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Oh my gosh old people are just hilarious some times...just gosh.
I wanna be KeybladeLordCheeseCurd.
For anyone hoping to attend, you can visit the main Square Enix booth (Hall 9, B31/B41) to play the demo. Both the remastered version of Kingdom Hearts 3D: Dream Drop Distance and Birth by Sleep 0.2 -A Fragmentary Passage- will be playable.
Are any of you planning on attending Gamescom 2016? Let us know in the comments below!
The hidden area & code was discovered by YouTube user OmegaErkz.
According to Erkz, each code for the worlds contained in Kingdom Hearts 3D: Dream Drop Distance go by a certain area code. Worlds such as Hollow Bastion (hb), Destiny Islands (di), Twilight Town (tt), all go by this certain area code. The hidden area that was discovered has the area code "tp", which, if followed by the area code rule, could be an area based off of Disney's Treasure Planet.
The hidden area appears to have been scratched after an attempt to include it in the world selection for Kingdom Hearts 3D: Dream Drop Distance. You can check out the hidden area below thanks to YouTube User OmegaErkz (Starting at 2:53:29)
While it is uncertain what the area is, we'd like to know: What do you think it is? Do you think it's an entire world dedicated to Treasure Planet? Would you like to see it in Kingdom Hearts III? Let us know in the comments below!
You can check out the Key Art below.
Besides the new Key Art, you can also obtain armor in-game depending on what union you are in. The armor that is included in-game is in resemblance to the armor introduced originally in Kingdom Hearts Birth by Sleep.
You can check out images from the recent maintenance below.
Do you think those outfits drawn by Nomura for Riku & Kairi are their new Kingdom Hearts III outfits? Let us know in the comments below!
In addition to those two Play Arts Kai figures, new Kingdom Hearts Static Arts figure prototypes were revealed of Kingdom Hearts II Sora, Chirithy, Shadow, and Meow Wow.
Kingdom Hearts HD 2.8 Final Chapter Prologue is also available as a playable demo for those who are attending. Don't forget to check it out!
You can check out pictures of all the Play Arts Kai displays below, in our gallery.
The original article follows.
A new Play Arts Kai of Kingdom Hearts III Sora, to be released on January 30th, 2017, is now available for pre-order at the North American branch of the Square Enix Store at $149.99 retail price. The figure displays Sora in his Kingdom Hearts III outfit wielding an unnamed Keyblade that was previously featured in the trailer released during E3 2015. Pictures are shown below.
A description of the figure follows:
From the latest chapter in the globally beloved KINGDOM HEARTS series by Disney and Square Enix, KINGDOM HEARTS III, the protagonist Sora now makes an appearance to the Play Arts Kai action figure line!
Accompanying the improvements in the graphic technology of the game, our designers have paid close attention to expressing the minute details in the sculptwork of Sora in his slightly more mature and grown-up figure.
The costume design is based on the look of Sora’s KINGDOM HEARTS II outfit, with the predominantly red and black color scheme of KINGDOM HEARTS 3D: DREAM DROP DISTANCE.
He is highly poseable due to the utilization of flexible materials. The Keyblade that can change form into a double crossbow – which could be called the trademark of this title — is also included as an accessory part. With all these features and more, this figure is certainly an eagerly awaited collector’s item for fans.
Figure includes display stand.
Figure Size (inches): W 3.14" x D 2" x H 8.8" tall
Release: January 30, 2017
What Play Arts Kai figures do you own? Will you be adding this Kingdom Hearts III Sora to your collection? Let us know in the comments!
Assistant Director: Responsible for planning, administration, and management assistance on BD3's new and/or existing projects.
Effect Designer: Duties include effect creation using the company's customized version of Unreal Engine 4.
Production Planner: Duties include camera and production work during explanations of maps, the game player's skills; introductions, advancement, and completion of missions and battles.
Lighting Artist: Duties include working on KH3's lighting and general post-production.
Interesting to note is the role of the Lighting Artist, which hints at a role in post-production. For those who don't know, post-production usually implies the final stages of the development process, which are used to polish and tweak minor things before development ends. Major thanks goes to KH13 user SnowPint7Fourths for the tip!
Based on these new job openings, how far along do you think Kingdom Hearts III is? Let us know in the comments below!
You can check out the full interview below.
GamesBeat: One of the things I find interesting about Kingdom Hearts is the combat system. It’s gotten a bit flashier and more complex as the series goes along. Is that a challenge when designing the Final Chapter Prologue and Kingdom Hearts III? Is it something that you felt the need to rein in, or did you want to make more complex?
Tai Yasue: With our handheld games, we did a lot of experimentation with new systems. With 0.2 and 2.8 we’re coming back to the basics, I guess, but at the same time, Kingdom Hearts 0.2 is sort of a continuation of Birth By Sleep. So we wanted to incorporate a lot of the moves from Birth By Sleep. Aqua’s magical spells, for example, and her style changes. We wanted to change toward an enhanced version of that.
The moves look a lot flashier, but at the same time not too difficult. We have the same sort of command menu as the numbered titles, II and III. That’s very similar in 0.2. It’s sort of a mixture between Birth By Sleep and Kingdom Hearts III, both aspects of that coming together.
GamesBeat: Kingdom Hearts II came out in America in 2006. Since then, the series has seen a number of games on handhelds, and they’re still important to overarching story. Do these compilations make it easier for players to catch up?
Yasue: Definitely. The story is very complex. There’s a lot of threads. Right now we’re sort of depicted the Dark Seeker side, and all the portables as well. We wanted — when we were planning for Kingdom Hearts III, we wanted all of our previous Kingdom Hearts titles in HD so everyone could play them again, and new players could be introduced to the Kingdom Hearts series story.
GamesBeat: Kingdom Hearts II.8 was at E3, but Kingdom Hearts III hasn’t made much of an appearance at the show. Is a reason to hold it back from E3?
Yasue: It was a difficult decision for us. We want to share as much as possible. We’re excited about Kingdom Hearts III. But II.8 we’re releasing globally at the beginning of December. We wanted to concentrate on that first. We want what’s best for the moment. We’re currently making III and 2.8 at the same time, but we wanted to concentrate on 2.8 right now.
GamesBeat: You talked about experiments with the battle system. It’s seen a lot of variety. It had a mana system, like in the first game, and cooldowns in some of the recent games. What works best for Kingdom Hearts?
Yasue: Each has its own fun aspects, but I think the magical points system, using MP, is very accessible. That’s worked well. But we don’t want to do the same thing over and over again. In Kingdom Hearts III and 0.2 we wanted to enhance this system for the next generation. Using magical spells, we wanted the environments and enemies to react in a meaningful way. It doesn’t just explode. It lingers on afterward. If you shoot a Blizzard, for example, it creates a place where you can skate on the ground. We wanted the magic to dynamically interact with the environments.
GamesBeat: When the series started, the Final Fantasy element was very important — not just in story, but in gameplay. The magic came directly from Final Fantasy, as did the summons. A lot of those aspects seem less prominent now that Kingdom Hearts has developed more of its own identity. Is it fair to say you’re doing more things that are unique to Kingdom Hearts?
Yasue: As a whole, the story and the worlds and the gameplay — everything we incorporate, we want aspects of the Disney world throughout. For the combat systems as well, we don’t have that much for 0.2, but having Disney aspects combined with Sora’s aspects is important. Obviously the worlds, for example, we don’t want them all to be Kingdom Hearts original worlds. We want the rich Disney worlds as well as the original worlds.
GamesBeat: At this point we’ve had a lot of playable Keyblade users. First Sora, then Riku, and many more. How do you differentiate all these characters from a gameplay standpoint?
Yasue: When we first come up with ideas for the characters, we have an easy sort of concept. For 0.2 Aqua, she’s a female character, she’s related to water, and she’s very strong with magic. She’s also very strong and elegant. You have these keywords for each character, enemies and player characters alike, to define them. That’s very much linked up to the story. We want to integrate those keywords into her movement and her abilities. Aqua uses powerful magic in a flashy way because she’s a magical character.
GamesBeat: Why focus on Aqua for 0.2?
Yasue: For 0.2, that was sort of the untold story that we hadn’t shown our users yet. At the end of Birth By Sleep, she was trapped in the dark world. We felt we had to explain her story. When you have a good story, it makes you care about each character. Sora’s adventure is intertwined with Aqua’s story as well. We wanted to give players a reason to care about Aqua and her adventure. That way, when you play Kingdom Hearts III, you understand Aqua’s standpoint, and that makes Sora’s experience richer as well.
GamesBeat: With Kingdom Hearts III tying up all these plot threads and being the last installment in this series of Kingdom Hearts, would you say there’s a lot of pressure on that game specifically?
Yasue: Definitely. There’s a lot of strings and a lot of strands in the previous Kingdom Hearts. They all come together. Right now we’re depicting the Dark Seeker saga, with Xehanort and his group that Sora’s battling. Them and the other Keyblade masters will have a sort of showdown. And so I think all the — everything is going to come together at the conclusion of the Dark Seeker saga in part III.
GamesBeat: A lot of people want to know what’s the next Disney thing for Kingdom Hearts III. Has it been stressful to keep so many secrets about development?
Yasue: Like I said about not showing much of Kingdom Hearts III at this time, there’s always a right time for everything. We want each announcement to be special. We want to exceed our fans’ expectations and we want to do it in a good way. We want to plan things out, the way we announce things. It’s not that stressful, at least for me.
GamesBeat: Do you think there’s a chance that I.5, II.5, and 2.8 could ever be bundled together into one package?
Yasue: We haven’t really decided on bundles or how we’ll set up things for how we’ll sell those. No decision or announcement has been made.
GamesBeat: 2.8, is that just PlayStation 4, or is it also Xbox One?
Yasue: It’s PlayStation 4 only.
GamesBeat: But Kingdom Hearts III is multiplatform.
GamesBeat: Is there any fear of Xbox One owners feeling left out?
Yasue: Kingdom Hearts III is very much — it’s a game that will be better if you understand all the other stories. But at the same time, you can enjoy it without following the whole arc. As you know, all the Kingdom Hearts stories have a conclusion at the end of each Disney world. You can still enjoy that as well. For the whole arc, it might help to understand, but there’s still a lot of fun in each Disney world.
GamesBeat: What would you say makes up the Kingdom Hearts fanbase? Is it Square Enix fans, or Disney fans, or this unique combination of the two?
Yasue: We have great fans. They’re very passionate, very warm, very supportive. They’re very special. For me, I think they’re the reason why we’re doing this, more than anything. Compared to other games — it’s hard to compare. But I feel they’re warmer, nicer on the whole. That’s my honest opinion. They seem a lot nicer than some others.
GamesBeat: They’ve got a bit of Disney in them.
Yasue: I guess! They’re wonderful. Today I talked to a lot of people, and they’ve been very supportive
What was your favorite part of the interview? Let us know in the comments below!
For those who are attending the event, which begins on July 21st, and goes through the 24th, you can play the demo at booth #3829. San Diego Comic-Con 2016 will be held at the San Diego Convention Center.
Will you be attending San Diego Comic-Con 2016? Let us know in the comments below!
The 25 new quests will be added at 12:00 AM PST July 14th, 2016 and don't forget that you'll receive Orichalcum after completing them!
Are you looking forward to returning to Wonderland? Let us know in the comments!
The original article follows.
Kingdom Hearts V-Cast's code has been released! Recently, 4chan user 'Wedge,' was able to discover the old files for the old mobile game, Kingdom Hearts V-Cast. Thanks to him, we are now able to see what is inside the cancelled mobile game, including what worlds were in the game, the soundtrack, and various screenshots that were included.
Thanks to YouTube user sumstetter, you can check the soundtrack for Kingdom Hearts V-Cast below. Additionally, you can check out some screenshots of the mobile game including the world introductions for in-game worlds such as Maleficent's Castle, Alice in Wonderland, Agrabah, and more!
For those of you who don't know, Kingdom Hearts V-Cast is a former mobile game for the Verizon Wireless broadband service. It released in the United States on February 4, 2005. The game was developed by Superscape and published by Disney Interactive Media Group, the first Kingdom Hearts game not developed by Jupiter or Square Enix. Though the game was not relevant to the storyline of Kingdom Hearts, many fans did not get to experience the game as the game had closed and not much was released. However, now we have the game's files.
We'll update our gallery with any additional screenshots we obtain.