For the record, I have been working on this review for a month and a half, so it is entirely coincidental that I am publishing this on the exact week where the proper teaser trailer for Kingdom Hearts IV was released. Hey, timing did its thing again!
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It's funny how quickly you get accustomed to the mix of American animated animal characters with humans that have a clear anime feel to their designs. |
You’ve seen that title, so you know what’s coming. If there’s one thing the
Kingdom Hearts franchise is known for, it is its interconnected story told over… oh, with the number of remakes and new games retelling events of past games, I’ve sincerely lost count. This story is harder to untangle than a Gordian knot. Especially if you haven’t been following the franchise closely, or missed an episode or five, which is bound to happen due to its entries being scattered across several consoles! And they’re usually action RPGs, so they tend to be story-heavy.
Kingdom Hearts 3D: Dream Drop Distance, developed and published by Square Enix, was released for the Nintendo 3DS on July 31st, 2012 in North America. Before this one, the only other
KH game I’ve played (and reviewed) is
Re:coded on the Nintendo DS. Well, I was glad to see that today’s game is a direct continuation of that one! It is also, according to sources, the last game in the chronology before
KH III. Thus, it ties up a few loose ends in preparation. Then again, I’d bet that
KH3D creates more unanswered questions on its own; that’s how it goes.

Again: I’m jumping in with very little frame of reference. Everything I know is from Re:coded, and the biggest plot point that game showed was that even non-living entities, like characters made of code, were still capable of becoming real Keyblade wielders, all it took was displaying heart and heroism. That game on the Nintendo DS also went over some of the events of the first Kingdom Hearts game, which helps but still leaves me with large gaps in knowledge. Bear with me, especially if you’re far better acquainted with this franchise than I am.
The Exam
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Full disclaimer: Since you might not want low-quality images for the cutscenes (and there are many of those), I will be picking these off a playthrough of the 2.8 Final Chapter Prologue version of the game. Big thanks to SevuhnElevuhn for the longplay video. Check it out here! |
The first scene takes place at a villainous lair, ten years prior. Some guy (named… Braid, I think?) is asking the POV character, whom he calls Xehanort, whether he recovered his memories, or never ever lost them. The POV character summons a dark blade, stabs Braid with it, and says his name is Ansem.
I don't even know if that will make sense after playing this game. For the record, Ansem here is Terra-Xehanort, which is Xehanort, possessing the body of a guy named Terra. This is the first minute and I already had to explain some lore, for Pete’s sake!
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I use high-quality stuff for the cutscenes, but for gameplay, this playthrough is what I will use, in order to show the proper look on a Nintendo 3DS. |
When we meet up with our heroes, Sora and Riku, we are seeing them much younger, on the beach of their home world, Destiny Islands. They are staring at the ocean, wondering how far they could go on a raft. They try it, and encounter a storm, during which Ursula, the sea witch, emerges. She speaks as though she has a score to settle with these two specifically. Too bad we don’t have a ship’s bow to stab her with; we’ll have to take her down the old-fashioned way. With Keyblades. …Wait.
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| A dash of hack 'n slash. |
This tutorial boss introduces classic
KH action RPG controls: A to attack, B to jump, Y to block when still or roll when moving, X to use a command from the command deck, be it a special attack or an item. The attacks in the command deck have attacks that charge over time; and thus he can use one as soon as it is fully charged. The starting loadout has Fire, Blizzard, a combo move known as Quick Blitz, and the possibility to use a potion to heal. You can change the active special move with Up and Down from the D-Pad. Part of the tutorial teaches to lock on to faraway targets, attacking them from a distance with ranged attacks, and how to execute combos (by attacking repeatedly with A).
Ursula goes down easily. She disappears, and the boys end up in the water due to the storm; but they reach a keyhole underwater, seal it, and travel to a different world. A hooded figure had been watching, and mutters that this world has been connected. Only Riku notices the figure, senses a threat, and does… something to protect Sora. It's unclear what yet.
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| He's just standing there, menacingly. |
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These two have been through, like, 6 entire adventures, and apparently that's still not enough. |
We cut to a flashback showing Sora and Riku in a meeting with Yen Sid, King Mickey, Donald and Goofy. They get a recap about Xehanort, the Keyblade Master turned Seeker of Darkness, who threatens this entire world, and all the worlds that comprise it. The wizard says that for Sora and Riku to be ready for what is to come, they must be recognized as true Keyblade Masters. However, since they learned their skills through past adventures, they never had the formal training, which they will need. Thus, they must pass through an exam known as the Mark of Mastery, to properly claim the title. Damn bureaucracy, ruining everything! Though Sora objects, Riku agrees to it, as he still harbors a small part of darkness in him.
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| Some Drops are more fun than others. We are starting easy. |
Their exam will involve visiting worlds that are separated from each other due to being in some sort of stasis/sleep, and which were never quite rescued. The way Sora and Riku can help these worlds is by reawakening them through activating “Sleeping Keyholes” that will be difficult to find.
Sora travels to the next sleeping world that needs help. This is done through a free flight sequence known as a Drop. To open the portal to the next world, the character in a Drop has to fulfill a specific request, like collecting stars or defeating enemies. Sora can slow his flight, or speed forwards, the latter of which can also allow him to attack enemies that pop up in the flight tunnel. This ends with his arrival in Traverse Town.
Cameos and Creatures
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Sora really is the type to try and befriend absolutely every single person he meets, isn't he. |
When he lands, Sora realizes that Riku isn't with him. He’s still looking young (though older than at the Destiny Islands), and his clothes have changed. Odd. He yells out for his friends, but gets told by a teen who shows up in the area to shut it. The new guy, a redhead with headphones and a collar so large it eats half his head, behaves as if he is playing some important game in the area. This guy is… Great, another franchise I know nothing about: Neku Sakuraba, from
The World Ends With You, modified to fit the new setting, like one plucking fictional characters from various sources and just adapting them into OCs for a fanfic. With the already common occurrence of
Final Fantasy characters cameoing in
Kingdom Hearts (like Cloud and Sephiroth did in
Re:coded), how long till Square Enix starts throwing in peeps from the rest of their output? It’s just a matter of time till they add someone from Octopath Traveler or something.
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| High-speed rail grinding! No wheeled item needed! |
Neku has a game timer on his left hand, and lost his Game Partner in town. Sora offers his help, because that’s who he is. Neku reluctantly agrees, if Sora can catch up with him. And we can, thanks to a new ability called Flowmotion. When rolling with Y towards walls or environment fixtures like street lamps or stair ramps, Sora or Riku dashes forward. He will gain energy, and when he moves away from the fixture with Y, he’ll go at super speed. He can keep the momentum going by hitting more fixtures that aid Flowmotion. This can even be used to wall-jump! Lastly, it can be very useful in battle to attack enemies, chain up combos, and even trap larger threats into combos by spinning around them.
Another new skill here is Reality Shift. Visiting dreams grants Sora or Riku new abilities, which can be triggered by slashing downwards on the touch screen at specific times. Every world’s Shift is different. In Traverse Town, your hero can activate this near barrels to use them as projectiles.
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| He's just a little round goober! |
We learn both while fighting creatures known as Dream Eaters. After that fight, Sora learns from Neku that they can use Dream Eaters! We cut back to the meeting with Yen Sid, who explains that while these worlds are not infested with Heartless, they contain a different type of darkness in the form of Dream Eaters known as Nightmares. Benevolent forms of those monsters can be created, raised, and trained for combat against the Nightmares. By defeating evil Dream Eaters, Sora and Riku can collect Pieces and use them to create good Spirits.
I am informed that Nintendo is angry of learning about this and again trying to get their patent about catching creatures and making them fight re-approved. (Seriously, I know I talk about Nintendo a lot, but this story on their part last year is grade-A bullshit.)
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| The goober likes belly rubs. |
The Spirits can be played with, gain experience, level up, and earn new perks and abilities to make them better in battle. The way you care for the Spirits is very reminiscent to me of Pokémon-Amie from
X and
Y, the big difference being that you are training them for Action RPG fights. In combat, if a Dream Eater’s HP falls to 0, it will become dazed and stay in place for 30 seconds; this gives your current hero time to run up to them and press A repeatedly to rescue it. If you fail to rescue a Dream Eater in those 30 seconds, they die, disappear, and leave a crafting fragment behind.
Sora catches up to Neku and they encounter a cloaked figure. It attacks Sora, while Neku says that this wasn’t part of the deal. However, before anything can happen, Sora faints.
The Riku Side
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Joshua sure seems to know an awful lot about Nightmares and Dream Eaters, for someone crossing over from another Square-Enix franchise! |
Riku awakens in Traverse Town. His clothes have also changed. He meets a different character from The World Ends With You: Yoshiya “Joshua” Kiryu, who quickly teaches about Dream Eaters. A little afterwards we meet yet another character from TWEWY, Daisukenojo “Beat” Bito, who challenges Riku to a battle of Spirits.
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Riku enhanced by his first Dream Eater moves and attacks at a much greater speed! And his attacks become elemental. |
This fight teaches a new mechanic: Fusion. A Dream Eater user can have a team of up to 3 creatures, with two of them on the field at a time. The Spirits have pink gauges that fill up during battles; when one’s gauge is full, you can hold down L and R and then press a button to have Sora or Riku “fuse” with that Spirit for stronger attacks. However, the method differs; Sora will team up with that Spirit and they’ll use a new move together, while Riku absorbs the energy of his critter and uses it to enhance his existing moves. If both Spirits’ gauges are full, you can press L+R+A and your hero will fuse with both and be even more powerful.
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I would tell you that since you have a timer, you have to make every battle count; but that's not how KH games work. The enemies just... pop into existence when you walk by. |
The Keyblade wielders’ quests take them to the same area of the town. From this point on, each character has a certain amount of time to explore the world; when their timer ends, they fall asleep and the game switches to the other wielder. Both characters can create Spirits and have different teams from each other, though they share the same pool of creatures. Upon switching, you earn Drop Points, which can be used to buy perks for the hero you’re about to switch to, one of which includes increasing the timer to give the next hero extra time to get more things done.
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I always felt the time between Drops was short, so I almost always spent my Points on the item that slows down the time of the next character's drop. Just felt more useful. |
Both meet more characters; Riku meets Shiki Misaki, while Sora also meets Joshua, who can interact with both Traverse Towns simultaneously, and is the reason why the TWEWY cast popped up here. He used the dreams of a young girl named Rhyme, whom Sora also meets, to do so.
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Compared to TWEWY, I have no reason to complain about the Moogle's presence; they have always been in Kingdom Hearts, kupo. |
Are these characters important to the whole game? Nope, just Traverse Town. Their presence feels like… I’m not sure how to explain it. It feels like Square Enix pushing their other franchises through
Kingdom Hearts – which was excusable when it was
Final Fantasy, and they were sticking to the more famous faces of that series, like Cloud or Sephiroth. Here? There’s a whole connection missing to truly justify the presence of an entire cast from a different franchise intruding. And, again, they are never seen outside of the Town, so they are just around for two chapters. I hate the sensation that I would have to do homework to understand what’s going on. This has the same feel as if the MCU suddenly had a Muppets movie.
The Giant Monster Toy Monkey
For the sake of keeping things contained, I’ll cover everything in one world before jumping to the next. This is already confusing, I am not making it harder on you all.
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Hvaing played through the game, I can say that I think the twist about this guy is obvious; it's the circumstances around his presence that are a lot trickier to figure out. |
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I do like the system KH has with boss HP and it being split across several bars. Unlike some RPGs, it lets you know if the battle is going well, and how far into it you are. |
The trip across town takes both heroes to the same district, where they encounter the cloaked figure. Sora isn’t angry at Neku for bringing him to the bad guy the first time, because Neku had been tricked into thinking he and his friends could return to their home world by doing that. The Mysterious Figure (whom I’ll dub MF) reveals himself to Riku to be a young man with grey hair, tan skin, and golden eyes. In both instances, this MF summons a giant monster toy resembling a monkey, which attacks; the boss uses different tactics in both battles, and is fought in different arenas, making the battle feel fresh even if it is the same enemy. By this point, Sora and Riku likely have two Spirits ready to inflict massive damage thanks to fusion. The monkey shouldn’t be too difficult, it’s only the second boss.
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I have questions. I have all the questions. No, looking up the answers has not really helped. |
When the boss is felled twice and the two sides of the story are completed, Joshua explains to both the
KH and
TWEWY characters. Their existence was about to end, so he took their memories and dreams and brought them to Traverse Town where they would continue to exist by simply being seen by other people – which was, by a miracle of chance, done by their interactions with Sora and Riku. When the Keyblade wielders ask who Joshua is, he says he’s a friend, sprouts angel wings, and flies off.
…What the heck just happened?? Again: I feel like I missed a few classes. I did the research, so I do know, but explaining this guy would take waaaay too long for what little space I have here.
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This is the last time, for a long while, that they see each other. They will be working together to solve problems in each world, despite staying separate! |
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| Pick a world! You have to play all three anyway. |
The Sleeping Keyhole appears to the heroes, and they activate it at the same time with their Keyblades, clearing this world. After this, we flashback again to the meeting with Yen Sid, where it is revealed that there are seven worlds with Keyholes to awaken. This journey started on Destiny Islands before they were engulfed in darkness, after which the heroes landed in the sleeping Town.
The World Map opens up with three new worlds to explore: La Cité des Cloches (based on The Hunchback of Notre-Dame), Prankster’s Paradise (based on Pinocchio), and The Grid (directly lifted from TRON). …Let’s keep that for Part 2, shall we?