Kingdom Hearts II[b]is a 2005action role-playing gamedeveloped and published bySquare Enixin collaboration withBuena Vista Gamesfor thePlayStation 2video game console.The game is asequeltoKingdom Hearts,and like the original game, combines characters and settings fromDisneyfilms with those of Square Enix'sFinal Fantasyseries. 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. TheFinal Mixversion of the game was later remastered in high definition and released globally as part of theKingdom Hearts HD 2.5 Remixcollection for thePlayStation 3,PlayStation 4,Xbox One,Windows,andNintendo Switch.

Kingdom Hearts II
Packaging artwork forKingdom 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
  • JP:March 29, 2007
Genre(s)Action role-playing
Mode(s)Single-player

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

Concepts forKingdom Hearts IIbegan during the end of development ofKingdom Hearts Final Mix,with the game entering full development in 2003 and being announced atTokyo Game Show2003. Most of the first game's development team returned, including directorTetsuya Nomura,with the game being developed concurrently withChain of Memories.In developingKingdom 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 critically acclaimed; earning several awards upon release. Like the original game, it is considered to beone of the greatest video games of all time.Reviewers praised the visuals, soundtrack, voice acting, and emotional weight, but assessments of the gameplay and narrative were mixed. 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

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Sora battlesSephirothin 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 ofKingdom Hearts IIis similar to theaction RPGandhack and slashgameplay of the firstKingdom Heartsgame, 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 athird-personcamera 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 viacutscenes,though there are numerousside-questsavailable that provide bonuses to characters.

Like many traditionalrole-playing video games,Kingdom Hearts IIfeatures anexperience pointsystem 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 newabilities.[13]

Combat inKingdom Hearts IItakes place in real-time and involveshack and slashelements 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 inFinal Fantasygames, 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 aBossbattle.[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 ofrail shooterand "Disney theme park ride".[10]In the world map, the player now controls the Gummi Ship from atop-down viewto 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

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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 theHPandMPgauges, 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

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Setting

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Kingdom Hearts IIbegins one year after the events ofKingdom HeartsandChain of Memories.The game's setting is a collection of variouslevels(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 theDisney animated features canonin the first game,Kingdom Hearts IIintroduces worlds that are based on live-action franchises with one based onPirates 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, with the Land of Dragons being based onMulan,Beast's Castle onBeauty and the Beast,Timeless River on not onlySteamboat Willie,but theMickey Mouse film series,Port Royal onPirates of the Caribbean: The Curse of the Black Pearl,Pride Lands onThe Lion Kingand Space Paranoids onTron.Twilight Town, an original world first seen inChain 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

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The threeprotagonistsof the game areSora,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; andGoofy,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 includeRiku,who is briefly playable at the game's climax, andKairi,who are Sora's friends from his home world ofDestiny 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; andDiZ,a man who wears red robes and has a vendetta againstOrganization XIII,and is later revealed to be Ansem the Wise, the mentor ofXehanort.

As in the previous games, characters from both Disney and Square Enix works appear. While some make a return fromKingdom Hearts,new characters from Disney fiction are also introduced, such asScrooge McDuckand several characters fromDisneyfilms in their home worlds.Peteappears as a persistent enemy who works with the resurrectedMaleficent.Nearly twenty characters fromFinal Fantasygames appear, notablyAuronofFinal Fantasy X,TifafromFinal Fantasy VII,and the return ofSquall Leonhart,Cloud,andSephiroth.It was stated that although the first game strictly stuck to charactersTetsuya Nomuradesigned, 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 areViviofFinal Fantasy IX,Seifer AlmasyofFinal Fantasy VIII,andSetzerofFinal 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 includeFa 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, theBlack Pearl;Simba,a self-exiled lion and the rightful king of the Pride Lands; andTron,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 inChain of Memories,is established as the primary group of antagonists early on. Xemnas, the leader of Organization XIII, serves as the main antagonist andfinal Bossof the game. Villains unique to the worlds are prevalent, and are often presented as challenges that Sora's group must overcome.

Story

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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 andYen 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 apost-credits scene,Sora, Kairi, and Riku receive and read a letter from Mickey, the contents of which are hidden from the player.[22]

Development

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Development plans forKingdom Hearts IIbegan around the completion ofKingdom 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 afterKingdom 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 Memorieswas developed.[29]To explain the loss of all the abilities from the first game at the beginning ofKingdom Hearts II,Nomura had Sora's memories scrambled inKingdom Hearts: Chain of Memories.[30]

The Gummi Ship segments were redesigned forKingdom 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 theDualShockcontroller 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

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Musical score

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Like the first game,Kingdom Hearts IIfeatures music byYoko ShimomuraandHikaru Utada.The Original Soundtrack forKingdom Hearts IIwas composed by Shimomura and released on January 25, 2006.[32]The opening orchestration and ending credits theme were arranged and orchestrated byKaoru Wadaand performed by theTokyo 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 withKingdom HeartsandKingdom Hearts: Chain of Memories.[34]The CD single for "Passion" was released on December 14, 2005[35]and "Sanctuary" was first previewed onMTV's official website in early 2006.[36]

Voice cast

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Kingdom Hearts IIfeatures well-known voice actors for both the Japanese and English versions. Many of the original voice actors from the firstKingdom Heartsreprised their roles;Miyu IrinoandHaley Joel Osmentas Sora,Mamoru MiyanoandDavid Gallagheras Riku, and Risa Uchida andHayden Panettiereas Kairi. New voice actors includedKōki UchiyamaandJesse McCartneyas Roxas, Iku Nakahara andBrittany Snowas Naminé, andGenzō WakayamaandChristopher Leeas DiZ.[15][37]A special effort was made to preserve the official voice actors from the Disney movies used inKingdom Hearts II.Many actors reprised their Disney roles for the game, includingMing-Na Wenas Mulan,James Woodsas Hades,Bruce Boxleitneras Tron,Chris Sarandonas Jack Skellington,Angela Lansburyas Mrs. Potts,Kenneth Marsas King Triton, andZach Braffas Chicken Little.[15]Some voice actors from the related television series ordirect-to-videosequels were chosen over original voice actors where applicable, such asRobert Costanzoas Philoctetes rather thanDanny DeVitoorCam Clarkeas Simba instead ofMatthew Broderick.Some characters were given new voice actors in the English version; Ansem, Aerith, Leon, Sephiroth and Hercules, who were originally voiced byBilly Zane,Mandy Moore,David Boreanaz,Lance Bass,andSean Astinrespectively in the first game, were voiced byRichard Epcar,Mena Suvari,Doug Erholtz,George Newbern,andTate Donovan(Hercules' original voice actor), and newcomer Tifa was voiced byRachael Leigh Cook.[37]

Content editing

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Xigbar'stelescopic sightview and his weapons were altered from the Japanese version (top) to the English version (bottom).

Besides English translation andlocalization,the international version ofKingdom Hearts IIdiffers from the original Japanese version in the content of gameplay and several scenes. TheHydraBoss in theHercules-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 Duckpounds him on the backside in the Japanese version, whereas she merely tells him off inaudibly in the English version.

Xigbar'stelescopic sightwas changed from acrosshairand 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 memberAxelwas 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 onPirates 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

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An unlockable trailer inKingdom HeartsandKingdom Hearts Final Mixhinted 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 ofKingdom Hearts IIhad begun.[39]It was not untilKingdom Hearts IIwas announced, along withChain of Memories,at theTokyo Game Showin September 2003[40]that rumors were confirmed. Initial details were that it would take place some time afterChain 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 EnixE3Press conference, producerShinji Hashimotosaid 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

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Within a week of its Japanese release,Kingdom Hearts IIshipped one million copies,[48]selling almost 730,000 copies.[49]TheNPD Groupreported thatKingdom Hearts IIwas 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 IIsold an estimated one million copies.[51]GameStoplisted the game as their best-selling title for the first quarter of 2006.[52]The game was also onIGN's "Top 10 Sellers in 2006".[53]By December 2006, over 3.5 million copies ofKingdom Hearts IIhad been shipped worldwide with 700,000 inPAL 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

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Kingdom Hearts IIwas met with "generally positive" reviews upon release according to thereview aggregatorMetacritic.[56]

Like its predecessors, the gameplay received mixed reviews. Carrie Gouskos ofGameSpotand Jeff Haynes ofIGNcriticized 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 ofGameZonealso concluded that the game would not be challenging to players experienced with action RPGs from theSNESandPlayStationeras.[65]Patrick Gann ofRPGFandeemed the partnerartificial intelligenceto 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 ofEurogamerregarding their quality and impact to be on par with the knife fight scene inResident 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 ofGameRevolutiondeemed their lenient mechanics compared toGod of Warto 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 ofElectronic Gaming Monthly(EGM) spoke positively of the Boss fights, with Bettenhausen saying that the quick time events enhanced their dynamic feeling.[58]Eric Bratcher ofGamesRadar+was also excited by most of the Boss battles, though considered a few of them "straight-up lame".[64]Gouskos described the Boss es 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 ofGameSpyand Gann did not see any improvement, with Villoria occasionally struggling with forced and awkward camera positions.[63][68]James Mielke (writing forEGM) 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 toStar Fox,[9][63]Panzer Dragoon,[63][66]Gradius,[57]R-Type,Einhänder,[61]and the recent works ofCave.[68]Although Gouskos andPALGN'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 thePirates of the Caribbeancharacters 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 ofFinal 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 fromThe Little Mermaidwere 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 for1Up) 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", describingJasmineas "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 fromPirates of the Caribbeanwas a source of disappointment, withEGMdescribing 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 ofGame Informerpromised 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 inFinal Fantasy VII: Advent Children,which he said "touches you where games like, say,God of Warnever 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 whichFinal Fantasy VIIIantagonist 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 "Matrixsequel-esque "quality.[67]Fischer, likening the general plot to "a long episode ofQuantum Leapwith 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 andGamePro'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

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The game received numerous awards, including aSatellite Awardin2006for "Outstanding Game Based on Existing Medium".[69]It tied withResident Evil 4asFamitsu's "Game of the Year" 2005.[70]Famitsu's readers ranked the game 29th on their "All Time Top 100" feature,[73]ten places belowKingdom Hearts.It was ranked number one on IGN's 2006 "Reader's Choice" for PlayStation 2 games.[53]Eurogamerranked it 34th on their "Top 50 Games of 2006" list.[74]Video game magazineElectronic Gaming Monthlyawarded it "Best Sequel" of 2006,[71]andGame Informerlisted it among the "Top 50 games of 2006".[75]VideoGamerfeatured it 10th in their article "Top 10: Role playing games".[76]GamePronamed it the 25th best RPG title of all time.[77]Kingdom Hearts IIalso received a near-perfect score, 39/40, from the Japanese gaming magazineFamitsu.[59]G4awardedKingdom Hearts II"Best Voice Over" and "Best Soundtrack" in their 2006G-Phoriaawards show.[72]

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

Versions and merchandise

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Kingdom Hearts IIhas been released in four different versions. The first three are the normal regional releases in Japan, North America, andPAL regions,which only differ nominally in content editing and localization. The European and Australian PAL releases were reformatted to run at 50Hzto fit the definition size ofPAL encoding systems.[79]The fourth version has additional content and was released under the titleKingdom 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 bothmangaand novel series. Prior to the game's release, anUltimaniabook titledKingdom Hearts Series Ultimania α ~Introduction of Kingdom Hearts II~came out. It provides extended information on the first twoKingdom Heartsgames, as well as information on the unreleasedKingdom Hearts II.[80]After the release of the game,Kingdom Hearts II Ultimania,which focuses on the game itself, came out. Another book, titledKingdom Hearts II Final Mix+ Ultimania,was released after theFinal Mixversion came out. Released along withFinal Mix,Kingdom Hearts -Another Report-was a hardback book which includes game information, visuals byShiro Amano,and a director interview.[81]In North America,BradyGamespublished 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

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Because the first game was re-released, there was speculation whetherTetsuya Nomurawould do the same withKingdom Hearts II.[83]In aWeekly Shōnen Jumpinterview with Nomura, he expressed interest in a possibleinternational versionofKingdom 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 firstKingdom Heartsgame.[34]In September 2006, Square Enix announcedKingdom 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 fromKingdom Hearts: Chain of Memorieswho did not yet have English voice actors; these scenes were later re-dubbed into English for theHD 2.5 Remixrelease.

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

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

Printed adaptations

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A manga series based on the game started its serialization in the June 2006 issue of the magazineMonthly Shōnen Gangan,published by Square Enix. The artist is Shiro Amano, who also did theKingdom HeartsandChain of Memoriesmanga series. The first volume was released in Japan in December 2006.[91]As a result of Amano working in theKingdom Hearts 358/2 Daysmanga, the series has been on hiatus and resumed publication in October 2012.[92]Tokyopoplicensed 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 theFinal Mixversion, 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

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In the credits ofHD 1.5 Remix,clips ofKingdom Hearts II Final Mixwere shown, hinting at its inclusion in another collection.[90]On October 14, 2013, Square Enix announcedKingdom Hearts HD 2.5 Remix,a second compilation exclusively for the PlayStation 3 afterHD 1.5 Remix,that includes bothKingdom Hearts II Final MixandKingdom Hearts Birth by Sleep Final Mixin HD and trophy support. Additionally, the collection includes HD cinematic scenes fromKingdom 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

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Notes

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  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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