom Hearts II the development team sought to address user feedback from the first game give the player more freedom and options in combat and present a deeper and more mature plot 4 5 6 The game was received positively by critics and earned several awards upon release Reviewers praised the visuals soundtrack voice acting and narrative It is widely considered one of the greatest games of all time In both Japan and North America it shipped more than one million copies within weeks of its release with over four million worldwide by April 2007 7 8 Contents 1 Gameplay 1 1 Drive Gauge 2 Plot 2 1 Setting 2 2 Characters 2 3 Story 3 Development 3 1 Audio 3 1 1 Musical score 3 1 2 Voice cast 3 2 Content editing 3 3 Promotion 4 Release 5 Reception 5 1 Awards and accolades 6 Versions and merchandise 6 1 Final Mix 6 2 Printed adaptations 6 3 HD 2 5 Remix 7 See also 8 Notes 9 References 10 External linksGameplay EditSee also Gameplay of Kingdom Hearts nbsp Sora battles Sephiroth in Radiant Garden The player uses the game menu at the bottom left of the screen to control Sora s actions and can monitor Sora s HP and MP gauges on the bottom right The gameplay of Kingdom Hearts II is similar to the action RPG and hack and slash gameplay of the first Kingdom Hearts game though developers made an effort to address some of the complaints of no map and camera bugs with the previous game 9 10 The player directly controls Sora from a third person camera angle 11 though first person perspective is available via Select button Most of the gameplay occurs on interconnected field maps where battles take place The game is driven by a linear progression from one story event to the next usually told via cutscenes though there are numerous side quests available that provide bonuses to characters Like many traditional role playing video games Kingdom Hearts II features an experience point system which determines character development 12 As enemies are defeated the player and allies gain experience to level up allowing them to grow stronger and gain access to new abilities 13 Combat in Kingdom Hearts II takes place in real time and involves hack and slash elements with button presses which initiate attacks by the on screen character A role playing game menu on the screen s bottom left similar to those found in Final Fantasy games provides other combat options such as using magic or items summoning beings to assist in battle or executing combination attacks with other party members 13 A new feature is the Reaction Command special enemy specific attacks that are triggered when the player presses the triangle button at the correct time during battle 14 Reaction Commands can be used to defeat regular enemies or avoid damage and are sometimes necessary to complete a boss battle 12 In addition to the main character two party members are usually present who also participate in combat 9 Although these characters are computer controlled the player is allowed to customize their behavior to a certain extent through the menu screen such as attacking the same enemy Sora targets In response to criticism the Gummi Ship feature of the first game was re imagined to be more enjoyable Although retaining its basic purpose of travel the system was completely redone to resemble a combination of rail shooter and Disney theme park ride 10 In the world map the player now controls the Gummi Ship from a top down view tp fly to the world they wish to enter Worlds are no longer open from the beginning the player must unlock the routes to them by entering a new level controlling the ship from a third person point of view and battling enemy ships 13 After the route is opened travel to the world is unimpeded unless it is blocked again due to a plot related event The player may also gain new Gummi Ships from completing routes which is also a new feature Drive Gauge Edit One of the new features is a meter known as the Drive Gauge which has two functions to transform Sora into a Drive Form or to summon a special character While in a Drive Form Sora bonds with party members to become more powerful and acquire different attributes 15 all but two Forms also allow the use of two Keyblades When a Drive is executed Sora s combat statistics are heightened Drive Forms also give Sora new abilities that can be used in normal form called Growth Abilities Sora s first two Drive Forms only combine power with one party member later obtained Drive Forms require him to bond with both party members When allies are used in a Drive they are temporarily removed from battle for its duration Unlike the HP and MP gauges the Drive Gauge is not refilled at save points 13 Like in the first game Sora can summon a Disney character to aid him in battle 14 Summons will replace the two computer controlled characters and fight alongside Sora for as long as the Drive Gauge allows or until Sora s HP runs out Instead of being limited to only one action Summons now have a menu of their own and are capable of performing solo or cooperative actions with Sora which are performed by pressing the triangle button The Summon ability and each Drive Form are leveled up separately and by different criteria obtaining higher levels allows for extended use and in the case of Drive Forms access to new abilities 12 Plot EditSetting Edit Further information Universe of Kingdom Hearts Kingdom Hearts II begins one year after the events of Kingdom Hearts and Chain of Memories The game s setting is a collection of various levels referred to in game as worlds that the player progresses through As in the first game the player can travel to various Disney based locales along with original worlds specifically created for the series While Disney based worlds were primarily derived from the Disney animated features canon in the first game Kingdom Hearts II introduces worlds that are based on live action franchises with one based on Pirates of the Caribbean 16 17 Each world varies in appearance and setting depending on the Disney film on which it is based The graphics of the world and characters are meant to resemble the artwork and style of the environments and characters from their respective Disney films Each world is disconnected from the others and exists separately with few exceptions players travel from one world to another via a Gummi Ship Some worlds featured in the previous games reappear but with new and expanded areas New worlds are also introduced including the Land of Dragons Mulan Beast s Castle Beauty and the Beast Timeless River Steamboat Willie Mickey Mouse Port Royal Pirates of the Caribbean The Curse of the Black Pearl Pride Lands The Lion King and Space Paranoids Tron Twilight Town an original world first seen in Chain of Memories has a greater role as the introductory world The World That Never Was is a new world that serves as the headquarters of Organization XIII 12 Characters Edit Further information Characters of Kingdom Hearts The three protagonists of the game are Sora a 15 year old boy chosen as a wielder of the Keyblade a mystical key shaped weapon that can combat darkness Donald Duck the court magician of Disney Castle and Goofy the captain of the Disney Castle guards 12 Both Donald and Goofy are under orders from their missing king Mickey Mouse to accompany Sora and his Keyblade 18 Other original characters include Riku who is briefly playable at the game s climax and Kairi who are Sora s friends from his home world of Destiny Islands Roxas a boy who can also wield the Keyblade and is playable in the game s beginning sequence Namine a girl with the power to manipulate memories and DiZ a man who wears red robes and has a vendetta against Organization XIII and is later revealed to be Ansem the Wise the mentor of Xehanort As in the previous games characters from both Disney and Square Enix works appear While some make a return from Kingdom Hearts new characters from Disney fiction are also introduced such as Scrooge McDuck and several characters from Disney films in their home worlds Pete appears as a persistent enemy who works with the resurrected Maleficent Nearly twenty characters from Final Fantasy games appear notably Auron of Final Fantasy X Tifa from Final Fantasy VII and the return of Squall Leonhart Cloud and Sephiroth It was stated that although the first game strictly stuck to characters Tetsuya Nomura designed this time they were going to take some risks implying that characters not directly designed by Nomura might appear 19 Other new characters to series are Vivi of Final Fantasy IX Seifer Almasy of Final Fantasy VIII and Setzer of Final Fantasy VI The various worlds that Sora explores often have an optional party character from the film which the world is based on These party members include Fa Mulan a woman who passes as a man to take her ailing father s place in the army Jack Sparrow a pirate who seeks to reclaim his ship the Black Pearl Simba a self exiled lion and the rightful king of the Pride Lands and Tron a security program in Hollow Bastion s computer network who seeks to end the dictatorship of the Master Control Program 12 Organization XIII a group of powerful Nobodies the empty shells left over when a strong hearted person becomes a Heartless introduced in Chain of Memories is established as the primary group of antagonists early on Xemnas the leader of Organization XIII serves as the main antagonist and final boss of the game Villains unique to the worlds are prevalent and are often presented as challenges that Sora s group must overcome Story Edit Sora Donald and Goofy have been asleep for the past year to regain their lost memories Roxas Sora s Nobody is trapped in a virtual simulation of Twilight Town created by DiZ to merge him with his original self and restore Sora s power 20 DiZ s plans are threatened when Nobodies led by Axel Roxas s former friend in Organization XIII infiltrate the virtual town to extract Roxas However Roxas is able to repel the Nobodies and merge with Sora 21 Sora Donald and Goofy awaken in the real Twilight Town and meet King Mickey and Yen Sid who send them on another journey to find Riku and uncover the Organization s plans Afterward Maleficent is resurrected and joins with Pete to continue her quest for power 22 Sora travels to familiar and unfamiliar worlds and resolves problems caused by Organization XIII the Heartless and various local villains During a visit to Hollow Bastion they reunite with Mickey who explains that the Heartless Ansem they defeated is an imposter named Xehanort whose Nobody Xemnas is the Organization s leader 23 The Organization also reveal that they seek the power of Kingdom Hearts seeking to create one from the hearts Sora has released from the Heartless with his Keyblade to regain their lost hearts 24 in addition Sora discovers that the Organization is holding Kairi hostage to force him to comply Sora revisits the worlds to solve lingering problems while seeking a path to Organization XIII s base of operations in the World That Never Was Throughout his endeavors Sora is secretly aided by a hooded figure whom he believes to be Riku 22 Following a lead Sora Donald and Goofy enter a passageway to the World That Never Was through Twilight Town where Axel sacrifices himself to allow them to proceed Sora finds Kairi and Riku with the latter s appearance having been changed to that of Xehanort s Heartless after using his power to capture Roxas Mickey encounters DiZ who reveals himself to be the true Ansem Xehanort s mentor 25 Ansem uses a device that dissipates some of Kingdom Hearts power but a system overload causes the device to self destruct engulfing Ansem and returning Riku to his original form Atop the Castle That Never Was Sora and company battle Xemnas who uses what remains of Kingdom Hearts to fight them After Sora and Riku destroy Xemnas they become trapped in the realm of darkness There they discover a portal to the realm of light in a bottled letter sent by Kairi allowing them to return to the Destiny Islands and reunite with their friends In a post credits scene Sora Kairi and Riku receive and read a letter from Mickey the contents of which are hidden from the player 22 Development EditDevelopment plans for Kingdom Hearts II began around the completion of Kingdom Hearts Final Mix but specific details were undecided until July 2003 26 Nomura noted several obstacles to clear before development could begin on a sequel One such obstacle was the development team s desire to showcase Mickey Mouse more which required Disney s approval 27 The game was developed by Square Enix s Product Development Division 1 1 with most of the original staff from the first game 28 The game was originally supposed to have been released after Kingdom Hearts Nomura had planned for the sequel to take place a year after the first and originally intended for the events of that year to be left unexplained To bridge the gap between the two games Kingdom Hearts Chain of Memories was developed 29 To explain the loss of all the abilities from the first game at the beginning of Kingdom Hearts II Nomura had Sora s memories scrambled in Kingdom Hearts Chain of Memories 30 nbsp The Gummi Ship segments were redesigned for Kingdom Hearts II Many aspects of the gameplay were reworked for this sequel Some changes were made due to user feedback and others were meant to be included in previous games but were omitted either because of time or technological constraints 10 The camera was switched to the right analog stick of the DualShock controller instead of the shoulder buttons and the Gummi Ship travel was reworked The combat system was completely redone and did not use any animations from the first game Because Sora had matured Nomura wanted his fighting style to reflect that 17 Other changes included more integration between exploration and battles 31 The variations in combat styles associated with each Drive Form and the introduction of the Reaction Command were added to give players more choices in battles 10 The inclusion of worlds based on live action Disney films was aided by technology that generated the character models from live action pictures 31 Audio Edit Musical score Edit Further information Music of Kingdom Hearts Like the first game Kingdom Hearts II features music by Yoko Shimomura and Hikaru Utada The Original Soundtrack for Kingdom Hearts II was composed by Shimomura and released on January 25 2006 32 The opening orchestration and ending credits theme were arranged and orchestrated by Kaoru Wada and performed by the Tokyo Philharmonic Orchestra 32 The main vocal theme for the original Japanese release was Passion written and performed by Utada The English version of Passion Sanctuary was used in the Western releases Utada s involvement was announced on July 29 2005 33 According to Nomura the vocal theme ties in even more closely with the game s story than Hikari Simple and Clean did with Kingdom Hearts and Kingdom Hearts Chain of Memories 34 The CD single for Passion was released on December 14 2005 35 and Sanctuary was first previewed on MTV s official website in early 2006 36 Voice cast Edit Kingdom Hearts II features well known voice actors for both the Japanese and English versions Many of the original voice actors from the first Kingdom Hearts reprised their roles Miyu Irino and Haley Joel Osment as Sora Mamoru Miyano and David Gallagher as Riku and Risa Uchida and Hayden Panettiere as Kairi New voice actors included Kōki Uchiyama and Jesse McCartney as Roxas Iku Nakahara and Brittany Snow as Namine and Genzō Wakayama and Christopher Lee as DiZ 15 37 A special effort was made to preserve the official voice actors from the Disney movies used in Kingdom Hearts II Many actors reprised their Disney roles for the game including Ming Na Wen as Mulan James Woods as Hades Bruce Boxleitner as Tron Chris Sarandon as Jack Skellington and Zach Braff as Chicken Little 15 Some voice actors from the related television series or direct to video sequels were chosen over original voice actors where applicable such as Robert Costanzo as Philoctetes rather than Danny DeVito or Cam Clarke as Simba instead of Matthew Broderick Some characters were given new voice actors in the English version Ansem Aerith Leon Sephiroth and Hercules who were originally voiced by Billy Zane Mandy Moore David Boreanaz Lance Bass and Sean Astin respectively in the first game were voiced by Richard Epcar Mena Suvari Doug Erholtz George Newbern and Tate Donovan Hercules original voice actor and newcomer Tifa was voiced by Rachael Leigh Cook 37 Content editing Edit nbsp Xigbar s telescopic sight view and his weapons were altered from the Japanese version top to the English version bottom Besides English translation and localization the international version of Kingdom Hearts II differs from the original Japanese version in the content of gameplay and several scenes The Hydra boss in the Hercules themed world Olympus Coliseum had its green blood from the original Japanese version which was taken from the film changed into black and purple smoke in the English version In one cutscene Hercules fights the Hydra and uses his sword on its head which eventually releases green blood from its mouth in the Japanese version this was later changed into drool in the English version There is also a scene in Disney Castle where after chasing Donald around for missing a date Daisy Duck pounds him on the backside in the Japanese version whereas she merely tells him off inaudibly in the English version Xigbar s telescopic sight was changed from a crosshair and black shading around the sides to three glowing circles 11 An attack animation was also altered in the Japanese version Xigbar combines his two hand held guns to create a sniper rifle which is used to shoot the player s party during the telescoping sight sequence In the English version Xigbar does not combine his guns but twirls them around and shoots at Sora with a single gun The death of Organization XIII member Axel was slightly edited in the original he bursts into flames during his suicide attack while in the English version he simply fades away after using up all of his power Port Royal based on Pirates of the Caribbean The Curse of the Black Pearl contains the most content edits Cutscenes were edited to remove some of the violence such as William Turner threatening to commit suicide while aiming a gun at his neck as in the film 11 Unlike the Japanese version the undead pirates do not catch fire when affected by Fire magic and their muskets were modified to resemble crossbows 38 though the crossbows still fire with an audible musket shot sound effect Promotion Edit An unlockable trailer in Kingdom Hearts and Kingdom Hearts Final Mix hinted at the possibility of a sequel Rumors for a sequel on the PlayStation 2 were spurred in Japan when the video game website Quiter stated that an internal and anonymous source at Square Japan confirmed that development of Kingdom Hearts II had begun 39 It was not until Kingdom Hearts II was announced along with Chain of Memories at the Tokyo Game Show in September 2003 40 that rumors were confirmed Initial details were that it would take place some time after Chain of Memories which takes place directly after the first game Other details included the return of Sora Donald and Goofy as well as new costumes Information about Mickey Mouse s involvement was kept to a minimum 26 41 At the 2004 Square Enix E3 Press conference producer Shinji Hashimoto said that many mysteries of the first game would be answered 42 Square Enix launched the official Japanese website in May 2005 43 followed by the English website in December 2005 44 The websites featured videos and information regarding characters and worlds Commercials were aired in Japan which highlighted the numerous Disney characters in the game 45 Although the game was announced in September 2003 a release date for the game was not set until two years later 46 Nomura admitted that the game was announced too early and information regarding the game was not released until a debut period was in sight 47 Release EditWithin a week of its Japanese release Kingdom Hearts II shipped one million copies 48 selling almost 730 000 copies 49 The NPD Group reported that Kingdom Hearts II was the highest selling console game in North America during March 2006 with 614 000 copies 50 In the month after its release in North America Kingdom Hearts II sold an estimated one million copies 51 GameStop listed the game as their best selling title for the first quarter of 2006 52 The game was also on IGN s Top 10 Sellers in 2006 53 By December 2006 over 3 5 million copies of Kingdom Hearts II had been shipped worldwide with 700 000 in PAL regions 1 1 million in Japan and 1 7 million in North America 54 55 By March 31 2007 Square Enix had shipped over 4 million units worldwide 8 Reception EditReceptionAggregate scoreAggregatorScoreMetacritic87 100 56 Review scoresPublicationScore1Up com9 10 57 Electronic Gaming Monthly28 5 30 58 Eurogamer8 10 9 Famitsu39 40 59 Game Informer9 10 3 GamePro4 5 5 60 GameRevolutionB 61 GameSpot8 7 10 62 GameSpy nbsp nbsp nbsp nbsp nbsp 63 GamesRadar nbsp nbsp nbsp nbsp nbsp 64 GameZone9 4 10 65 IGN7 6 10 66 PALGN8 5 10 67 RPGFan93 68 AwardsPublicationAwardSatellite AwardOutstanding Game Based on Existing Medium 69 FamitsuGame of the Year 70 Electronic Gaming MonthlyBest Sequel 71 G4Best Voice Over Best Soundtrack 72 Kingdom Hearts II was met with generally positive reviews upon release according to the review aggregator Metacritic 56 Like its predecessors the gameplay received mixed reviews Carrie Gouskos of GameSpot and Jeff Haynes of IGN criticized the combat s decreased difficulty with Haynes remarking that he completed the game without using any offensive magic and observed that the large amount of health orbs released by enemies during battle rendered healing items redundant However Gouskos regarded the approach to be an improvement upon the original game which she felt relied on backtracking tediousness and confusion 62 66 Louis Bedigian of GameZone also concluded that the game would not be challenging to players experienced with action RPGs from the SNES and PlayStation eras 65 Patrick Gann of RPGFan deemed the partner artificial intelligence to be superior to the first game 68 whereas Haynes denounced it as absolutely terrible attributing this to the omitted ability to issue AI commands 66 The quick time events were a generally welcomed addition with Luke Albiges of Eurogamer regarding their quality and impact to be on par with the knife fight scene in Resident Evil 4 c Bedigian declared the game to be the first instance of quick time events being successfully implemented and admired the resulting actions as some of the most beautiful polygon sequences seen on PlayStation 2 65 While Russ Fischer of GameRevolution deemed their lenient mechanics compared to God of War to be a saving grace he and Gann acknowledged that the lack of skill required for their execution may be a drawback for hardcore gamers 61 68 Bryan Intihar and Shane Bettenhausen of Electronic Gaming Monthly EGM spoke positively of the boss fights with Bettenhausen saying that the quick time events enhanced their dynamic feeling 58 Eric Bratcher of GamesRadar was also excited by most of the boss battles though considered a few of them straight up lame 64 Gouskos described the bosses as interesting and well conceived but observed that the strategies for defeating them hardly differed from that of regular enemies 62 Reviewers complimented the camera s increased responsiveness which Haynes attributed to the altered control method from the shoulder buttons to the right thumbstick d Contrariwise Gerald Villoria of GameSpy and Gann did not see any improvement with Villoria occasionally struggling with forced and awkward camera positions 63 68 James Mielke writing for EGM and Gann dismissed the first person mode as unhelpful with Mielke warning that the inability to see Sora s Keyblade was disorienting 58 68 The RPG elements were described as light with Haynes calling them a casualty of the increased emphasis on combat he remarked that items were practically useless due to a lack of need to use them in certain places as in the first game 3 61 66 Although Albiges considered the quality of the locales to be consistently high singling out Port Royal for praise 9 others lamented the decreased size and increased linearity of the worlds with Haynes particularly describing Halloween Town and Atlantica as shadows of their former selves 62 66 68 While the assortment of minigames in the Hundred Acre Wood was said to be improved from the first game 58 68 the transition of Atlantica from an action set piece to a series of rhythm minigames was derided 9 58 66 Bratcher and Gann were relieved by the absence of the scavenger hunt type quests from the first game 64 68 The Gummi Ship segments were widely agreed to be an improvement over those of the first game e Comparisons were drawn to Star Fox 9 63 Panzer Dragoon 63 66 Gradius 57 R Type Einhander 61 and the recent works of Cave 68 Although Gouskos and PALGN s Phil Larsen acknowledged the improved execution they were still overall unimpressed though Larsen singled out the battle against a giant pirate ship as a highlight 62 67 Villoria considered the ship building interface to have been greatly improved 63 whereas Fischer and Gann still found it obtuse and confusing 61 68 The visuals were lauded with Mielke and Albiges considering them among the PlayStation 2 s best and Villoria putting them on par with Square s best productions f The environmental renderings were praised with special mention going to the Space Paranoids Timeless River and Port Royal worlds g The character models and animations were complimented h Villoria and Gann singled out the Pirates of the Caribbean characters for their realistic quality and Gann declared the facial designs to be the best he had seen on the PlayStation 2 63 68 Haynes admired the main characters changing appearance depending on the world they are visiting 66 and Villoria noted that the enemies were also visually adapted to their environments which he said granted them personality 63 The full motion videos were admired by Albiges Gann and Bedigian and compared by Gann to those of Final Fantasy XII 9 65 68 Gann was also impressed by the special effects applied in the dream sequences during the prologue and claimed to be impacted by the artistic flair that combined the binary data static effect with the heartfelt scenes from the first title 68 Reviewers praised the soundtrack which Bedigian described as An impeccable unforgettable mixture of classic Disney tracks and new Square Enix themes i He added that despite the limited nostalgic value of the Disney tunes they never get tiring slightly repetitive or seem out of place 65 Gouskos remarked that the presence of some songs from The Little Mermaid were the redeeming quality of the Atlantica rhythm minigames and she considered the music s infectiousness to be a tribute to how well the music was adapted and integrated into the gameplay 62 Larsen only criticized some repetitiveness but noted that the fast paced action made this hardly noticeable 67 However Villoria and Gann were less than impressed Villoria felt that the soundtrack did not meet the high standard set by the first game while Gann complained of the synth quality and recycled tracks from the first game Gann considered the live orchestral and piano recordings to be the best tracks 63 68 Mielke writing for 1Up com and Larsen spoke positively of the theme song Sanctuary with Mielke calling it a sublime contribution that grows with each listen and Larsen deeming it to have been perfectly crafted to both set and build from the atmosphere of the game 57 67 Gann however faulted what he perceived to be a rushed localization from the equivalent Japanese track Passion He elaborated that Full harmonic backup parts have been cut and Utada s stand alone melody sounds flat in English She stretches syllables to make up for the bouncy melody of the very syllabic Japanese version 68 The voice acting was generally commended for its quality and the prestige of its cast j Christopher Lee s presence in particular was singled out as commanding and show stealing 3 62 68 Although Gouskos determined the overall voice acting quality to be excellent she noted that the Square characters were not given an equal level of treatment to the Disney characters and she identified one or two bad apples among the bunch describing Jasmine as screechy 62 Larsen praised the voice actors effort but said that the cutscenes felt longer than they are due to the timing of the spoken dialogue 67 Haynes felt that many lines fell flat and the incorporation of film dialogue was awkward 66 Mielke and Bratcher respectively deemed Mena Suvari s performance as Aerith pretty dry and all wrong 57 64 The absence of the actors from Pirates of the Caribbean was a source of disappointment with EGM describing the sound alike actor for Captain Jack Sparrow as iffy at best 58 65 68 Responses to the narrative were varied with some reviewers cautioning that the plot would be confusing to those who had not played the previous games k Haynes however assured that the Journal feature provided sufficient context and added that it had been improved from the first game 66 Proponents of the story include Intihar Bedigian and Gann with Bedigian declaring that the game should be the benchmark of RPG storytelling 58 65 68 Villoria and Gann said that the frequent cameos were well handled and pointed out that the inclusion of Square characters not created by Nomura was an interesting risk 63 68 though Mielke occasionally felt that the cameos were for their own sake 58 Gann considered the plot to be more cohesive than that of the first as the Disney worlds held more relevance to the story 68 Andrew Reiner of Game Informer promised that the story would give you shivers and make your heart leap despite not being as powerful as the first game 3 Mielke complimented Nomura s eye for epic drama previously observed in Final Fantasy VII Advent Children which he said touches you where games like say God of War never will 57 Gouskos said that the interactions with the frequently changing cast of characters made up for the game s lack of challenge and that the use of lines from the original Disney films enhanced the sense of immersion However she deplored the aloof dialogue for the Square characters singling out an instance in which Final Fantasy VIII antagonist Seifer declares We totally owned you lamers 62 Bettenhausen faulted what he perceived to be a clumsy juxtaposition of the overwrought Square style narrative and dialogue and the whimsical merrymaking of the Disney worlds 58 Larsen deemed several lines and scenes unnecessary and noted a tendency of the characters more serious speeches to take on an obscure Matrix sequel esque quality 67 Fischer likening the general plot to a long episode of Quantum Leap with permanent guest stars Donald and Goofy described the storyline as linear and somewhat nonsensical but endearing and twisty enough to hold players attention 61 Bettenhausen and GamePro s Bones respectively dismissed the prologue as woefully boring and sluggishly slow 58 60 though Reiner stated that In a devilish yet remarkable plot twist you may not want Sora back 3 Reiner and Fischer were disappointed by the amount of recycled Disney content from the first game Reiner describing most of the Disney based conflicts as tacked on diversions speculated that Disney handcuffed Square Enix on being able to create new content 3 61 Awards and accolades Edit The game received numerous awards including a Satellite Award in 2006 for Outstanding Game Based on Existing Medium 69 It tied with Resident Evil 4 as Famitsu s Game of the Year 2005 70 Famitsu s readers ranked the game 29th on their All Time Top 100 feature 73 ten places below Kingdom Hearts It was ranked number one on IGN s 2006 Reader s Choice for PlayStation 2 games 53 Eurogamer ranked it 34th on their Top 50 Games of 2006 list 74 Video game magazine Electronic Gaming Monthly awarded it Best Sequel of 2006 71 and Game Informer listed it among the Top 50 games of 2006 75 VideoGamer com featured it 10th in their article Top 10 Role playing games 76 GamePro named it the 25th best RPG title of all time 77 Kingdom Hearts II also received a near perfect score 39 40 from the Japanese gaming magazine Famitsu 59 G4 awarded Kingdom Hearts II Best Voice Over and Best Soundtrack in their 2006 G Phoria awards show 72 The game was ranked the 16th greatest console video game of all time in a 2021 Japanese poll conducted by TV Asahi which surveyed over 50 000 respondents 78 Versions and merchandise EditFurther information List of Kingdom Hearts media Kingdom Hearts II has been released in four different versions The first three are the normal regional releases in Japan North America and PAL regions which only differ nominally in content editing and localization The European and Australian PAL releases were reformatted to run at 50 Hz to fit the definition size of PAL encoding systems 79 The fourth version has additional content and was released under the title Kingdom Hearts II Final Mix Like the previous titles both Square and Disney released numerous types of merchandise before and after the game came out Merchandise ranged from toys and figurines to clothing items and books The game has also been adapted into both manga and novel series Prior to the game s release an Ultimania book titled Kingdom Hearts Series Ultimania a Introduction of Kingdom Hearts II came out It provides extended information on the first two Kingdom Hearts games as well as information on the unreleased Kingdom Hearts II 80 After the release of the game Kingdom Hearts II Ultimania which focuses on the game itself came out Another book titled Kingdom Hearts II Final Mix Ultimania was released after the Final Mix version came out Released along with Final Mix Kingdom Hearts Another Report was a hardback book which includes game information visuals by Shiro Amano and a director interview 81 In North America BradyGames published two strategy guides a standard guide and a limited edition version The latter version was available in four different covers and included a copy of Jiminy s Journal along with 400 stickers 82 Final Mix Edit Because the first game was re released there was speculation whether Tetsuya Nomura would do the same with Kingdom Hearts II 83 In a Weekly Shōnen Jump interview with Nomura he expressed interest in a possible international version of Kingdom Hearts II although there were no definite plans He said that should a Final Mix version arise he had a trump card in mind with such features as the Mushroom Heartless found in the first Kingdom Hearts game 34 In September 2006 Square Enix announced Kingdom Hearts II Final Mix featuring new scenes and gameplay elements Like the first re release this version would combine English audio with Japanese text and also use the Sanctuary theme song instead of Passion New cutscenes however used Japanese voice acting as they mostly featured Organization XIII members from Kingdom Hearts Chain of Memories who did not yet have English voice actors these scenes were later re dubbed into English for the HD 2 5 Remix release Kingdom Hearts II was re released in Japan on March 29 2007 84 as a 2 disc set titled Kingdom Hearts II Final Mix The first disc contains Kingdom Hearts II Final Mix with a new secret movie and additional battles and items 85 The second disc contains Kingdom Hearts Re Chain of Memories a 3D PlayStation 2 remake of Kingdom Hearts Chain of Memories with extra scenes and voice acting The battle system maintains the card gameplay with the addition of Reaction Commands from Kingdom Hearts II 86 Like the first game s Final Mix the two games serve as a canonical update to the series The book Kingdom Hearts Another Report was included along with the game for those who reserved a copy 81 Based on Amazon com figures Final Mix was the number one PlayStation 2 game in sales during the week of its release in Japan 87 Nomura cited the presence of Kingdom Hearts Re Chain of Memories to explain why Kingdom Hearts II Final Mix was so popular 88 Nevertheless in a Famitsu poll in July 2011 Kingdom Hearts II Final Mix was voted the most popular entry so far 89 It was released for the first time outside Japan as part of Kingdom Hearts HD 2 5 Remix 90 Printed adaptations Edit A manga series based on the game started its serialization in the June 2006 issue of the magazine Monthly Shōnen Gangan published by Square Enix The artist is Shiro Amano who also did the Kingdom Hearts and Chain of Memories manga series The first volume was released in Japan in December 2006 91 As a result of Amano working in the Kingdom Hearts 358 2 Days manga the series has been on hiatus and resumed publication in October 2012 92 Tokyopop licensed the manga and released volume one in North America on July 3 2007 93 The second volume was released the following year The game has also been novelized by Tomoco Kanemaki and illustrated by Shiro Amano The first volume titled Roxas Seven Days was released on April 22 2006 94 and covers Roxas story to when Sora wakes up and leaves Twilight Town The novel depicts extra scenes that were added in the Final Mix version such as interaction between Organization XIII members and between Axel Namine and Riku The second book The Destruction of Hollow Bastion was released on July 16 2006 95 the third book Tears of Nobody revolving around Roxas past was released on September 29 2006 96 and the fourth book Anthem Meet Again Axel Last Stand came out in February 2007 97 HD 2 5 Remix Edit Main article Kingdom Hearts HD 2 5 Remix In the credits of HD 1 5 Remix clips of Kingdom Hearts II Final Mix were shown hinting at its inclusion in another collection 90 On October 14 2013 Square Enix announced Kingdom Hearts HD 2 5 Remix a second compilation exclusively for the PlayStation 3 after HD 1 5 Remix that includes both Kingdom Hearts II Final Mix and Kingdom Hearts Birth by Sleep Final Mix in HD and trophy support Additionally the collection includes HD cinematic scenes from Kingdom Hearts Re coded 90 and was released in Japan on October 2 2014 98 North America on December 2 2014 Australia on December 4 2014 and Europe on December 5 2014 99 100 See also EditList of Disney video gamesNotes Edit Main artwork used for box art in all regions The box art s design such as the border texture and background color vary between regions Kingudamu Hatsu Tsu Japanese キングダムハーツII 3 57 58 9 63 67 57 58 9 61 65 66 67 9 3 57 61 62 63 66 67 68 9 58 60 62 63 58 61 65 66 68 3 57 58 67 3 60 65 67 57 60 63 68 9 60 63 66 67 References Edit a b TGS スクエニ第1開発事業部新規タイトル発表会 詳細レポート in Japanese Dengeki Online September 26 2003 Archived from the original on March 14 2012 Retrieved January 31 2010 Feature Kingdom Hearts II E3 2004 GamePro May 12 2004 Archived from the original on February 14 2009 Retrieved September 24 2008 a b c d e f g h i j k Reiner Andrew Kingdom Hearts 2 Game Informer Archived from the original on March 11 2007 Retrieved December 15 2006 Kingdom Hearts II Ultimania Main Nomura Interview KH Insider December 2005 Archived from the original on September 24 2020 Retrieved April 4 2020 Dengeki Playstation com Europe May 2005 Interview KH Insider May 2005 Archived from the original on June 27 2016 Retrieved April 4 2020 1up E3 2005 Interview KH Insider June 2005 Archived from the original on June 28 2016 Retrieved April 4 2020 News IGN Best of 06 IGN Archived from the original on January 10 2007 Retrieved December 15 2006 a b Archived copy PDF Archived PDF from the original on March 25 2009 Retrieved August 18 2009 a href Template Cite web html title Template Cite web cite web a CS1 maint archived copy as title link a b c d e f g h i j k l Albiges Luke April 5 2006 Review Kingdom Hearts II Eurogamer Archived from the original on April 9 2006 Retrieved July 31 2007 a b c d 1UP E3 2005 Interview Kingdom Hearts Ultimania Archived from the original on June 10 2007 Retrieved June 15 2007 a b c Kingdom Hearts II for PlayStation 2 MobyGames Archived from the original on November 10 2012 Retrieved June 18 2007 a b c d e f Hollinger Elizabeth 2006 Kingdom Hearts II Official Strategy Guide BradyGames ISBN 0 7440 0526 4 a b c d Square Enix 2006 Kingdom Hearts II Instruction Booklet Square Enix a b Kingdom Hearts II G4 Archived from the original on March 11 2013 Retrieved December 15 2006 a b c Coleman Stephen February 8 2006 Kingdom Hearts II Gets All Star Cast IGN Archived from the original on April 18 2006 Retrieved June 14 2007 Tetsuya Nomura Dengeki Interview 3 Kingdom Hearts Ultimania June 8 2005 Archived from the original on June 11 2007 Retrieved August 2 2007 a b Playstation com Europe E3 Interview Kingdom Hearts Ultimania Archived from the original on April 18 2007 Retrieved June 15 2007 Square Co November 15 2002 Kingdom Hearts PlayStation 2 Square Electronic Arts King Mickey s Note Donald Sorry to rush off without sayin goodbye but there s big trouble brewin Not sure why but the stars have been blinkin out one by one And that means disaster can t be far behind I hate to leave you all but I ve gotta go check into it There s someone with a key the key to our survival So I need you and Goofy to find him and stick with him Got it We need that key or we re doomed So go to Traverse Town and find Leon He ll point you in the right direction P S Would ya apologize to Minnie for me Thanks pal Boulette Bryan November 27 2005 Nomura Divulges Kingdom Hearts II Details RPGamer Archived from the original on September 30 2007 Retrieved May 29 2007 Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Level area Twilight Town Virtual DiZ At last The Keyblade s chosen one Roxas Who re you talking to Me or Sora DiZ To half of Sora of course You reside in darkness What I need is someone who can move about the realm of light and destroy Organization XIII Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Level area Twilight Town Roxas Sora You re lucky Looks like my summer vacation is over a b c Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Level area Hollow Bastion King Mickey Welp the man in the photo is definitely the one who tried to take over Kingdom Hearts the one you fellas defeated But what you actually fought was his Heartless You see he wasn t really Ansem he was just goin around tellin everybody that he was Sora You mean Sora Donald amp Goofy Whaaaaaat Sora You mean we went through all that trouble just to defeat an imposter King Mickey Yep a fake But he still had to be stopped Goofy I m kinda confused If he s a fake then what happened to the real Ansem King Mickey Welp that s just what I ve been trying to figure out Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Level area Hollow Bastion Saix Pitiful Heartless mindlessly collecting hearts And yet they know not the true power of what they hold The rage of the Keyblade releases those hearts They gather in darkness masterless and free until they weave together to make Kingdom Hearts And when that time comes we can truly finally exist Square Enix March 28 2006 Kingdom Hearts II PlayStation 2 Square Enix Buena Vista Games Level area The World That Never Was Ansem the Wise It s been too long my friend King Mickey Ansem the Wise Why didn t you come to me before things got so bad a b GameSpot Staff October 10 2003 Kingdom Hearts II s Tetsuya Nomura Q amp A GameSpot Archived from the original on May 25 2011 Retrieved June 15 2007 Kingdom Hearts II Ultimania Tetsuya Nomura Interview Kingdom Hearts Ultimania Archived from the original on July 10 2007 Retrieved August 10 2007 1st Famitsu Nomura Interview Kingdom Hearts Ultimania Archived from the original on August 7 2007 Retrieved September 20 2007 Raymond Padilla December 8 2004 Kingdom Hearts Chain of Memories Review GameSpy Archived from the original on December 11 2004 Retrieved May 23 2007 KH CoM Ultimania The Nomura Interview Kingdom Hearts Ultimania Archived from the original on December 12 2006 Retrieved June 7 2007 a b Dengeki Kingdom Hearts 2 Progress Report Kingdom Hearts Ultimania Archived from the original on June 8 2007 Retrieved June 15 2007 a b Kingdom Hearts II Original Soundtrack CD insert Toshiba EMI Limited 2006 Niizumi Hirohiko July 29 2005 Kingdom Hearts vocalist returns for sequel GameSpot Archived from the original on May 23 2009 Retrieved June 15 2007 a b Studio BentStuff ed 2006 Tetsuya Nomura interview Kingdom Hearts II Ultimania in Japanese DigiCube Square Enix ISBN 4 7575 1621 5 Archived from the original on January 31 2012 Retrieved September 12 2006 Hikaru Utada Passion CD DVD CD Japan Archived from the original on October 14 2012 Retrieved June 18 2007 Vore Bryan February 24 2006 Square Enix Reveals KH2 Main Theme In English Plus Interview With Haley Joel Game Informer Archived from the original on April 13 2007 Retrieved June 14 2007 a b Pinckard Jane February 8 2006 Kingdom Hearts II Voices Announced 1UP com UGO Networks Archived from the original on October 16 2012 Retrieved June 29 2009 Gantayat Anoop March 26 2006 Nomura Discusses Kingdom Hearts and Future Titles IGN Archived from the original on June 29 2011 Retrieved March 11 2007 IGN Staff March 7 2003 Kingdom Hearts 2 on PS2 IGN Archived from the original on 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Retrieved December 20 2006 Kingdom Hearts Series Ships over 10 Million Worldwide GameSpot February 5 2007 Archived from the original on November 12 2012 Retrieved May 13 2007 スクウェア エニックス イベントなど追加 Kingdom Hearts II Final Mix キングダム ハーツ シリーズ累計出荷本数1 000万本達成 in Japanese Game Watch Archived from the original on April 6 2012 Retrieved March 11 2007 a b Kingdom Hearts II for PlayStation 2 Reviews Metacritic CBS Interactive Archived from the original on September 8 2010 Retrieved June 13 2007 a b c d e f g h i j Mielke James March 27 2006 Kingdom Hearts II Review for PS2 1UP com Ziff Davis Archived from the original on March 30 2006 Retrieved December 15 2006 a b c d e f g h i j k l m n o Intihar Bryan Bettenhausen Shane Mielke James Milkman May 2006 Review Crew Kingdom Hearts II Electronic Gaming Monthly No 203 Ziff Davis pp 100 102 a b Freund Josh December 20 2005 News Latest Famitsu review scores Kingdom Hearts II Mario amp Luigi 2 amp more GamesAreFun com Archived from the original on 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Retrieved July 6 2007 キングダム ハーツ バース バイ スリープ アルティマニア in Japanese Square Enix 2010 ISBN 978 4 7575 2788 1 Gantayat Anoop July 13 2011 Famitsu s Readers Want Kingdom Hearts on PS3 Andriasang Archived from the original on September 30 2012 Retrieved July 13 2011 a b c Karmali Luke October 14 2013 Kingdom Hearts HD 2 5 Remix coming to PS3 in 2014 IGN Archived from the original on October 14 2013 Retrieved October 14 2013 キングダムハーツ2 1 1 コミック in Japanese ASIN 4757518323 ASIN 4757518323 Kingdom Hearts II Manga to Return in Japan Anime News Network August 11 2012 Archived from the original on August 13 2012 Retrieved August 12 2012 Kingdom Hearts II Volume 1 Kingdom Hearts Graphic Novels Paperback Amazon com July 10 2007 ISBN 978 1427800589 Game Novels キングダム ハーツII Vol 1 Roxas Sevendays 単行本 in Japanese Amazon com 2006 ISBN 4757516797 Game Novels キングダム ハーツII Vol 2 The Destruction of Hollow Bastion 新書 in Japanese Amazon com July 2006 ISBN 4757517157 Game Novels キングダム ハーツII Vol 3 Tears of Nobody 新書 in Japanese Amazon com September 2006 ISBN 4757517920 Game Novels キングダム ハーツII Vol 4 Anthem Meet Again Axel Last Stand 単行本 in Japanese Amazon com February 2007 ISBN 978 4757519640 Spencer June 6 2014 Kingdom Hearts HD 2 5 Remix Heads To Japan In October With A Collector s Pack Siliconera Archived from the original on June 8 2014 Retrieved June 6 2014 Moriarty Colin June 5 2014 PS3 S Kingdom Hearts HD 2 5 ReMIX Gets A Release Date IGN Archived from the original on June 6 2014 Retrieved June 5 2014 Kozanitis James November 26 2014 Kingdom Hearts HD 2 5 ReMIX Gets Two New Trailers Hardcore Gamer Archived from the original on July 15 2019 Retrieved July 15 2019 External links Edit nbsp Wikiquote has quotations related to Kingdom Hearts II Kingdom Hearts II official website in Japanese Kingdom Hearts II Final Mix official website in Japanese Kingdom Hearts II at IMDbPortals nbsp 2000s nbsp Disney nbsp Speculative fiction nbsp Video games Retrieved from https en wikipedia org w index php title Kingdom Hearts II amp oldid 1180194625, wikipedia, wiki, book, books, library,

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