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Newsweek have published an interview with Kingdom Hearts III co-director Tai Yasue, who discussed the development of various gameplay elements in Kingdom Hearts III. He started by mentioning how the Kingdom Hearts III team took some time to adapt to the switch from the Luminous Engine to the Unreal 4 engine. In regards to the wall-climbing mechanics, he said this was originally planned for Olympus, but was then adapted to fit into all the worlds along with other Flowmotion-like actions. The idea of using Attractions in gameplay came from brainstorming gameplay that would be unique to Kingdom Hearts and also incorporate a classical Disney experience. In regards to choosing Disney worlds, Frozen and Tangled were picked mainly because they excited the development team, as there are many things in terms of gameplay that one can do with a beheaded snowman or a princess with very long hair. Yasue also gave some examples of the different types of specialists hired to enhance specific parts of the game - including someone to make dandelion seeds extra fluffy! Fans can expect a lot of surprises in gameplay, as Yasue described Nomura as a creative force that took the development of the game to unexpected places. "Sheer scale and accessibility" will make Kingdom Hearts III stand out from any other games in the series; due to its wide variety of gameplay, Yasue described it as a "celebration of gaming, old and new." The feature that will contain the series recap videos in Kingdom Hearts III is called the Memory Archive, which will lets fans, new and old, to catch up with key parts of the story so far. Yasue concluded the interview by stating that the Gummi Ship is his favorite part of Kingdom Hearts III; fans can expect a massive overhaul of this standard Kingdom Hearts mechanic, including a vast universe, more freedom, more Gummi blocks, and unique and interesting skins. Yasue is currently making a ramen stand Gummi Ship that can shoot fireballs. You can read the full interview below. View full article
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Newsweek have published an interview with Kingdom Hearts III co-director Tai Yasue, who discussed the development of various gameplay elements in Kingdom Hearts III. He started by mentioning how the Kingdom Hearts III team took some time to adapt to the switch from the Luminous Engine to the Unreal 4 engine. In regards to the wall-climbing mechanics, he said this was originally planned for Olympus, but was then adapted to fit into all the worlds along with other Flowmotion-like actions. The idea of using Attractions in gameplay came from brainstorming gameplay that would be unique to Kingdom Hearts and also incorporate a classical Disney experience. In regards to choosing Disney worlds, Frozen and Tangled were picked mainly because they excited the development team, as there are many things in terms of gameplay that one can do with a beheaded snowman or a princess with very long hair. Yasue also gave some examples of the different types of specialists hired to enhance specific parts of the game - including someone to make dandelion seeds extra fluffy! Fans can expect a lot of surprises in gameplay, as Yasue described Nomura as a creative force that took the development of the game to unexpected places. "Sheer scale and accessibility" will make Kingdom Hearts III stand out from any other games in the series; due to its wide variety of gameplay, Yasue described it as a "celebration of gaming, old and new." The feature that will contain the series recap videos in Kingdom Hearts III is called the Memory Archive, which will lets fans, new and old, to catch up with key parts of the story so far. Yasue concluded the interview by stating that the Gummi Ship is his favorite part of Kingdom Hearts III; fans can expect a massive overhaul of this standard Kingdom Hearts mechanic, including a vast universe, more freedom, more Gummi blocks, and unique and interesting skins. Yasue is currently making a ramen stand Gummi Ship that can shoot fireballs. You can read the full interview below.