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  1. Interview from Famitsu with Tetsuya Nomura discussing Kingdom Hearts III, Kingdom Hearts Orchestra - World Tour - and Kingdom Hearts Union χ

    Famitsu has posted an article that has an interview with the Kingdom Hearts series' Director Tetsuya Nomura discussing the recent Kingdom Hearts Orchestra - World Tour -, Kingdom Hearts III information, and Kingdom Hearts Union χ. You can read the interview below, translated by goldpanner.

    KH3 news somewhere along the World Tour...
    On March 10th 2017, the Kingdom Hearts (hereon KH) orchestra concert tour Kingdom Hearts Orchestra -World Tour- kicked off at the Tokyo International Forum. After the very first show in Tokyo, we were able to get a little time with director of the KH series, Tetsuya Nomura. Here is a mini-interview with him where we asked about interesting parts of the concert and things to come.
    —Did you have any orders regarding the choice of music for the concert?
    Nomura: (Ms Yoko) Shimomura was the one who made the setlist for the show this time. I might have tweaked some things, but the setlist stayed basically the same. I had the order of some things changed based on the performances by the voice actors and such, that was about it. The setlists for both the wind concert last summer and this concert were made at the same time, and we treated them both like two halves of one whole, so I thought about how their structure should match. The way both the last concert ended with and this one began with Hikari was one way it was structured to reflect that.
    —So, on the whole, you were mainly in charge of the videos and the dramatic readings, right?
    Nomura: Yes. We only just barely got it ready on time, but we made it (dry laughter). For the acting guidance of the dramatic readings, we asked external sound supervisor Mr (Yoji) Shimizu, just like with the games. This concert counts as one of the works in the series, after all. Overseas, we will play recordings of Ms Toyoguchi and Ms Uchida's voices, with subtitles on the videos.
    —Our interest was piqued by how the video that played during Kairi's reading was the only one done in live-action.
    Nomura: Kairi is speaking pretty specifically about events happening during KH3, so we didn't have any cinematics that really worked. So, we matched it to a live-action video that fit the vibe. There are pieces of imagery that link to the content of what she is saying, for example, how it shows a scene of a sunset at the part where she says, "He stares at my face."
    —On the first day, we were surprised when you came on between performances and blessed us with your talk. During the trailer that played, the hall went pretty wild when Ventus came on screen.
    Nomura: Well, the first day is special (laughs). It was perfect timing with the announcement planned at an event overseas, so I decided to have it debut at the concert that was happening a few hours earlier. Of the five new Union Leaders, the remaining two will be revealed from April on. I've finished writing the story for the 4th and am about to start on stuff for the 5th, so please look forward to it.
    There was also an announcement that information about KH3 would be revealed during the world tour.
    Nomura: We announced that KH Unchained χ will become KH Union Cross right after the release of KH -HD 1.5+2.5 -ReMix-, so we have touched a little on KH3. Please wait for more information on this.

    • Mar 23 2017 09:01 PM
    • by neil98
  2. Exclusive canon back story for Kingdom Hearts III shown at Kingdom Hearts Orchestra - World Tour - in Japan

    During the Kingdom Hearts Orchestra - World Tour - in Japan, the Japanese voice actress of Kairi and Xion, Rise Uchida, came onstage and performed lines. The Japanese voice actress for Aqua, Megumi Toyoguchi, later came onstage and performed some lines as well. These lines are canon to the story of Kingdom Hearts and explain some back story for Kingdom Hearts III.

    You can view the translated Kairi lines thanks to @momo_krys on Twitter below:

    Kairi:

    I didn't notify you but you might've already heard from Yen Sid-sama.
    I've come to train to become a Keyblade wielder.
    Until now, I've only been waiting for you guys to come back from your journey.
    Maybe with this I can at least help out a little.

    The magician Merlin-sama can use magic that surpasses time.
    Here, we can forget about the flow of time.
    Isn't it great?

    Lea's training with me.
    He apologized to me over and over again.
    It's alright,
    I'd say,
    But he'd keep on apologizing...

    At first I was a bit scared but
    As we trained together we started talking to each other.
    I found out Lea also has a best friend he wants to save.
    I felt like, he's not a person that I can bring myself to hate...

    Sometimes..... He'd stare at my face
    So I'd ask him, what's wrong?
    "I don't know, but I feel like it's something I must recall", He'd say...

    Your journey is a journey that will help many people
    and the people you'll meet from now on
    I have a feeling these people you meet will also need your help

    The journey might be hard but
    Please stay as the cheerful and bright Sora I know
    Because your smile, will save many hearts.....

    *end*


    You can view the translated Xion lines thanks to @momo_krys on Twitter below:

    Xion:

    On the day you first called my name
    It made me feel like I had a heart
    If I hadn't met the two of you
    I wonder how my "everyday" would've been.

    Day by day, repeating the days which were the same as every other,
    Even so,
    The red, setting sun,
    The taste of ice cream.
    Those days when nothing happened were the most precious to me

    All of it is my treasure.

    Thank you for calling out my name.
    Thank you for inviting me to the clocktower.
    Thank you for picking up shells for me.
    Thank you for coming to bring me back.
    Thank you for letting me be your friend.

    I wish... those same old days could have continued on longer....

    We wanted to go to the sea....

    *end*


    @momo_krys hasn't translated Aqua's lines, but he says they were pretty much something like "Ven, Terra, become the light that will guide me through the darkness!" He says that it was essentially just her saying that she wanted Ventus and Terra to guide her in her darkness and to become the light that shines her path.

    If you didn't know, last year during the Kingdom Hearts Concert - First Breath - in Japan, a similar situation to this happened. The Japanese voice actor of Terra and the Japanese voice actress of Naminé came onstage and performed some canon lines for Terra and Naminé. You can view those lines here.

    UPDATE 1: View images of Kairi and Xion's voice actress, Rise Uchida, and Aqua's Japanese voice actress, Megumi Toyoguchi, performing their lines thanks to Game Watch below:

    Posted Image


    Posted Image


    UPDATE 2: For all the other orchestras around the world, they played recordings of these voices with English subtitles. The recording of Kairi and Xion's voices played while Vector to the Heavens played, and the recording of Aqua's voice played while Wave of Darkness played.

  3. Tetsuya Nomura Interviewed by Famitsu, discusses Kingdom Hearts III and Final Fantasy VII Remake.

    During MAGIC 2017, Famitsu had the opportunity to interview Kingdom Hearts series director Tetsuya Nomura about Kingdom Hearts III and Final Fantasy VII Remake. During the interview, he stated that the Heartless found in the latest Kingdom Hearts III screenshot is called the "Rock Troll" and it serves as a middle boss. You can view the interview here. Translations will be made available as soon as possible.

    KH3 Magic Screenshot 3

    Big thanks to @churroz for the tip!

    UPDATE: We now have translations, thanks to Katie Armstrong! View the translations of the Kingdom Hearts section of the interview below:

    Famitsu: Now, if I can ask about some recently published new images. In KH3, we’ve seen a battle scene in Thebes, in Olympus Coliseum. Is that enormous Heartless (Sora) is fighting a boss?

    Nomura: It’s a Rock Troll Heartless. We’re treating it as a mid-level boss.

    Famitsu: You told us that the Keyblade would be able to transform into two ‘patterns’ (forms). Is this the case for all Keyblades?

    Nomura: The ones we’re making right now have two transformations. Still, even though this Keyblade turns into a tank and a shield, [Keyblade forms] won’t necessarily be ‘attack’ and ‘defense’. The Keyblade in the previous video turns into two bow guns and a bazooka. The transformations depend on the Keyblade.

    Famitsu: So you’ll have to properly learn your way around them. And about that “Link” in the Commands…

    Nomura: Ah, that...next time we release more info, I’ll explain that. (Laughs)


    UPDATE 2: Here's the full translation for you to read. Thanks to Catherine Mueller (nichiei.translations@gmail.com)for the translations!

    Announcement Details from Tetsuya Nomura on [Kingdom Hearts III] and [Final Fantasy VII Remake] at [MAGIC 2017]

    From Monaco's Grimaldi Forum on 2/18/2017, “MAGIC 2017,” an entertainment event focusing on games and anime, opened, and Square Enix's Tetsuya Nomura made an appearance. We were able to ask him a few things, so we'll show you those answers here.

    An interview with Tetsuya Nomura on games in development

    --Before at MAGIC, Hashimoto-san was also able to come, it seems, but for you, this is the first time you've come. It's also the first time you've come to Monaco, isn't it?

    N: Yes. My schedule has been tightly packed and hasn't allowed me the chance to come before--I haven't looked around very much, but it seems to be a lovely place.

    --There are also other special guests here besides you, Nomura-san. Have you been able to mingle with them yet?

    N: I like Mike Mignola (Hellboy), so I was very happy to be standing with him today. He also greeted me on the day before MAGIC. Actually, several years ago, I received a signing from him via an acquaintance, and he had written “It'd be a pleasure to do work together someday.” It was very moving to be with him at the event.

    -- Did the event also receive international attention?

    N: I got the impression that there were a lot of people asking about the Japanese game industry. I answered that, currently in Japan, there are not enough people to develop HD titles, so the upside of this is that I can greater feel the splendor of international titles.

    --I see. Your fans are also excited right now. They gave you a standing ovation at the talk event, and there was also a long line for signings.

    N: I don't really go to Europe often, so I felt that the fans were very energetic. I did not have a interpreter with me this time, so it's possible I mistranslated or misunderstood some things that the fans told me while we were talking, but many fans brought very rare goods with them to the signings, so I was very happy.

    --With Cloud's design, you broke it down into five big steps, there was a phantom sixth step, and we heard a lot of stories we had yet to hear before at the talk event.

    N: It seemed like the perfect chance to talk about it. The “sixth” step for Cloud is made to be a bit more realistic, and his sword was made to look more western and was given more detail. We fixed up his head and body as well as added detail to his muscles, so he looks quite brawny (laughs). I didn't have a lot of time, so I actually wrote the script for the talk event late the night before, starting from details that had yet to be discussed, and the marketing team helped me make the slides... … The preparations lasted through the morning of the talk event, so it was tough (bitter laugh).

    --The result, though, was that everyone seemed to enjoy it. Not only did you talk about your own character's designs, but you also showed new images, etc.

    N: I was surprised, as I did not exactly imagine myself talking a lot. I really wanted to make sure everyone enjoyed themselves, so I talked about the PV making among other things that hadn't really been touched on yet.

    --The fans asked about the mysteries behind the making of the PV you helped with, right?

    N: When I handle the PVs, I have a pattern of assessing them emotionally. I change my feelings to the feelings of fans seeing it for the first time, hard-core fans, and indifferent people as I watch the PV over and over again. With the feelings of first-time fans especially, I repeat that action many times. Since they are thinking of the PV and the game as part the same production, that way thinking [when watching the PV] is the same.

    --Really, after seeing the PV so many times, if someone commanded me to watch it as if it's the first time each time, I don't think I could do it (laughs). Now, could I ask you about the new images you released to the public? For [Kingdom Hearts III], you showed a battle scene taking place in the city of Thebes in Olympus. The enemy was a giant Heartless, but was that a boss?

    N: It's a battle with the Rock Troll. It will be a mid-boss.

    --You told us before that the keyblade can change in two patterns, but into what kind of keyblade?

    N: The keyblade he's using here is in the two patterns. In addition, it won't always be an offensive and defensive division like the tank and shield keyblade we showed this time. The keyblade that came out in the PV before changed into a bow-gun and a bazooka. The transformations will vary depending on the keyblade itself.

    --So you can walk around using those for different things. The “link” display on the command menu is...

    N: That part we will explain next time we release news (laughs)

    --We'd also like to hear a bit about [Final Fantasy VII Remake]. In the screenshot, Cloud was taking cover action.

    N: As the story goes, there's a situation where he must sneak in someplace, so that means he can't just continue in the middle of the road the whole time. In the original there were random encounters, and with that we relied on imagination, but since we can smoothly transition into the infiltration, we decided it was an important factor for the game's realism. You can now hide behind things to let soldiers pass, or take their weapons and eliminate them. Of course, people who find that to be annoying can just push straight ahead and fight their way through.

    --Can Barrett also perform cover action?

    N: He can. However, I still can't say the details about this, but as a gunner, he has a special factor.

    --Is that so? The scene with Barrett and Cloud fighting the Guard Scorpion also left an impact.

    N: The scaffolding isn't the only place the battle occurs, but rather, we've developed it so that you can use the map's large space, and you can fight as you switch between Cloud and Barrett. For instance, for enemies that Cloud can't reach with his sword, changing over to Barrett will be more beneficial, so the fighting has become more strategic. The Guard Scorpion changes it's mode partway through, and it has behaviors that weren't in the original game. In this time's screenshot, you should be able to see that missiles and other things are falling. It's a very flashy fight.

    ^ Besides seeing that missiles are falling during the fight with Guard Scorpion, we can also see red circles showing where they will fall.

    --That's true. With the battles being so full of action, it seems like the gameplay will be quite different from the original.

    N: Parts of the map and other objects will be destroyed, and once you defeat a limb of the Guard Scorpion, it becomes destroyed.

    --The UI portions aren't completed yet, but the ATB gauge shows three stock slots, and I also noticed a technique name and level (TN: I don't know the name for the technique, but it appears to be something like “Critical Attack”). I also noticed the “materia” slot...

    N: We'll talk more about ATB and techniques another time. You could think of materia as something like a skill. It's different than magic, and you can use it when you've set materia that you're holding for battle use.

    --We're all anxiously awaiting more news about both [Kingdom Hearts III] and [Final Fantasy VII Remake].

    N: We were able to prepare some new material for the MAGIC event. Since the advertising plans for both titles have been decided, I could not tell you much now, but we've strengthened our organization and work is smoothly continuing, so please wait just a little longer.

  4. Square Enix lists a new job opening for Kingdom Hearts III

    Square Enix Japan's 3rd Business Division has listed a new job opening for Kingdom Hearts III on their website for the role of a System Programmer.

    Translations for this new job description will be made available soon. What do you think of this new job listing? Let us know!

    UPDATE: The job description has been translated thanks to Goldpanner!

    #3BD: System Programmer
    【Job Description】

    Developing, optimising and maintaining systems necessary during development of the game Kingdom Hearts III.

    Responsibilities:
    Development of game systems to support a 3D action game
    Optimisation of all kinds of performance
    Maintaining the test environment

    Location: Osaka

    Employment type: Contract employee (with potential to be promoted to regular employee)

    【Conditions】
    Hours: Flex time.
    Holidays and time off: Saturdays, Sundays, National Holidays, period of New Year's, annual paid leave (※3 days upon starting work, 7 days after 6 months), summer vacation, bereavement leave etc.
    Salary: Will take into consideration experience and skill, regardless of age, according to company regulations. Will also take into consideration each time skill and results demonstrated as necessary after joining.
    Support/welfare programme: Travel expenses covered, complete social insurance, corporate health insurance association, physical examinations

    【Required skills and experience】
    Practical experience developing programs with C++
    System development experience
    3 years or more experience with game development or equivalent

    【Welcomed skills and experience】
    Practical experience game programming for high end consoles
    Experience developing 3D action games
    Experience developing with Unreal Engine
    Maths and/or physics knowledge

  5. Kingdom Hearts III - Bring Arts Sora Available in June for Japan; August 2017 for North America

    A six inch PVC figurine of Sora from Kingdom Hearts III will be available June 17th, 2017 for the Japanese audience.

    A number of Sora's poses from the game can be recreated, according to the official Square Enix e-Store for Japan the model attempts to replicate the in-game CG. Along with Sora and his new Keyblade (name unknown as of this article), the Bring Arts features the Two Shot Blasters (unofficial name), a replacement face and six replacement hands. The figurine is priced at $61, £48 or €57 including tax and can be purchased here, however AmiAmi has listed the figurine at a price of $45, £36 or €42. Please be sure to double check AmiAmi for any extra costs such as shipping.

    You can view the Bring Arts Sora below.

    IMG 0724 IMG 0725 IMG 0726 IMG 0727



    UPDATE: The Kingdom Hearts III Sora Bring Arts figure is now available for pre-order on the North American Square Enix store. It has an approximate release of August 2017 and is available at a price of $69.99 USD.




    You can check out the official English description below.

    This action figure of Sora, the protagonist of KINGDOM HEARTS III, has been re-created with great detail even though it stands at only six inches tall. This easy-to-carry figure is so compact it fits right in the palm of your hands!
    With a wide range of motion in the articulated joints, you can recreate action poses and scenes from the game. Sora’s Keyblade, which comes in two separate forms, as well as plenty of other interchangeable hands and face parts are included with the figure to make him even more fun to pose.
    Paintwork that faithfully recreates the in-game CG, such as the crisp contrast of colors, creates a small but impressive figure.
    Figure includes display stand.

  6. Kingdom Hearts HD 2.8 Final Chapter Prologue story details, gameplay tips, and interview with director Tetsuya Nomura featured in Famitsu Weekly

    The most recent issue of Famitsu Weekly has a large spread on Kingdom Hearts HD 2.8 Final Chapter Prologue, which has recently released in Japan. The spread features a few story details, character bios, as well as a few gameplay tips for both Birth by Sleep 0.2 -A Fragmentary Passage- and Dream Drop Distance, including a full list of the challenge locations in BbS 0.2.

    Famitsu Weekly also interviewed Kingdom Hearts series director Tetsuya Nomura on Kingdom Hearts HD 2.8 Final Chapter Prologue, Kingdom Hearts III, Final Fantasy VII Remake and the Kingdom Hearts series as a whole.

    Translations for both the spread and the interview will be posted as soon as they are available. Images from the spread and interview can be found below.

    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 interview 1 interview 2 interview 3 interview 4 interview 5 interview 6 interview 7 interview 8

  7. Series director Tetsuya Nomura says that Kingdom Hearts III's release is still a while away

    Speaking with Famitsu Weekly magazine this week, Tetsuya Nomura, the director of the Kingdom Hearts series had some words to say about the Kingdom Hearts series, and the development status of Kingdom Hearts III.

    Nomura stated that Kingdom Hearts III (along with Final Fantasy VII Remake, which he is also working on) still has "a ways to go", with some worlds that remain untouched so far, and other unannounced worlds advancing in production. The relevant excerpt from the interview can be seen below, originally provided by Hachima and translated by Siliconera.

    --What’s the development status on Kingdom Hearts III?

    Nomura: “The production process is different than what we’ve had up until now, so I can’t just give you a general idea, but I can say that there are worlds that still remain untouched. We’ve advanced on the production of worlds that have yet to be announced, so we can’t show them for now. As far as development status goes, there’s still a ways to go.”

    --What’s the development status on Final Fantasy VII Remake?

    Nomura: “We’re making steady progress on its production. While we are indeed working on it, I think we’ll have you guys wait a little longer for both Kingdom Hearts III and Final Fantasy VII Remake.

    I do apologize for that, but we’ll make up for it by making it into something that will meet expectations.

    We didn’t share much information on either of the two titles last year, but I hope to show its progress at some event this year.

    The release of these titles will still be a while. However, we have many titles releasing this year, and we hope you look forward to any ‘surprises’.”


    The quote appears to imply that Kingdom Hearts III will definitely not be releasing in 2017, although, Nomura aims to show some of the game's progress off sometime this year.

    Translations of the full interview can be found under the cut thanks to Catherine Mueller (nichiei.translations@gmail.com). Be warned that there are spoilers for Kingdom Hearts HD 2.8 HD Final Chapter Prologue!

    Spoiler

  8. New AI Programmer hired in December 2016 for Kingdom Hearts III

    According to a LinkedIn profile, in December 2016 a new AI Programmer was hired for Kingdom Hearts III. Their profile describes their responsibilities in this role as focusing on programming AI nodes and working with planners to script enemy AI behavior. Square Enix was previously hiring for Kingdom Hearts III back in July of 2016, with their focus then being on an Assistant Director, Effect Designer, Production Planner, as well as a Lighting Artist.

    What's your guess for Kingdom Hearts III's development based off of this new information? Let us know in the comments below!

  9. Birth by Sleep 0.2 -A Fragmentary Passage- ends with a lengthy scene leading into Kingdom Hearts III

    In Game Informer's review for Kingdom Hearts HD 2.8 Final Chapter Prologue, it is stated that Birth by Sleep 0.2 -A Fragmentary Passage- ends with a lengthy cutscene that presumably leads into the beginning of Kingdom Hearts III. Gameinformer describes the scene as characters "embarking on the next part of their journey" and that the scene overall moves the story forward.

    What do you think we'll see at the end of Birth by Sleep -A Fragmentary Passage-? Let us know in the comments below!

  10. Nomura hints at customization being a possible element in Kingdom Hearts III during interview with Dengeki

    In an extended version of Dengeki PlayStation's interview with Kingdom Hearts series director Tetsuya Nomura, the question was asked of whether or not Kingdom Hearts III would also have customization as a game feature.

    Tetsuya Nomura answered that it would be considered depending on the reaction towards the feature in Kingdom Hearts Birth by Sleep 0.2 -A Fragmentary Passage- as well as the consideration of whether or not they have the time to implement it.

    You can find the direct quote from the interview below, with translations thanks to Catherine Mueller (nichiei.translations@gmail.com).

    --The character decoration is the first in the series and is a novel component.

    I thought that we needed something fun to play around with even in with the game's jam-packed volume, so the staff devised this at the last minute for me. It really changes the character's look, so please gather a lot of items and design your own Aqua.

    --Will you use the decoration feature in [KHIII]?

    We knew we could insert that feature into the game this time, but whether or not we can with [KHIII]...we have other priorities ahead of us so it depends on time, but we'll look at the reaction with [KH0.2] and consider it.


    Would you like to see customization in Kingdom Hearts III? Let us know in the comments!

  11. Tetsuya Nomura confirms Riku's new outfit in Kingdom Hearts III from KHX 3rd anniversary artwork; King Mickey also receives a new outfit in Kingdom Hearts III

    In an interview with Dengeki Online, Tetsuya Nomura, director of the Kingdom Hearts series, was able to discuss a bit about Kingdom Hearts III alongside Kingdom Hearts HD 2.8 Final Chapter Prologue. In the interview, Riku's new outfit for Kingdom Hearts III was touched upon a bit. Tetsuya Nomura confirms to Dengeki Online that Riku's new outfit has been completed, and that it's indeed based off of the Kingdom Hearts χ[chi] 3rd anniversary artwork from July of 2016. Nomura also confirms that King Mickey also receives a new outfit for Kingdom Hearts III.

    The direct quote for the interview can be found below with translations thanks to Catherine Mueller (nichiei.translations@gmail.com).

    --There was also a scene with Riku and the King in new clothes, and I'm looking forward to their debut in [KHIII].

    The costume design is already done, and it's really nice. Just between you and me, the outfit that Riku is wearing in the [KH X] three-year anniversary illustration was used as the base.


    Posted Image

    • Dec 31 2016 11:29 PM
    • by Jake
  12. Utada Hikaru's music label confirms involvement on Kingdom Hearts III intro song

    Utada Hikaru's manager and father, Utada Teruzane, has announced through his Twitter account, @u3music, that work on the Kingdom Hearts III intro song has begun! In 2013, Teruzane stated that Utada's involvement was undecided at the time. On December 22nd 2016, a curious fan followed up on this message, receiving a reply from Teruzane later that day.

    Posted Image


    Utada made her return to the Kingdom Hearts series earlier this year, collaborating with PUNPEE to create "Hikari/Simple and Clean -Ray of Hope MIX-", included in the opening for Kingdom Hearts 0.2 Birth by Sleep -A Fragmentary Passage-.

    UPDATE: Utada Teruzane has retracted the confirmation for Kingdom Hearts III, saying that they would like to be involved but aren't sure quite yet. You can find a screenshot of the tweet below. The original tweet confirming their involvement is still available on the U3 Twitter account.

    U3 music correction


    Are you excited to have a new Kingdom Hearts intro song? Let us know in the comments!

  13. Nomura interview with Dengeki discussing Kingdom Hearts 2.8, Kingdom Hearts III, and series' 15th Anniversary.

    Kingdom Hearts director Tetsuya Nomura was interviewed in this week's issue of Dengeki. In the interview, he discusses about the importance of 2.8, the status of Kingdom Hearts III, and what we may expect for the KH 15th anniversary.

    An image of the cover featuring the art of the acrylic stands that are pre-order bonuses for Kingdom Hearts HD 2.8 Final Chapter Prologue in Japan has been uploaded to Twitter by Kojima Productions! Thanks to @aibo_ac7 for the tip!

    Scans can be viewed below. Translations for the preview are available thanks to goldpanner.

    He also spoke about how the story of KH3 has already begun in 2.8.

    Pre-release wrap-up special article with info on the 3-in-1 title etc.

    Special limited editions runs include a chibi colour illustration on the cover and title page of the article.

    Includes interview with director Tetsuya Nomura.

    - Remasters tend to be neglected, but the staff dedicated themselves to putting in as much content as they could without affecting making progress on KH3

    - In 0.2 they followed on from the premise from the first title, that the worlds of BBS fell to darkness, but they went to great lengths to balance the volume of the new maps, as it's boring to have similar locations over and over

    - One feature is that they put in a lot of varying platforms, Nomura is secure in his faith in the development team's high ability to compose maps

    - Gameplay-wise, 0.2 does differ from KH3 in some fundamental ways, but it's an opportunity to get a feel for KH in PS4 quality

    - Regarding lighting, he's currently considering how to do it on current gen consoles without damaging the vibe, and is going at it through trial and error, such as getting guidance from Visual Works, so it's going to look even better than it does now

    - Regarding Situational Commands, there's been some trial and error, how to make sure it doesn't look like a simple quick time event etc.

    - Situational Commands are the evolved form of KH2's Reaction Commands, and pivotal to KH3

    - In 0.2 you can use higher level magic early, but he doesn't think KH3 will work like that

    - Regarding the characters that appeared in the final trailer - look forward to experiencing it in the game

    - Cutscenes created for next-gen consoles look unfamiliar in ways, but he thinks it's coming together, they have to remake all the character models which is a big job

    - Characters in KHBC have faces hidden with masks, so he made sure to give them all individual personalities

    - Keen players may have noticed that 'sin' is the keyword of KHUχ

    - KH3D, with flowmotion and a light-paced scenario, was a turning point, so KH3 starts there

    - The boxart for KHHD1.5 and 2.5 connects, so he's probably not doing a special illustration

    - Regarding development for KH3, they're battling through remaking all the models but it's moving along so he'd like you to not to worry. He's currently working on the timing for announcing new information. He'd like to tie it into the KH 15th anniversary event but it's not decided yet

    - He wants you to play 0.2 after having seen KH3D's secret movie, KHBC is completely stand-alone so you can enjoy it any time

    - KH2.8, as the title suggests, is the prologue to the final chapter: the story of KH3 has already begun

    Those are the topics that appear.


    Full translations of the extended version of the interview posted on Dengeki Online have been provided by Catherine Mueller (nichiei.translations@gmail.com).

    --The Situation Command in the battle system is a really interesting combination of the old reaction commands and command styles.

    That was definitely a trial and error process. When I watched the Situation Command in the PV, I saw that the triangle mark came out more as a QTE (Quick Time Event) marker.

    However, when we displayed the command window to the side, it was hard to see whether or not it was usable, and we were unsure of what to do. We settled into adding the message “STANDING BY” in the end.

    It's not “push it,” it's more of a “you can push it now” kind of feeling.

    --The Situation Command is a command that matches up to a player's fulfillment of certain conditions, right?

    We had thought to put that method into [KHIII] while working on its beginning stages. There are many commands you can put into use, and we decided to make it so that the player can chose the command in a certain length of time.

    I think that the system has come to hold a lot of breadth in battles, when thinking of this as the progression of the [KHII] reaction commands. In [KHIII], we're thinking that this system will become a large axis.

    --It seems like you can use the higher level magic skills like “Firaga” and “Thundaga” in the Situation Commands.

    [KH0.2]'s system is tightly packed with content, so the player's character suddenly can use higher magic, but even if the same content appears in [KHIII], I don't think you'll be able to use it so suddenly.

    --While playing [KH0.2], I couldn't believe that the Heartless could do that much damage. (laughs)

    The Realm of Darkness influences the Shadows to increase their strength at times. In the E3 trial game, you could fight against a conglomeration of Shadows as a boss, but the reason we were able to create that boss fight with so much movement on screen was definitely because of the current hardware's spec.

    --The character decoration is the first in the series and is a novel component.

    I thought that we needed something fun to play around with even in with the game's jam-packed volume, so the staff devised this at the last minute for me. It really changes the character's look, so please gather a lot of items and design your own Aqua.

    --Will you use the decoration feature in [KHIII]?

    We knew we could insert that feature into the game this time, but whether or not we can with [KHIII]...we have other priorities ahead of us so it depends on time, but we'll look at the reaction with [KH0.2] and consider it.

    --There was also a meeting between Aqua and King Mickey shown, as well as them fighting together.

    In the Realm of Darkness, the fact that Aqua and King Mickey met is something that the fans have grasped up to this point, I think. Until meeting King Mickey, Aqua was on her own, so it was hard to write dialogue for it all. After meeting the King, the conversation becomes more lively.

    --In the final trailer, we briefly saw Terra and Terranort...

    You can look forward to the details when you play. By the way, the Terra in that scene is connected to the official concert “First Breath” and his conversation with Namine.

    --We were also able to see Sora, Donald, and Goofy in the final trailer, and I think that was a really happy moment for fans.

    Even now, I'm starting to get used to the next game's event scenes a bit, but I've still got a ways to go, I think. The [KH] series up to this point is using the first game's character models and scenery as a work base.

    But, since the hard spec of [KHIII] is so different, we have to start from the ground up, and it's been difficult.

    --There was also a scene with Riku and the King in new clothes, and I'm looking forward to their debut in [KHIII].

    The costume design is already done, and it's really nice. Just between you and me, the outfit that Riku is wearing in the [KH X] three-year anniversary illustration was used as the base.

    The new characters leave an impression in just one glance!

    --[KHBC] is a brand-new theatrical production, so what did you become aware of while making the event scenes?

    All of the Foretellers' faces are hidden behind masks, and you can't even see the mouths of the Master or Luxu. In other words, you can't see their expressions, but we were conscious of giving them personalities that would give each character charm as they are.

    The main characters are mostly appearing for the first time, as well as being voiced for the first time, so we had to empathize with the users during this short production.

    --The scene with the Master speaking really surprised me with a mood that hasn't appeared in the [KH] series so far. (laughs)

    That's just the Master's personality, so we can't help that. (laughs)

    --The Master's light way of speaking stands out, but he also has an eeriness to him in which you can't read his thoughts.

    A very cool and calculative character is maybe too easy to understand. Thinking of all of this, the embodiment of “a strangely amazing guy” inside of me became the Master.

    He is incredibly sincere, so whatever he's up against, won't he conduct himself in that way?

    --I think that the Master's personality is also influenced by the performance of Tomokazu Sugita.

    We worried about the cast a lot. Since we had decided on how we wanted to picture the Master, after that, we searched for someone who could perform that kind of drama.

    When I was thinking of someone who could really handle the gaps in conversation, I thought that maybe Sugita-san was qualified. We recorded each voice actor one by one, but that doesn't make it feel like a conversation.

    --We also saw a lot of unique dialogue, but was there any ad-lib by the voice actors?

    There was no ad-lib. So, the dialogue was all scripted. However, there is one line by Aced that isn't by the script.

    In the scene with the Master and Aced talking, Aced bites back his words, but we thought it fit the scene and was interesting, so we were allowed to use it.

    --With voices and movements, I think the players' impression of the Fortellers will change.

    With some of the players of [KH X] and [KH Unchained X], their impressions of the Foretellers might be firm, so I also worried about that reaction when I watched [KHBC]. They might come to hate Aced...

    --We also saw a scene in the trailer where Aced's emotions erupted.

    Still, I think if you follow the story calmly you'll understand, but actually, Aced is always making sound arguments. After writing the scenes for [KHBC], I became watchful of making sure none of the characters could be perceived as very bad or very good.

    However, Ava is still a good girl in the end, huh? (laughs) Well, Ava is the one pulling the most strings of tension in the story, so that doesn't mean she's without sin, either.

    --In [KH Unchained X], if you use the strength bangle to change your guilt into strength, it seems like “sin” becomes a keyword...?

    I think users who pay attention will pick up on that as well. It means an important preface has already begun.

    --We got a bit of a close-up of Ephemer, but will he appear more in [KH Unchained X]?

    Both Ephemer and Skuld will come to be pretty important in season 2 of [KH Unchained X]. The story of [KH X] is over, and [KH Unchained X] is following another storyline, but their relationship will be talked about more in season 2, so please wait for a follow-up.

    --Since the story of [KH Unchained X] is continuing on, is there the possibility of making a sequel to [KHBC] in regards to the back side of the story...?

    We don't think so right now. In regards to the Foretellers, we plan to delve deeper into their characters during [KH Unchained X].

    --The prototype of [KHDDD]-- [KH3D]--is a four year old game, but do you have any memories from that time?

    I think that for me, [KH3D] was a turning point in our action aspect and scenario aspect. We tried doing dynamic jumps with the Free Flow Action in the action aspect, and in the scenes we tried to add a lighter feel.

    It's a title that also determines the direction of future [KH] titles, so for me, [KHIII] started from [KH3D].

    -- In the HD remaster, there are three new Spirits added, right?

    It's kind of a lively addition. Pondanyan, Biitopoi, and Yuagari Penkin were chosen from a number of different plans. It's kind of funny that Yuagari Penkin isn't actually living up to its name. (laughs) (TN: Yuagari means “having just gotten out of the bath”)

    --There are over fifty Spirits in the game, but do you have a favorite one?

    It's probably Wandanyan. Each time we create a new species of enemies, there's always one base (for Heartless, it's the Shadows, for Nobodies, the Dusks), but for the Dream Eaters, it was Wandanyan, so I have a lot of memories with it.

    A bit earlier, for a display at Artnia (the official cafe/shop of Square Enix), I was searching for the original picture, and at that time I found my original picture for Wandanyan, and to be honest, it looked more like a doodle... I'm surprised at how cute he's become in the end from that design.

    --At the time of [KH3D]'s release, you could obtain AR cards with Spirits in them, but how does it work with [KHDDD]?

    All of the Spirits that were in the AR cards are obtainable in the game.

    --In March of 2017, you'll be releasing [KH HD 1.5 + 2.5], but is there anything that has changed in the games?

    It's the same content as the previous two HD remasters. Since all six games have been combined into one disc for the PS4, it's easier to play.

    --Do you think you'll design a special package illustration for [KH 1.5 + 2.5]?

    I probably won't. Since the three package illustrations for [1.5], [2.5], and [2.8] are all connected, to draw a new one would mean that it's not connected with that.

    To the people thinking, “What is he talking about?”, please look at the three illustrations lined up next to each other.

    --After [KH2.8] has released, it's finally time to start the wait for [KHIII].

    As I mentioned before about the development, we've had to start all the models over from scratch with a large volume, so it's been very difficult, but please be at ease, because it is progressing. I have a lot of new information I want to share with you all, but now it's just a matter of timing.

    2017 is the [KH] series' fifteenth anniversary, and there will be all kinds of anniversary events shown at the concert, so if possible I'd like to take those chances to tie in news about [KHIII], but that still has yet to be decided. We're sorry to make you wait, but please wait just a little longer.

    --Please give a message to the fans waiting to buy [KH2.8].

    Not just to those who have not played [KH3D], but to those who have already played it and remember the story, please give [KHDDD] a play. If you can get it, I recommend playing [KH0.2] after watching the secret movie (for [KHDDD]).

    For the fans waiting for [KHIII], [KH0.2] has some content I'd really like you to try out. [KHBC] is a little bit separated from the original story, so I think you can enjoy that one whenever you'd like.

    As the title says, [KH2.8] is certainly the final “prologue.” The story of [KHIII] has already begun.



    cover Aqua And screenshots Capture Chirithy Ephemer close Up Of Art 1 close Up Of Art 2 customization flick rush foretellers kh3d Luxu screenshots mickey And screenshots more screenshots Bbs 0.2 part 2 more screenshots Bbs 0.2 part 3 more screenshots Bbs 0.2 New dream eaters page 9 And 10

    • Jan 01 2017 12:38 PM
    • by Leamax
  14. New Kingdom Hearts III screenshots released

    Square Enix have released new Kingdom Hearts III screenshots! These show Sora in a new Drive Form, titled Guard Form.

    Posted Image

    Posted Image

    Are you excited for this new form? Let us know in the comments!

  15. Kingdom Hearts HD 1.5 & 2.5 ReMIX + HD 2.8 Final Chapter Prologue cover artwork have a hidden message toward Kingdom Hearts III

    During an interview with Dengeki PlayStation, Tetsuya Nomura, director of the Kingdom Hearts series has revealed that the cover artwork for Kingdom Hearts HD 1.5 ReMIX, 2.5 ReMIX, & HD 2.8 Final Chapter Prologue all connect together as a hidden message for Kingdom Hearts III.

    4663KH15_Keyart

    cover

    KH2.8 2D PS4


    Tetsuya Nomura says that the 3 pieces of artwork start with Sora sitting, then standing, and finally walking. There is also a flow of time with the 3 pieces of artwork, where 1.5 is sunset becoming night, 2.5 is in the middle of the night, & 2.8 is night breaking into dawn. All of this connects to a hidden message for Kingdom Hearts III.

    You can read Nomura's answer below, thanks to Catherine Mueller (nichiei.translations@gmail.com) for the translations.

    --You also revealed a gorgeous package art.

    Nomura: There are actually two secrets about the illustrations from [KH1.5] until [KH2.8]. Extremely attentive KH fans might have already discovered them, but one is that Sora's movements change from sitting, to standing, to walking. One more is that when you line up the three illustrations, you'll notice that they show the flow of time with changes in the sky. [KH1.5] is sunset becoming night, [KH2.5] is the middle of the night, and [KH2.8] is night breaking into dawn. Those three illustrations have a message regarding the final chapter, [KHIII].

    --So you planned all this from the time of [KH1.5]'s release, then?

    Nomura: We worried a long time about the package art for [KH2.5], and we worked on trying to connect the three productions in a continual manner. It seems like there were a lot of people who figured out Sora's movements, but there were not very many people who noticed the connection between the skies. There are two meanings to “sora” (I.E. one being the protagonist's name, and the other meaning “sky”).


    While it is uncertain what this message is, this is something for fans to think about as we wait for the release of Kingdom Hearts III.

    What do you think this hidden message could be? Let us know in the comments below!

    • Oct 12 2016 03:12 PM
    • by Jake
  16. Tetsuya Nomura says Kingdom Hearts HD 2.8 Final Chapter Prologue will support 4K resolution through PS4 Pro, theme song for KH3 undecided, no new KH3 news till after KH2.8's release, & more in latest Dengeki PlayStation issue

    In the latest issue of Dengeki PlayStation, which released on October 12th, 2016, Tetsuya Nomura, director of the Kingdom Hearts series, talks about some of his various upcoming titles, such as Kingdom Hearts HD 2.8 Final Chapter Prologue, releasing on January 12th, 2017 in Japan and January 24th, 2017 to the rest of the world, and Kingdom Hearts III.

    The previous day before the interview had been released, hokanko-alt, a Japanese blog website, gave us a summary of Tetsuya Nomura's interview with Dengeki PlayStation. In the interview, Tetsuya Nomura has stated that Kingdom Hearts HD 2.8 Final Chapter Prologue will be PS4 Pro enhanced once again, however, he also states that the title will be in 4K as well. We're unsure if the 4K will be upscaled or native. Furthermore, Nomura states that the new remix for Kingdom Hearts 0.2 Birth by Sleep -A Fragmentary Passage- was able to be done as Utada Hikaru, singer of the Kingdom Hearts theme songs, had recently returned to her music work. A new theme song for Kingdom Hearts III is currently undecided, Nomura says. Aside from all that, Tetsuya Nomura has also confirmed that Kingdom Hearts III news will be released after the release of Kingdom Hearts HD 2.8 Final Chapter Prologue.

    The interview has now been published in the latest issue of Dengeki Playstation and you can view an image of the interview below as well as a full translation thanks to Catherine Mueller (nichiei.translations@gmail.com). The sections focusing on Kingdom Hearts HD 2.8 Final Chapter Prologue and Kingdom Hearts III have been bolded.

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    The prototype of [WOFF] was an entirely different game?!


    --[World of Final Fantasy] (from hereon, WOFF), which you first showcased at E3 2015, is going to be sold soon, but what about the details of remaking original game?

    Tetsuya Nomura (hereon shortened to Nomura): There is concept art on our official Twitter, but we originally wanted to create a different game with that world. It was more of a simulation game, completely different from [WOFF]. During that other game's development, we made characters that are now our Primero and Oobito (TN: Everyone seems to be calling it this, but to me it sounds more like Orbit?), and we connected them both into the setting of the game, and then proposed a system in which one could freely switch between them.

    --Primero and Oobito were originally from a different game's system, right?

    Nomura: We had a lot of troubles, and the game was temporarily reduced to a blank slate, and we decided to go ahead and use the loads of chibi character designs for [Pictlogica FF] instead. After that, Chiba (Director Hiroki Chiba) was the one who decided to include Primero and Oobito in the newly designed [WOFF].

    --What characters did you design for [WOFF]?

    Nomura: I designed the main characters Reynn and Lann, as well as Enna Kros. There's also one other character, making it a total of four female characters. I also drew the female key characters on the engraved PS Vita model “Oobito Edition.” By the way, since Enna Kros was a character first designed for that other game I mentioned before, she's been around quite a while.

    --Was there anything you were particularly fussy about with the characters' designs?

    Nomura: We still haven't revealed everything about the four characters I've drawn, but where I'm allowed to touch up things is up to Chiba (laughs). Since these characters are included in the colossal world inside of Chiba's head.

    --We've seen past [FF] characters with voices, but will there be a lot of new characters with voiced parts, too?

    Nomura: That's right, Edgar and Faris, and also, though these aren't characters, the cactuars etc. will have voiced parts. There are also characters like Eiko, who didn't have a voice in the original but had one in other productions (in Eiko's case, she first had hers in [Road of Vermillion]).

    --Did you decide the cast?

    Nomura: Yes, I was involved in both the casting and registration (TN: not sure what this means in game terms!!). When we added character voices to previous [FF] games, we checked the opinions of the users. We see opinions like, “If they ever voice this game, this character reminds me of this voice actor/actress” quite a lot. As far as what I'm involved in creating, I put a heavy focus on the characters' images. For example, with Shadow's voice in [FFVI], I had an image of him in my head alongside Kefka, so in [Dissidia FF Opera Omnia], I asked Yoshito Yasuhara to represent that image.

    --Did you have any parts that you requested for this game?

    Nomura: As far as the content goes, I'm entrusting that to the staff. I occasionally ask them to show me things, but rather than giving them instructions, I'm just checking for problems. I guess I just have specifically nudged at the battle tempo and the ability to easily see the UI.

    --Are there any scenes or events that left an impression with you?

    Nomura: I suppose it would be the entirety of the serious scenes? Because, through the entirety of the [FF] series there is occasionally humor added into some of the more serious stories, but in [WOFF]'s collection of humorous scenes, there is occasionally a serious atmosphere added in (laughs). I think that the serious scenes might look better.

    --Were the PVs gathered and made with that small amount of serious scenes?

    Nomura: That's how it seems (laughs). All of the gags in Chiba's scenes are long, so if we try to show one exchange until the joke happens, the trailer length doesn't fit to scale. Also, when I was checking event scenes, I watched them and thought, “Wasn't it fine to end the joke earlier?!”

    --When they've actually played it, there might be people who are surprised at the mood of some of the scenarios, then?

    Nomura: The world is overflowing with serious stories of a protagonist who must carry out a great destiny, and [WOFF] has that setting, too, but every so often having a fun story like this might not be so bad, I think. It shows the “color” of the director.

    --Please give a message to everyone waiting on the release!

    Nomura: I think a lot of companies are releasing various titles at the end of this year and beginning of the next, but [WOFF] is becoming a production that will not be buried in those other games, and you'll be able to enjoy it for a long time. Since it will be released on the PS Vita, allowing you to play it outside without a heavy system, please try it out and enjoy.

    The HD3 Packaging has a meaning in “Sora (written with katakana)” and “Sora (written with the kanji for “sky”)”!

    --You presented the release date for [Kingdom Hearts HD 2.8 Final Chapter Prologue (hereon, KH2.8)] at the September SIE press conference, right?

    Nomura: We sincerely apologize for prolonging the release date from December 2016 to January 2017. We wrote it in the comments on the official Twitter, but due to several titles that are coming out one on top of another, this is what it's become.

    --You also revealed a gorgeous package art.

    Nomura: There are actually two secrets about the illustrations from [KH1.5] until [KH2.8]. Extremely attentive KH fans might have already discovered them, but one is that Sora's movements change from sitting, to standing, to walking. One more is that when you line up the three illustrations, you'll notice that they show the flow of time with changes in the sky. [KH1.5] is sunset becoming night, [KH2.5] is the middle of the night, and [KH2.8] is night breaking into dawn. Those three illustrations have a message regarding the final chapter, [KHIII].

    --So you planned all this from the time of [KH1.5]'s release, then?

    Nomura: We worried a long time about the package art for [KH2.5], and we worked on trying to connect the three productions in a continual manner. It seems like there were a lot of people who figured out Sora's movements, but there were not very many people who noticed the connection between the skies. There are two meanings to “sora” (I.E. one being the protagonist's name, and the other meaning “sky”).

    --Since the illustrations were blown up for display at Tokyo Game Show, they really stood out.

    Nomura: Since we were told that we needed to finish the art in time to have it on display at the Game Show, I drew it with my fighting spirit. In result, we finished the package illustration with unprecedented progress.

    --The trial version you presented at Tokyo Game Show seemed to basically be the same as what was at [E3 2016], right?

    Nomura: That's right. It's the version that was revised right after [E3]. The new short cuts functions, etc. from [Kingdom Hearts Dream Drop Distance HD] are the same thing. The master version is having a lot of things brushed up from the TGS version. The production is continuing according to plan, so soon you'll be able to master-up.

    --We got a taste of the evolution of action on the PS4 with [KH0.2] at TGS, but will [KHIII] see an even deeper improvement of action from there?

    Nomura: That's what will happen. Since there is an overwhelmingly large amount of things one can do while playing as Sora in [KHIII] timewise, compared to playing as Aqua. Aqua cannot change her keyblade as the story progresses, but Sora can, and that will in result change the action.

    --The exploration and battles in the latest PV, are those the developments that came after crossing the bridge in the TGS trial play?

    Nomura: Yes. Like what you were able to play in the trial, there is a map waiting up ahead with more added to it. The Osaka production team cleverly placed it as an object, and they're good at making maps with areas outside one's exploration.

    --Let me ask about things connected to [KH X], too. First, the browser game [KH X] ended its service at the end of September, but what are your thoughts on that three years of continued service?

    Nomura: It's too bad that service ended so early, but I think having continued for three years served as a great amount of strength to us. Looking at the user number, there were more people playing the smart phone app [KH Unchained X], so we will now focus on that. As we've already announced, we are planning a season two of [KH Unchained X], so we are continuing its service. In October there will be new worlds available, and we are working on the planned multiplayer function for January release, so please look forward to it.

    --You laid out the last scene of [KH X] to us, but will [KH Unchained X] develop in the same way?

    Nomura: That was only the development for [KH X]. The story for [KH Unchained X] will deviate midway to a different story.

    --In the latest trailer of [KH X Back Cover], there was a figure wearing a black cloak, separate from the five Foretellers, but...?

    Nomura: As we've already revealed in [KH X], that is a character named Luxu. Since he's wearing that black coat, it seems like a lot of people mistook Luxu for the Master of Masters, but they're two different people. The one holding a dandelion on the package art and in the trailer is the Master of Masters, and the other person wearing a black cloak is Luxu. Their relationship is more clearly drawn out in [KH X Back Cover].

    -- Since they serve as a road to [KHIII], you really can't overlook any of the productions included in [KH2.8].

    Nomura: Even among players, there seemed to be some people who were just now hearing about [KH2.8] at the Game Show and seemed troubled, but please, we'd like you to play [KH2.8]. Since it is a prologue to [KHIII], just as it says in the title, you'll need to play to smoothly enjoy [KHIII]!

    --In the latest trailer, we got to hear a new arrangement of Utada Hikaru's “Hikari,” so that stirred up our hopes.

    Nomura: Since I heard that Utada has returned from hiatus, I thought it was perfect timing, and I requested an arrangement from her. We have yet to decide the main theme for [KHIII].

    --By the way, will [KH2.8] be supported on the PS4 Pro, too?

    Nomura: It supports 4K, so it should cleanly play without any problems. Anything else detailed about support, we will showcase next time.

    --Also, when will you be presenting more interesting news on [KHIII]?

    Nomura: We spoke of this a bit at E3, but we are waiting to speak more about [KHIII] after releasing [KH2.8], so we have currently released all available information. Please wait shortly for new news.

    --Since 2017 is the [KH] series' 15th anniversary, we're hoping for a lot of developments!

    Nomura: We are thinking of a lot of plans heading toward the 15th anniversary. Next year's January release of [KH2.8] will be the start, and from March the full orchestra's world tour will commence. It will be a year's worth of non-stop [KH] news, so we look forward to speaking with you again.

    --Finally, please tell us more about the [FFVII REMAKE] that has caught the world's attention.

    Nomura: If it had past materials like [KH], the basics would have been easy to understand, and the staff can understand the hurdles we've had to overcome, but at any rate, the battles in [FFVII] have greatly changed from the original, since they're something with more action in them. The next time I release information about [FFVII REMAKE], I think that I'll definitely have to explain the specifics of what the battle system has become to the players. I think right now that nobody is really able to imagine a concrete battle, so I'm in the middle of coming up with steps that I can show and explain to people, “It's this kind of battle.”

    --Sounds like you're breaking your backs over remaking what was originally a command-based battle system into an action style battle system.

    Nomura: We've heard a lot of [FFVII] fans also say that they want to play the game with the original ATB style, but for the remake we're proceeding toward an action-heavy style. Of course, we've added systems that future fans will be able to enjoy, so people who are bad at action-style battles, please don't worry. For those who excel at action-style battles, we're working to make this a system that's different than what you've used before and can still enjoy. Recently, we checked the Guard Scorpion at the beginning of the game, and I think you'll be satisfied with the realism you'll feel there.

    --2017 is also the 20th anniversary of [FFVII].

    Nomura: Like with the 15th anniversary of [KH], I'm thinking I'd like to plan something or other. It's just that, since we've been keeping busy with productions, including the game [WOFF] that I showcased today, I don't think I will be able to share any new news until after things calm down.


    Would you like a new Kingdom Hearts III theme song with Utada Hikaru? Will you be playing Kingdom Hearts HD 2.8 Final Chapter Prologue in 4K? Let us know in the comments below!

    • Oct 12 2016 01:55 PM
    • by Jake
  17. Yoko Shimomura discusses new music for Kingdom Hearts HD 2.8 Final Chapter Prologue and soundtracks for Kingdom Hearts III

    On October 6th, 2016, in London, UK, Symphonic Fantasies was held featuring music from various franchises including Kingdom Hearts. At the Symphonic Fantasies concert, Yoko Shimomura, composer of the Kingdom Hearts series, discussed music for Kingdom Hearts. Many wondered about the music for Kingdom Hearts HD 2.8 Final Chapter Prologue, releasing on January 24th, 2017, and the anticipated Kingdom Hearts III. Shimomura says that she has written new music for Kingdom Hearts HD 2.8 Final Chapter Prologue and that she has a ton of tracks planned for Kingdom Hearts III with the high expectations in mind.
    Shimomura also addressed Kingdom Hearts in general and some of her experiences as she developed and composed the music for the games.

    You can check out her responses below. Thanks go to KH13 News Team members AndrewHankinson & Aquaberry for attending and taking note of the responses given by Yoko Shimomura. You can also check out some of the pictures they took below.

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    [UPDATE] KH13 News Team Member AndrewHankinson has added the questions from the audience members and answers from Yoko Shimomura including a question asked by KH13 News Team Member Aquaberry. Please let us know if you asked one of the question on the night!

    GARETH DAVIES (Interviewer/Principle Flute player and Chairman in the London Symphony Orchestra)
    Now, your career in video gaming has spanned over 3 decades. The industry now is changed beyond all recognition since you started composing for games. When you decided not to accept the job as a piano teacher, but you decided to compose for games instead, how did you colleagues and family react?

    YOKO SHIMOMURA
    Yes, now-a-days you have all these games and concerts, and so many people come to listen to them. And everyone knows about game music, but back then it was a really minor profession when I started and so the reaction I got from other people was…”You’re going to do what?” “What, you’re going to make little bleepy noises?” They just didn’t understand what it was I was going to be doing.

    GARETH DAVIES
    Now, the London Symphony Orchestra, as you know, has played lots of film soundtracks like Star Wars, Harry Potter, and now-a-days we do quite a lot of film music concerts and film music has been…it’s gradually being more accepted on the Classic FM Hall of Fame. Do you find that gaming music is finally now taken more seriously by people who go to other kind of concerts?

    YOKO SHIMOMURA
    I started checking the charts a couple of years back and I’ve been keeping an eye on it for the last year or two. And when I first saw one of my own compositions on there 2 years ago, it was a really moving experience. I thought I’m standing side by side, shoulder to shoulder with Beethoven. Hearing my music played by the LSO, by such an amazing and respected orchestra is really an honour for me. I’ve always loved orchestras since I was a child and it just makes me really happy.

    GARETH DAVIES
    Thank you. That’s really kind of you. We love playing your music too. Especially my flute solos.

    YOKO SHIMOMURA
    I actually used to play the flute as a high-school student.

    GARETH DAVIES
    Oh wow!

    YOKO SHIMOMURA
    I’m not about to play for you. Maybe in another life I can be your pupil.

    GARETH DAVIES
    If you teach me composing, yes. Speaking of standing shoulder to shoulder with Beethoven, what a lot of people may not know (I don’t know if you know!) is that you are, in the Classic FM Hall of Fame, the highest female composer, ever!

    YOKO SHIMOMURA
    What an honour! I’ve hardly ever been number one at anything. I always thought that happiness was to carry on doing what you love whether or not I got to number one or number two or number three or number four. But that was happiness and so it’s a real surprise to be number one and I’m very very grateful because it’s of everyone here.

    GARETH DAVIES
    Now, after graduating in Osaka in 1988, you found success very very quickly, composing many now legendary soundtracks including I have to say one of the games I used to spend hours playing when I should have been practicing flute at college: Street Fighter 2. That’s up there! Now, Street Fighter 2 was the first score that you wrote that’s actually released as a stand alone soundtrack album, which is quite a huge thing particularly for gaming music at the time. Can you tell us how important that was for you and how important you think it was for the development of the way gaming music was accepted? Sorry, they’re very long questions.

    YOKO SHIMOMURA
    Yes, Street Fighter 2 was such a big hit and the soundtrack did so well, and it’s an honour for me that they continue to use my music all the way through. It’s really something that has a lot of memories for me. But back then they weren’t using the internet like they do now; there wasn’t Facebook, there was no Twitter. So we didn’t really know if my music was successful or not.

    GARETH DAVIES
    That’s really interesting. So since the internet has been invented (yes, some of us remember when it wasn’t!) have you found that’s been a really useful tool for keeping in contact with fans and seeing how they feel about your music?

    YOKO SHIMOMURA
    I think in a way it’s because of the internet, that I’ve got to where I am today. That I’m sitting here on this stage because as a composer what you do is quite solitary. You’re shut away, you’re plugging away at composition and you don’t have a chance to hear what people think about what you do. So sometimes if I’m feeling down or if I’m going down in the middle of the night, I just type in I wonder what people think about such and such a piece. All these amazing positive comments and that really cheers me up and gives me that need to carry on.

    GARETH DAVIES
    Oh, there you are. So ladies and gentlemen; you know what to do! Get on Twitter straight away! …Don’t forget to tag London Symphony Orchestra!
    Now in 1993, when you joined what’s now Square Enix, when you started working for the them the kind of games that you composed for seemed to change to more fast role-playing games which also seemed to coincide with the change in style in your music. Writing for the games which have a more complex narrative; something which attracted you to Square Enix as apposed to the not so complex narrative of Street Fighter 2, I think is fair to say.

    YOKO SHIMOMURA
    I’ve always like classical music so writing/composing those pieces with the drums and guitars wasn’t really my strong suit. But I did somehow ended up starting writing for all those fighting games and it was fun, but I did want to try something that was more suited to me. That was more classical and I also wanted to try composing for role-playing game and yeah there was a sense in which Square did have those kind of games that appealed to me.

    GARETH DAVIES
    It is very beautiful music and it’s interesting because hearing it in the orchestra. It’s like the whole thing expands.!What I do find fascinating about your music is the many many different themes for all the characters. There are so many individual motifs that are all different but they all fit together in the same way. When you compose a new game score, tell us how you do it, how you start? Do you see the gameplay, do you get shown pictures of the characters? Do you see characters and ideas for themes popping to you head? How do you start with such a huge project?

    YOKO SHIMOMURA
    That’s a hard question, but it’s difficult to answer because I don’t really think too hard about it, when I’m composing for a new game. I will have pictures of the characters, the story, I might see some background art, and then all of that combined stimulus comes together and I don’t really try to compose it. I just wait for something to appear.

    GARETH DAVIES
    Oh wow! So it’s easy?

    YOKO SHIMOMURA
    It’s easy if something comes to me.

    GARETH DAVIES
    So do ideas come to you when you’re sitting down at your piano or your desk or when you walk around? Do you have to lock yourself in room and just wait?

    YOKO SHIMOMURA
    I never know when the ideas are going to come to me. I don’t know when they’ll appear, I don’t know when they’ll disappear, so it’s really about how I just seize them when they do show up.

    GARETH DAVIES
    Well you’ve seized a lot! If you have an idea, write it down!

    YOKO SHIMOMURA
    If I get an idea right now I’ll have to go backstage and try to write it down before I forget.

    GARETH DAVIES
    Now in 2002 you composed the music to Kingdom Hearts. [crowd applause] I know where this is going! Now, it’s amazingly a game that solds 4 million copies; it’s an incredible amount of people playing it! Now, famously it’s with the Disney characters. They are already really well loved characters, but also have a lot of very famous musical themes. We’ve all whistled various Disney themes, my daughter never stops. Was that a daunting prospect, going from one set of well loved characters to another and having to integrate them?

    YOKO SHIMOMURA
    I would be lying if I said I wasn’t nervous, but I would also be lying if I said that it was really daunting and that I’d feel like I’d be under a lot of pressure. I had seen a lot of Disney films myself and I had my reactions to those; you know I was moved by them or I found them sweet. I just wanted to get those feelings across in the music with their reactions. So bits of it were difficult but a lot of it was wonderful as well!

    GARETH DAVIES
    It’s great. That’s some of my favourite music CDs! Now, nobody's listening…but the eagerly awaited Kingdom Hearts III? Now for a game franchise that you’ve been involved with for such a long time, how’s it been revisiting some of those characters?

    YOKO SHIMOMURA
    Yeah, there’s a lot of expectations to live up to and think there are people that are hoping for great things and of course Tetsuya Nomura is doing his best as well. So I think I will be writing a lot of music for that, but before that there’s actually 2.8 which is coming out, and I’ve already been writing new music for that – quite a lot! It has been a while since I’ve done it and so I just hope it will live up to people’s expectations. And yeah, just watch this space!

    GARETH DAVIES
    [indicating to the audience] You can see how excited they all are!
    Now, Kingdom Hearts is regularly listed as one of top game soundtracks, and I personally would like to know do you have a favourite soundtrack of your own that you’ve written, and also a favourite by another composer?

    YOKO SHIMOMURA
    That’s such a tough question and I can never answer it because when it comes of my music and my soundtracks, they’re like my children and I love them all the same even the naughty ones. The particularly bad, but I love them all and they’re all important to me and I can’t say I like this one more than that one, so I can’t answer that question. Sorry. When it comes to other people’s music, again there’s so much that I like and it’s hard to pick just one off the top of my head so I’m going to have to apologise again and say I can’t answer that one either.

    GARETH DAVIES
    When you come back next time, you can think about it.

    YOKO SHIMOMURA
    I’ll have a think. I’ll be ready!

    GARETH DAVIES
    Excellent! Now before we open the floor to questions with my two beautiful assistants with microphones, it has been a pleasure talking to you and it’s a pleasure playing your music! I’m sure that there might be some young people out there who would also like to compose for games. Is there something that you wish you’d known when you were starting out that you know now that you would be able to give them some advice?

    YOKO SHIMOMURA
    Well now-a-days I think people have much better technology than I had back then and I think the more familiar you are with that, the more technology you take on board, the better; the more you’ll be able to improve! But that’s not so much something I wish I knew back then, and neither is this, but I guess I would say just don’t give up doing what you love! Stay strong, keep passionate and value small things! Small responses; things that move you however small they are in the music. It’s there in music that you write; there’s something that moves you and that what you need to respect and to know it. Because it’s there.


    GARETH DAVIES
    That is very good advice for everybody I think. Thank you very much!




    QUESTIONS FROM AUDIENCE



    GARETH DAVIES
    Now, I’m sure, everyone’s shifting in their seats! I’m sure lot of you may have some questions that you would like to put to our guest!

    QUESTION 1
    Hello. Thank you for joining us in London. Thank you for coming to see us and speak to us. I would like to know the story of how you composed the boss battle music for Final Fantasy XV?

    YOKO SHIMOMURA
    That was 2007 Tokyo Game Shows. That was about 9 years ago? Yes I’m really glad that’s finally been used! At that time I wrote it for a trailer at the Tokyo Game Show and I really wanted it to be used for a game and I wanted it to be a battle song. That’s why it’s got that intense rhythm and it’s very dramatic and fast-paced, but I also wanted you to be able to go through that whole emotion in just one piece. That’s how it came about!

    QUESTION 2
    What composers and artists in general have inspired you?

    YOKO SHIMOMURA
    When I started this work, I already loved classical music and I’d listen to so much classical music that I don’t know if I could have told you who’d written what there was so much of it and it’s all had influence on my music. As a child I just loved classical music and I loved the piano of course, so I think some of the famous piano composers like Chopin, like Rachmaninoff. Those are some of the big influences but there are so many. So so many!

    QUESTION 3
    Hello. You’ve had such a wonderful career. What three words would you use to describe your journey you’ve been on during that time and why have you chosen those words?

    YOKO SHIMOMURA
    Give me a minute. …Sounds a bit corny maybe but love, passion, feelings.

    QUESTION 4
    I was just thinking, you were saying there just before that you decided to be a composer, you were thinking of going to be a piano teacher. I was just wondering what made you decide not to take that easy path? What made you think, no this composition thing is a good idea?

    GARETH DAVIES
    I’m not sure piano teaching is quite as easy.

    YOKO SHIMOMURA
    Well I did like games and then there were a lot of people becoming piano teachers and I thought it’s going to be hard to stand out and be a really good piano teacher amongst so many. So I wanted to do something that was different from what everyone else was doing and I thought no one’s really writing video game music, and I like games so why not give it a go.

    GARETH DAVIES
    I think it’s the other way round now; everybody wants to compose music for video games!

    QUESTION 5 (Aquaberry’s question)
    Hi. I met you 3 years ago so I’m really happy to see you again in London. This question is actually from my friend who lives in America; she told me "You have to ask her this!" Also she told me "You have to tell her that I love her!" because she’s very inspired by [you] because she also wants to be a composer. Her name’s Becca by the way, and Becca asks: when you were composing Vector to the Heavens, what sort of feelings did you go through or what was your journey to composing such a powerful piece? Because I know that there’s a lot of love and a lot of pain in that music, so we’re all very interested hearing how you composed it.

    YOKO SHIMOMURA
    If you’re familiar with Kingdom Hearts you’ll know how important that music is in the story and I really wanted to get across the sadness of Xion’s destiny and the sort of sense of unfulfillment. It’s really hard to describe in words; you’ll have to listen to the music to get it. But just the whole of the character and what they go through I wanted to get it there in the music and I would almost always be crying with tears in my eyes as I was composing that music. I also had tears in my eyes because of all the requests coming from Tetsuya Nomura!

    QUESTION 6
    Video game music is very different in certain ways from all other kinds of music because the player interacts with the game and because of that, the music as well has to be very flexible to be able to repeat, to be fade in and out as the situation changes. I was wondering as a composer how have you had to sort of shape your style around those challenges where it has to be flexible in a way that a lot of other music just doesn’t have to be; where it has to be scripted to a set scene or where it has to fit a lot of different scenarios?

    YOKO SHIMOMURA
    Yeah there are various challenges for example in the first Kingdom Hearts in the question/answer bit with the stain-glass, where based upon what the player chooses, that determines what the next step is, all that music is connected but you have to set up so that you can jump from there to different other pieces. [It’s] The same with the last boss battle; you have to be able to jump to different bits for the music.

    QUESTION 7 (Asked by DarkSeekerCosplay, a Xemnas cosplayer)
    What gave you the idea when composing Xemnas’ theme (Disappeared)? What emotion did you have for that sort of theme?

    YOKO SHIMOMURA
    Is that the fast one? They showed me the battle scene for that one and my impression was it was really fast and the attacks came really quickly so I knew it had to be a fast-paced piece that would latch to the action in the battle scene.

    GARETH DAVIES
    I love the fact that you’ve written so much music you have to ask everyone how it goes.

    QUESTION 8
    This is actually a question for Gareth. I was wondering when LSO gets music that’s new, temporary or whatever next concert you do like tonight, what’s the process i.e. how far in advance do you get the piece to read through and look at or does it come naturally because they’re such professionals?

    GARETH DAVIES
    Oh, we’re just amazing! But seriously, it’s slightly different for concerts; we’ve been rehearsing this for a couple of days, but when we do film soundtracks and video games, we turn up at Abbeyway Studios usually at 10 o’clock in the morning, or 5 to 10, and at 10 o’clock a whole pad of music about that thick [indicates with his fingers an inches’ width] appears on the stand and we sightread it and they put the red light on and they record it. So when I said we were amazing I wasn’t that far! The LSO recorded the very first soundtrack in 1934 for H.T. Mell’s film and have recorded films ever since. We are now officially the most extremed orchestra in the world. So really we’re very very quick, we get given music and it’s very quick; when you hear quite often we do a lot of education work with the London Symphony and we go to schools and we recorded music for the Harry Potter films, and there’s the moment when Dobby dies which is my flute solo. I apologise if that’s a plot spoiler! Quite often when children find out that we’ve done films like that, they’ll say could you play me that bit from the film, and the truth of the matter is I probably only played three times in my life. So the answer is you get the music on the day, and you sight read it and then you record it, and that’s it! Good question, thank you!

    QUESTION 9
    I’m going to ask a specific question about the Kingdom Hearts soundtrack. So you write a lot of music obviously, so first of all, when you wrote the main theme Dearly Beloved, were there any pieces that you wrote and discarded or did you come to Dearly Beloved straight away? Did any of those first drafts or second drafts get reused in the game? And also this is a slightly separate question, what’s your sort of workflow? How much music do you write in a day?

    YOKO SHIMOMURA
    Dearly Beloved came to me quite quickly. The opening shoot it was based on was meant to be the sea and so I think the idea of the first Kingdom Hearts but also there was this instrument back then, I don’t know if you know, it was called the sound canvas. And one of the sound effects was the sea shore and so I just used that in the demo that I created.
    In terms of workflow, it really varies as to how much I can process in a day or how long I spent doing it. If it’s all going well I might write 7 pieces in a day or if it’s not going so well I might spend a few days without completing one piece. I’ve never really tried to stick to a rule like I must finish 3 a day or anything like that. If there’s a deadline coming up then that can make it a bit difficult but it’s quite flexible.

    QUESTION 10
    Hello. Thanks for writing so much music. I’ve got your music on loop on a daily basis; it really helped me throughout my education and work as well! My question is when Final Fantasy versus 13 became 15, what had they told you and what happened to most of your music? Also what opinions do you have regarding this change because it changed quite a lot in regards to story?

    YOKO SHIMOMURA
    I guess everyone was surprised by that change of title. I was surprised to be honest. When it became 15, most of the music is just carried through apart from a very small part of music that wasn’t quite right, but it’s mostly still all there because the basic world of the music is the same! So, there may have been concerns, but as far as the music goes, there’s no need for concern. It’s still there, just carried on; my feelings for it are just the same.

    QUESTION 11
    Hi. So basically I was wondering with Birth by Sleep, in regards to the main trio of protagonists (Terra, Aqua and Ven), we’ve heard snippets of them at the secret ending of Kingdom Hearts II: Final Mix (Fate of the Unknown). I was wondering had the you and the team decided then or did you pick them out afterwards?

    YOKO SHIMOMURA
    The themes for Terra and Aqua were arrangements part for that secret ending because I predicted that it was going to be their story coming up next when composing for that secret ending. So I wanted to be able to connect it through to their themes.
    So I already had that in mind but at that stage it was just me thinking of what I thought might happen but when it did actually happen then I got permission from Tetsuya Nomura to use those phrases for Terra and Aqua’s theme songs and that’s how it came about.

    GARETH DAVIES
    Ladies and gentlemen, at the beginning of this talk, our composer was worried that we wouldn’t have enough time, that we’d have TOO much time and then nobody would have had anything to say or have any questions, but I think we could probably could go on all night! However it almost time to let the music do the talking which is the other thing you’ve came here for. So, before we just wrap up here can you please give a huge round of applause for Yoko Shimomura!

    • Oct 08 2016 06:18 AM
    • by Jake
  18. PlayStation Experience 2016 announced, with a possible appearance by Square Enix

    PlayStation Experience, Sony's annual PlayStation-oriented event, has been given a date and a venue. Occurring on December 3rd and 4th, PlayStation Experience 2016 will be held at the Anaheim Convention Center in Anaheim, CA. Attendees of this event will have the chance to get hands-on experience with the PlayStation 4 Pro, PlayStation VR, and much more.

    At PSX 2015, Square Enix made a surprise appearance with a trailer for Final Fantasy VII Remake. Earlier this year, it was revealed that fans will be receiving announcements regarding Kingdom Hearts III "this winter", so it is likely that Square Enix will return for this year's PSX, along with plenty of Kingdom Hearts III news.

    Will you be attending PlayStation Experience 2016? What do you think Square Enix might have in store? Let us know in the comments!

  19. Tetsuya Nomura mentions recording for Kingdom Hearts underway during Dissidia Livestream

    During a Dissidia Final Fantasy Livestream on NicoNico, series director Tetsuya Nomura mentioned Kingdom Hearts recording was underway along with the Final Fantasy VII Remake, and Dissidia Final Fantasy while discussing the progress of his latest projects.

    Tetsuya Nomura also makes sure to clarify that mentioning the recordings of "Sora and the others" is not in reference to Dissidia, but to Kingdom Hearts. However, it is unclear if the recording that he is talking about is for Kingdom Hearts HD 2.8 Final Chapter Prologue or Kingdom Hearts III.

    Thank you to Twitter user @aibo_ac7 for the tip and thanks to Catherine Mueller (nichiei.translations@gmail.com) for clarification on the translation of the Tweet!

    What do you make of Tetusya Nomura's comments about the recordings? Let us know in the comments!

  20. Director and writer of scrapped Kingdom Hearts animated series posts picture of a completed tape and speaks of interest for future projects in reference to Kingdom Hearts III

    Seth Kearsley, the director and writer of the scrapped animated series for Kingdom Hearts posted an image of a tape with footage from the show. You can find an image of the tape below:


    Posted Image



    Seth then went on to speak with Twitter user @SHIELD_DRAWS, who asked several questions about the scrapped series as well as the possibility of an animated series tie-in with Kingdom Hearts III, referencing the Brotherhood anime that was produced for Final Fantasy XV.

    Seth went on to explain that all characters were voiced by their original voice actors and had completed recording with the exception of Sora, who was to be voiced by a sound-alike for Haley Joel Osment. Seth also answered that he has talked with Walt Disney Animation Studios about the possibility of another project, but that there doesn't seem to be much interest at the current time.

    Do you think there should be an animated series or any sort of other tie-in produced with Kingdom Hearts III? Let us know in the comments!

  21. PlayStation 4 Pro announced, boasting improved game performance

    At the PlayStation Meeting on September 7th, Sony announced an enhanced version of their PlayStation 4 console, the PlayStation 4 Pro. This new console is incredibly powerful compared to its predecessor, demonstrating the capability to render upcoming games in 4K resolution. Other improvements were also shown. For those without a 4K television or monitor, some developers are implementing an alternate mode for their games, allowing them to be rendered at 1080p with a significantly improved framerate. Additionally, some previously released games may also be patched to offer improved performance on the PlayStation 4 Pro.

    While it is not confirmed that Kingdom Hearts HD 2.8 Final Chapter Prologue or Kingdom Hearts III would benefit from the new hardware in terms of either resolution or framerate, Sony had this to say about the new features:

    "Following PS4 Pro's launch on November 10 in North America, virtually all new PS4 game releases moving forward will be able to take advantage of PS4 Pro capabilities on day one, or in some cases shortly after launch via a downloadable update."

    Sony notes that while most games will certainly utilize this new hardware after the launch date, there is the slight possibility that some games, possibly including the upcoming Kingdom Hearts releases, might not take advantage of it. However, since Final Fantasy XV was also shown briefly at this event, chances are high that Square Enix will fully utilize the improvements that the PlayStation 4 Pro offers.

    The PlayStation 4 Pro launches in North America on November 10th, 2016.

    Do you think we will see enhanced performance in games such as Kingdom Hearts HD 2.8 Final Chapter Prologue and Kingdom Hearts III? Let us know in the comments!

  22. [UPDATED] Kingdom Hearts III listing removed from Xbox's Japanese website

    UPDATE: The Kingdom Hearts III listing on the Xbox Japanese store is back online.


    The Xbox One listing for Kingdom Hearts III has recently been removed from Xbox Japan's website. When attempting to view the link, an error message appears stating that the URL may be incorrect or that the page has moved to a different location.

    Despite this, Xbox One is still listed on the official Japanese Kingdom Hearts III webpage and is still up for pre-order on the North American Microsoft Store.

    We will keep you updated on any further news regarding this information as we receive it.

    What do you think this means for Kingdom Hearts III in Japan? Let us know in the comments.

  23. Kingdom Hearts III Sora and Organization XIII Roxas Play Arts Kai prototypes and more shown at Gamescom 2016

    Gamescom 2016 in Cologne, Germany, is now open to trade and media visitors, two days prior to opening its doors to all. Press visitors such as Finaland have managed to sneak a peak at the Square Enix products in display at the event, including a prototype for Kingdom Hearts III Sora Play Arts Kai, which was recently announced and is available for pre-order at the North American branch of the Square Enix Store.

    Prototypes for Organization XIII Roxas Play Arts Kai and Kingdom Hearts Static Arts figures of Kingdom Hearts II Sora, Chirithy, Shadow, and Meow Wow are also in display; these were previously revealed at the San Diego Comic Con.

    Kingdom Hearts HD 2.8 Final Chapter Prologue will also be playable as a demo at the event.

    You can view the pictures of the Play Arts Kai and Static Arts display below, courtesy of @Finaland_, @KHfansite, and @Servant_Serah.


    by @Finaland_ by @Finaland_ by @Finaland_ CqD2FzDXEAA4SZ CqD2GdJWYAAiStk CqD2HG2XYAAPDDg bigtrailer1 bigtrailer2 demo1 demo2 demo3 demo4 PAK1 PAK2 PAK3 PAK4 PAK6 PAK7 PAK5 PAK9 PAK8 PAK999 PAK99 PAK9999

    Gamescom will be open to everyone from August 19th to August 21st. Will you be attending? Let us know in the comments!

  24. Kingdom Hearts III Sora & hooded Riku & Kairi featured in new Kingdom Hearts χ[chi] Key Art by Tetsuya Nomura

    After maintenance was concluded in Kingdom Hearts χ[chi], brand new Key Art by Tetsuya Nomura, director of the Kingdom Hearts series, was released. In the Key Art, it shows a Kingdom Hearts III Sora illustrated, as well as a hooded Riku & Kairi. In addition, there appears to be Chirithy, Skuld, and Ephemera in the key art, as well as what appears to be Roxas (or Ventus) in a new outfit.

    You can check out the Key Art below.

    Posted Image


    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.

    ohggNxGVD ohzjNlmrl ohg6Ny9ha ohg2NFYdX ohmvNJVzB ohmrNuIcZ oh6yNCv8g 3rd Anniversary Postcard


    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!

    • Jul 22 2016 05:40 PM
    • by Jake