Jump to content

Universe of Kingdom Hearts

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by KiasuKiasiMan (talk | contribs) at 10:08, 29 September 2009 (→‎Heartless and Nobody). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

The Kingdom Hearts video game series, developed by Square Enix in collaboration with Disney, takes place in an unnamed fictional universe with numerous self-contained worlds based on intellectual properties from both companies. Many of these worlds are based on animated Disney movies, though Kingdom Hearts II introduced worlds based on live-action Disney films as well. In addition to the Disney worlds, a number of original worlds appear over the course of the series. The series centers around the main character Sora's search for his friends and his encounters with Disney and Final Fantasy characters on their worlds. The first game, Kingdom Hearts, takes him through each world to lock their keyholes and prevent the Heartless from destroying them. The sequel Kingdom Hearts: Chain of Memories takes place in Castle Oblivion, where he revisits memory-based versions of many of these worlds. In Kingdom Hearts II, Sora helps the residents of these worlds again in search of his friend Riku. The Kingdom Hearts games have been both critically acclaimed and commercially successful and the design of the worlds has been praised for its faithfulness to the source material.

Concept and design

The Kingdom Hearts games are divided into various game levels, referred to as "worlds", which the player progresses through over the course of each game. Worlds vary in appearance, typically dependent on the Disney setting which they are based on. The worlds' graphics resemble the art style from the originating Disney film and the worlds are inhabited by characters from their respective films; for example, Hercules and Philoctetes appear in Olympus Coliseum from Hercules, while Aladdin, Princess Jasmine, and the Genie appear in Agrabah from Aladdin.[1] The game worlds consist of interconnected field maps where battles and plot-related events occur. Players travel from one world to another via a Gummi Ship.[2] Worlds created specifically for the game mirror the overall appearance of the other worlds and predominantly feature characters from Final Fantasy games and original characters.

Though Disney gave director Tetsuya Nomura freedom to choose which characters and worlds would be used in the games, he and his staff tried to stay within the established roles of characters and boundaries of the worlds.[3] Nomura found managing and keeping consistent multiple worlds to be problematic.[4] After determining the number of worlds in the universe, Nomura picked ones he felt would fit into the series' scenario. The list was then evaluated by his team and finally by Disney representatives.[5] Nomura tried to maintain the same number of worlds in each game and made an effort to minimize any overlap in the overall look and feel of each world. He and his staff accomplished this by categorizing various Disney worlds by appearance and setting.[6] For example, a world based on The Jungle Book was considered for the first game, but was omitted due to its similarity to Deep Jungle from Tarzan.[5][7] They also tried to take into account worlds with Disney characters that would be interesting.[8] For example, Nomura chose to include a Mulan world for its unique atmosphere.[9] The Tron world's design was meant to emulate an old computer game. Nomura got the idea to include this world after seeing a Disney employee making a Tron game. He hoped that the fact that it was so different from the other worlds would make it enjoyable to players.[10]

Common elements

Nomura intended hearts as well as the strengths and connections of the heart to be a common theme in the games.[7] Characters within the Kingdom Hearts series are composed of three parts: body, soul, and heart. The body acts as a vessel for the heart and soul, with the soul giving life to the body.[11] The heart gives them emotion, light, and darkness. When darkness consumes a character's heart, they become corrupted and turn into Heartless; a Nobody is created from the remaining body and soul. Heartless act as forces of darkness, seeking to consume more hearts, including those of worlds.[12] The titular "Kingdom Hearts" is the "heart of all worlds" and the source of hearts. An object of immense power, it is a central plot element that drives the conflict within the series.

The Kingdom Hearts universe is divided into planes of existence called "realms". Most of the series takes place in the "realm of light". Opposite the realm of light is the "realm of darkness", where Kingdom Hearts resides. The "in-between realm" is a plane where Nobodies come into existence.[13] As well as these known realms, Ansem the Wise was banished to a "realm of nothingness", which he described as a realm "where all existence has been disintegrated".[14][15]

Heartless, Nobody and Unverse

The Heartless (ハートレス) are hearts corrupted by darkness, lacking a body or soul. They serve as the most common type of enemy the player encounters in the Kingdom Hearts games. Heartless appear as a variety of types, categorized as either Pureblood or Emblem.[16] Both reproduce by taking more hearts and transforming them into Heartless. Pureblood Heartless are black shadow creatures born of pure darkness. Emblem Heartless are artificially created and bear the Heartless insignia, a heart symbol with a thorny cross. Ordinarily, the Heartless function on instinct, but they obey those with strong will.[17] However, in worlds closer to darkness, the Heartless are stronger and become uncontrollable. They invade worlds through corridors of darkness, which are unpredictable pathways that interlink the many worlds.[18]

Nobodies (ノーバディ) are creatures without hearts, existing as the body and soul of characters that lost their hearts to darkness.[13] As they lack hearts to possess light or darkness, they are "nothing", yet still exist within the Kingdom Hearts universe.[19] Unlike Heartless, Nobodies are able to attack with definite planning.[20] Members of Organization XIII, a group of Nobodies central to the plot of the series, kept their human form because they possessed strong hearts, while weaker Nobodies assumed malformed, inhuman forms.[21] Most members of the Organization control one type of Nobody, suited to their fighting style.[22] Similar to the Heartless, Organization XIII and the Nobodies have an insignia, an upside-down, incomplete heart—which was designed to look like a splintered heart as a complement to the Heartless emblem.[23]

Unversed (アンヴァース, Anvāsu) are a new type of creatures which will appear in Kingdom Hearts Birth by Sleep. They have an unknown connection to the Heartless and Nobodies, but are believed to be the basis for their existence. They feed off the negative emotions of people and are described by Nomura as being "those who were not well-versed in their own existences".[24]

Keyblade

The Keyblade (キーブレード) is a key-shaped weapon able to combat darkness and free hearts from a Heartless form.[25] It also has the ability to lock and unlock all manner of doors and keyholes.[26] A driving element to the first game was the ability to seal the "heart" of a world, preventing it from being destroyed by Heartless. In Kingdom Hearts II, the player uses it to unlock pathways between worlds that were closed after the events of the first game.[27] In addition to the Keyblade wielded by the main character Sora, the only one seen by the player for the majority of the first game, different Keyblades possessed by various characters appear throughout the Kingdom Hearts series.

Worlds

The World That Never Was is a new setting introduced in a secret trailer in Kingdom Hearts. The heart-shaped moon is known as "Kingdom Hearts", a central plot point throughout the series.

In the Kingdom Hearts universe, travel between worlds is not normally possible. Worlds are protected from extraterrestrial interference by an invisible shell.[28][29] When the heart of a world is opened, the shell breaks apart, appearing as a meteor shower.[28][30] Fragments from the wall can be used to make "Gummi Ships", which serve as the main mode of travel between the various worlds. Gummi Ships are constructed from "Gummi blocks" and can be shaped into any structure; the origin of the Gummi Ship material allows for travel to other worlds.[28][31] Gummi blocks can serve different functions, from navigation to offense and defense.[1][32] Another method to travel between worlds are the "corridors of darkness"—interdimensional pathways which erode the user's heart with darkness.[28] These pathways are normally used by Heartless and Nobodies,[18] but have been used by other characters in the series.[28]

Those who travel between worlds are advised to limit their interactions with the inhabitants of foreign worlds in order to maintain the world order.[33][34] For this reason, the main characters change their appearance in certain worlds to avoid standing out. In the worlds based on The Little Mermaid and The Nightmare Before Christmas, Sora, Donald, and Goofy transform into undersea creatures and Halloween monsters, respectively.[35][36] For The Lion King, they transformed into animals because Nomura felt that it would appear odd to have Sora and the others interact in their standard forms, since no humans appear in that film.[10]

Disney worlds

The majority of worlds that appear in the games are based on Disney films. Most of these worlds, such as Wonderland, the Land of Dragons, and Deep Jungle, follow abridged versions of the stories found in their respective movies. Agrabah notably covers the first two Aladdin films in Kingdom Hearts and Kingdom Hearts II, while Halloween Town only mirrors its film in the latter game, having an unrelated plot in the first game. On the other hand, worlds like Monstro and Neverland focus heavily on the main Kingdom Hearts plot, the latter being reduced to Captain Hook's ship, where Riku reveals to Sora that Kairi has lost her heart. Beauty and the Beast is an interesting case—the Beast appears in Kingdom Hearts to aid Sora when he temporarily loses the Keyblade. After Beast's Castle is restored at the end of that game, the Beast becomes a pawn in the plot of Organization XIII during Kingdom Hearts II.

During the development of Kingdom Hearts II, Nomura had more creative freedom due to advances in technology. Port Royal and Pride Land, in particular, benefited from these advances. In Port Royal, the character models were generated from live-action pictures using a new program.[9] Nomura had wanted to include a world based on The Lion King in the first game, but could not since its engine could not process quadrupedal character models properly, a feature which was resolved for Kingdom Hearts II.[10] Another world left out of the first game was Disney Castle; it had been fully programmed but omitted due to time constraints.[citation needed] A sub-world of Disney Castle is Timeless River, meant to be the "past" of Disney Castle, shortly before it was built.[37] The world is portrayed in black and white; Nomura had intended it to be this way from the beginning of development.[10] The world has many throwback effects including intentionally poor sound quality to imitate old cartoons. In this grayscale world, Sora's character model is simplified to the style of early cartoons, while Goofy and Donald Duck revert to their original designs from when they first appeared in Disney cartoons.

In addition to the Gummi Ship minigame, minigames feature prominently in certain worlds. The 100 Acre Wood in all three games consists entirely in minigames based on classic Winnie the Pooh shorts, with Sora taking on the role of Christopher Robin. Olympus Coliseum features optional fighting tournaments; due to Hades' popularity, the Underworld was added in Kingdom Hearts II, where Hades has opened his own tournament.[38] While Atlantica is a normal world in Kingdom Hearts, albeit with a special "underwater" control scheme, it becomes an interactive rhythm game in Kingdom Hearts II.[10] Finally, Space Paranoids features a Light Cycle mini-game that strongly deviates from the original film. Nomura included this minigame because he knew people associated the Light Cycles with Tron.[10]

Original worlds

The worlds created specifically for the series predominantly feature original and Final Fantasy characters and figure more centrally to the overarching plot of the Kingdom Hearts series. The first world of each game serves as a tutorial to introduce new gameplay elements and frame the story. Destiny Islands, the home world of the main characters, Sora, Riku, and Kairi, serves this function at the beginning of the first game. The next available world serves as a hub world, where the player returns multiple times throughout the game to unfold the main story. Traverse Town, a world cobbled together from the remains of worlds destroyed by the Heartless, fills this role in Kingdom Hearts, but becomes the tutorial world in Kingdom Hearts: Chain of Memories. The penultimate world of each game wraps up many plot threads in preparation for the final world. Hollow Bastion is this world for Kingdom Hearts, but in Kingdom Hearts II, it is the hub world.[10][39] Twilight Town is both the tutorial world and the penultimate world in Kingdom Hearts II, containing a secret pathway to the final world of that game.[40] The final world culminates in a battle with the main antagonist of the game. End of the World, made out of the worlds that lost their hearts to the Heartless,[41] and the World That Never Was are the final worlds of Kingdom Hearts and Kingdom Hearts II, respectively.

Hollow Bastion plays a central role in the backstory of the series, as the home world of a majority of the Final Fantasy characters who appear in Kingdom Hearts, as well as Ansem the Wise. The ruler of that world, then called the Radiant Garden,[42] Ansem studied the darkness in people's hearts with six apprentices, including Xehanort. His apprentices continued this dangerous research without his permission, causing the world to become overrun by darkness. Deserted, the castle was later adopted by Maleficent as a headquarters. Castle Oblivion, another villainous hideout and the main setting of Kingdom Hearts: Chain of Memories, consists of multiple floors which transform into memory-based reconstructions of other worlds, via special cards. Finally, Organization XIII is based in the World That Never Was, a world in the in-between realm that houses Kingdom Hearts. This conception of Kingdom Hearts was designed to appear as the heart-shaped moon from the cover of the first Kingdom Hearts game. When the scenario writer, Kazushige Nojima, created the scenario, he described it as a moon floating in the World That Never Was. Upon reading that, Nomura thought of using the visuals from the first game to create a connection.[7]

Reception

The series' setting has garnered a mixed reception from critics. Following Kingdom Hearts's initial announcement, publications expressed skepticism towards the first game's viability.[43][44][45] Andrew Reiner of Game Informer stated that despite the extreme differences between Final Fantasy and Disney properties, they blend well together along with the new content created for the series. A second Game Informer reviewer, Matt Miller, described the concept as a "hard sell", describing the combination of the two properties as "ridiculous". Though in contrast, he stated the franchise's formula is successful.[46] The graphics of the games have received generous praise, with particular focus on their similarity to the source material. IGN stated that the "worlds look very much like their filmed counterparts".[47] Japanese gaming site, Gpara.com also praised the look of the worlds.[48] GameSpot referred to the worlds as "wonderfully rich familiar environments",[49] and GamePro described the worlds as "spot-on with the original movies."[50]

Following the release of the first game, the Disney settings were well received by critics. Allgame's Scott Marriott stated the Disney settings are the most attractive feature of the game and considered some of the world choices a surprise. He praised the level designs, commenting that a good amount of familiar elements from the Disney films were integrated into them. Marriott further stated that though the stages were small, interacting with beloved characters and exploring familiar settings were enjoyable aspects.[51] Maura Sutton of Computer and Video Games attributed the Disney elements as a major factor in creating the game's "astounding worlds". She summarized her review by calling Kingdom Hearts a "delightful mixture of two enchanted worlds".[52] Video game critics of Kingdom Hearts: Chain of Memories expressed disappointment at the limited number of new worlds to explore in the game.[45][53] 1UP.com's Bryan Intihar lauded Kingdom Hearts II's enviroment, calling it appealing and stating it was an improvement over the first title's. He described the level designs as "impeccable", citing the presentation of Timeless River stage's atmosphere. Intihar further commented that the expansions and changes to previous worlds made them "feel fresh".[54] In contrast, Reiner described the Disney elements in Kingdom Hearts II as "tacked on".[46]

References

  1. ^ a b Birlew, Dan (2003). Kingdom Hearts Official Strategy Guide. BradyGames. ISBN 0-7440-0198-6.
  2. ^ Square Co. (2002). Kingdom Hearts Instruction Booklet. Square Co., Limited.
  3. ^ X-Play staff (2003-10-27). "Tetsuya Nomura on the 'Kingdom Hearts' Sequels". X-Play. Archived from the original on 2006-08-14. Retrieved 2009-08-07. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 2006-08-15 suggested (help)
  4. ^ Gantayat, Anoop (2004-09-23). "TGS 2004: Tetsuya Nomura Q&A". IGN. Retrieved 2009-08-07.
  5. ^ a b "Playstation.com Europe - E3 Interview". Kingdom Hearts Ultimania. Retrieved 2007-07-23.
  6. ^ "Nomura Interview Dengeki 1". Kingdom Hearts Ultimania. Retrieved 2007-07-18.
  7. ^ a b c "Kingdom Hearts II Tetsuya Nomura interview". Video Game Blogger. Retrieved 2007-07-21.
  8. ^ "KHU Interview w/Tetsuya Nomura". Kingdom Hearts Insider. Retrieved 2007-08-10.
  9. ^ a b "Dengeki - Kingdom Hearts 2 Progress Report". Kingdom Hearts Ultimania. Retrieved 2007-07-27.
  10. ^ a b c d e f g "Nomura Dengeki Interview #3". Kingdom Hearts Ultimania. Retrieved 2007-07-18.
  11. ^ Secret Ansem Report #4: Three elements combine to create a life: a heart, a soul, and a body. [...] When the soul leaves the body, its vessel, life gives way to death. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  12. ^ Ansem's Report 10: Just as people have hearts, so do worlds. The same can be said of stars in the night sky. And deep within each world lies a door to its heart. Square. Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  13. ^ a b Secret Ansem Report #7: In search of a place to proceed with my research and planning away from prying eyes, I found myself in "Twilight Town." […] When a Heartless is born, the body and soul left behind are reborn into this world as a different being. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  14. ^ Secret Ansem Report #3: I, too, have had everything taken away from me, banished to a hollow realm of nothingness. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  15. '^ Secret Ansem Report #5: In this realm, where all existence has been disintegrated, I have just barely managed to preserve my sense of self by continuing to think and to write. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  16. ^ Secret Ansem Report #5: Not only did they generate "pureblood" Heartless from living hearts, but they then used those Heartless to synthesize artificial versions of the creatures as well. These synthetic Heartless bore insignias and were called "Emblems." Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  17. ^ Saïx: The Heartless ally with whoever's the strongest. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  18. ^ a b Yen Sid: The Heartless and the Nobodies will be using their own paths: Corridors of darkness, to travel from world to world. They may be attempting to link these dark pathways to the gates between the worlds. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  19. ^ Yen Sid: An empty vessel whose heart has been stolen away... A spirit that goes on even as its body fades from existence---for you see, Nobodies do not truly exist at all. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  20. ^ Yen Sid: While Heartless act on instinct, Nobodies function in a higher manner. They can think and plan. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  21. ^ Secret Ansem Report #7: A great number of Nobodies have lost human form, as have the Heartless. Yet the Nobody born of someone with a strong heart retains its shape, with but the faintest visible changes. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  22. ^ Studio BentStuff, ed. (2005). Kingdom Hearts II Ultimania (in Japanese). Square Enix. ISBN 4-7575-1621-5.
  23. ^ "2nd Famitsu Nomura Interview". Kingdom Hearts Ultimania. Retrieved 2007-09-20.
  24. ^ Yui (2008-08-02). "KH Birth by Sleep:DKΣ3713初の試遊台出展レポート、新たな敵は「アンバース」" (in Japanese). Retrieved 2008-08-03.
  25. ^ Saïx: 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. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  26. ^ Hades: Let me see if I got this right... That brat's Keyblade works on any lock? / Pete: That's right. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  27. ^ Yen Sid: Because of your previous endeavors, the worlds have returned to their original states. That means the pathways between them have disappeared. / Donald: How do we get around? / Yen Sid: Do not fear. If what the King suspected proves true, the worlds have prepared new pathways along which you may travel. These pathways may be utilized by unlocking special gates. How these gates are opened, I'm afraid I do not know... However, the Keyblade will serve as your guide. When a beam of light radiates from the Keyblade, return to the Gummi Ship. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  28. ^ a b c d e "Another Report" interview translated". Kingdom Hearts Insider. 2007-04-17. Retrieved 2007-08-22.
  29. ^ Yuffie: Before all this, you didn’t know about the other worlds, right? / Aerith: Because every world was isolated. Impassable walls divided them. Square. Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  30. ^ Ansem's Report 5: Suddenly, a strange door appeared. I'd never known of its existence. It had a large keyhole, but didn't seem to be locked. So I opened the door. What I saw on the other side mystified me. What was that powerful mass of energy. That night I observed a great meteor shower in the sky.Square. Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  31. ^ Ansem's Report 9: Simply astonishing! Today I had a guest from another world. He is a king, and his vessel is built of the material that composed the meteors. He called the pieces "Gummi blocks." It seemed that my opening the door has opened a path to interworld travel. Square. Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  32. ^ Hollinger, Elizabeth (2006). Kingdom Hearts II Official Strategy Guide. BradyGames. ISBN 0-7440-0526-4.
  33. ^ Goofy: Oh, right... I gotcha. While we’re in the other worlds, we can’t let on where we’re from. We’ve gotta protect the world border. / Donald: Order. Square (2002-11-15). Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  34. ^ Triton: As the Keybearer, you must already know that one must not meddle in the affairs of other worlds. Square (2002-11-15). Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  35. ^ Donald: Okay, guys. Prepare for landing. / Sora: Land where? In the sea? We’ll drown! / Donald: Not with my magic, we won’t. Just leave it to me. Square. Kingdom Hearts (PlayStation 2). Square Electronic Arts.
  36. ^ Goofy: This sure is a spooky place. I’ll bet the people here are scary-lookin’ too. / Donald: Don’t worry. We look spooky, too. If they scare us, we’ll scare them right back! Square Co., Limited. Kingdom Hearts (PlayStation 2). Square Co., Limited.
  37. ^ Goofy: Let's see...if that door's connected to the past... / Donald: No, no, no! It comes here. / Sora: Huh? / Goofy: Then that means we're in the past! Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  38. ^ Kingdom Hearts Series Ultimania α ~Introduction of Kingdom Hearts II~ (in Japanese). Square Enix. 2005. ISBN 4-7575-1597-9.
  39. ^ Bryan Boulette (2005-11-27). "Nomura Divulges Kingdom Hearts II Details". RPGamer. Retrieved 2007-07-23.
  40. ^ Kingdom Hearts II Piggyback Guide. Piggyback Interactive Limited. 2006. ISBN 978-1-903511-89-3.
  41. ^ Goofy: Gawrsh, is that all that's left of the worlds taken by the Heartless? Square Co., Limited. Kingdom Hearts (PlayStation 2). Square Co., Limited.
  42. ^ Tron: You can see the town back when it was first built. / Leon: That's right... I remember now. / Cid: Just like the old days... / Merlin: Hmm... I'd be fascinated to ascertain as to when the town got such a dreadful name as Hollow Bastion! / Aerith: You know, this town had another name once. / Sora: Hm? / Aerith: Radiant Garden. Square Enix (2006-03-28). Kingdom Hearts II (PlayStation 2). Square Enix U.S.A., Buena Vista Games.
  43. ^ Fennec Fox (2002-09-30). "Kingdom Hearts Review". GamePro. Bob Huseby. Retrieved 2009-08-18.
  44. ^ Gerstmann, Jeff (2001-10-12). "TGS 2001 FallKingdom Hearts hands-on". GameSpot. Retrieved 2009-08-18.
  45. ^ a b Harris, Craig (2004-12-13). "Kingdom Hearts: Chain of Memories". IGN. Retrieved 2009-09-01.
  46. ^ a b Reiner, Andrew. "Kingdom Hearts 2 Review". Game Informer. GameStop Corporation. Retrieved 2009-08-18. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  47. ^ Jeff Haynes (2006-03-28). "Kingdom Hearts II". IGN. Retrieved 2006-12-15.
  48. ^ "Review:大好きなディズニーキャラと、いつも一緒にいられる喜び。『KHII』レビュー" (in Japanese). Gpara.com. 2006-01-24. Retrieved 2007-07-16.
  49. ^ Carrie Gouskos (2006-03-28). "Kingdom Hearts 2". GameSpot. Retrieved 2007-07-24.
  50. ^ Fennec Fox (2002-09-30). "Review: Kingdom Hearts for PS2 on GamePro.com". GamePro. Retrieved 2007-07-05.
  51. ^ Marriott, Scott Alan. "Kingdom Hearts - Review". Allgame. Retrieved 2009-09-03.
  52. ^ Sutton, Maura (2002-11-30). "PS2 Review: Kingdom Hearts". Computer and Video Games. Retrieved 2009-09-03.
  53. ^ Reiner, Andrew. "Kingdom Hearts: Chain of Memories". Game Informer. Retrieved 2009-09-01.
  54. ^ Intihar, Bryan (2006-04-14). "Kingdom Hearts 2 Review". 1UP.com. Retrieved 2009-09-03.

External links