review

Kingdom Hearts

Chain of Memories

Review By: Travis Mcfarland

Version: US

Company: Square-Enix

Rated: G (Cartoon violence and malevolent bad guys in hoods. Possible paper cuts)

System: Gameboy Advance

Players: 1


SHORT VIEW

Having sealed the keyhole to darkness, Sora, Donald and Goofy continue their quest to save the King. They reach a crossroads, and as Sora gazes into the night sky he is approached by a mysterious hooded man who speaks; "Ahead lies something you need, but to claim it you must lose something dear." The man vanishes, and what was once a crossroads is now a single path leading towards Castle Oblivion. Sora and his friends set out to discover its secrets and gain what they must possess. Yet what will they lose in the process?  


THE LONG VIEW

THE HOOK: Developed as a sort of Kingdom Hearts 1.5, Chain of Memories serves as an intermediary point between the original Kingdom Hearts and its forthcoming sequel, Kingdom Hearts 2. But with its new card based battle system and isometric sprite based graphics, is it a worthy follow-up?

HOW IT LOOKS AND FEELS: It's funny how you can still get nostalgic for the pixilated days of sprite based games. Chain of Memories, like a lot of Gameboy Advance games, looks like a very polished and professional Super Nintendo game. The sprites and characters are extremely detailed and crisp with little noticeable nuances popping up from time to time. I'm surprised to see how well the designs behind a lot of the characters such as Sora translate into tiny pixel-based counterparts. You don't lose any of the personality already established in the characters; from Goofy's well-intentioned, but somewhat slow, bravery to Cloud's skulking intensity.

The animation is somewhat hit or miss in places however. Certain moves seem a bit jumpy, as if they're missing a few frames here or there. Attacks can be a bit repetitive looking as well and you'll see a lot of the same moves over and over again. On the other hand, the usual Square-Enix trademark flare for magic effects makes its mark well known. Summons are great and higher level magic spells pack quite a punch. A few of the bosses and stronger enemies also seem to have had a bit more attention paid to them.

The levels, while looking distinct and recognizable, are a big letdown. All the original areas from the first game return. You will travel from Agrabah to Halloween Town; maybe take a left at the Olympus Coliseum and end up in Wonderland. One of the mechanics of the game is that you build the world as you explore it. What this amounts to is collecting certain Map Cards that you use whenever you pass through a door you haven't explored before. This gives a chance to basically pick which room you will enter next. Some Map Cards create rooms full of weak enemies while other cards may create a save point or a Moogle Shop (where you can buy decks of cards). It sounds like a good idea, and there can be some strategic value to placing one room instead of another, but the actual design of each room is dull and uninspired. There is absolutely no exploration in the game and secrets are practically non-existent. The rooms are just randomly laid out cubes that vary in elevation and the amount of objects placed within them. Hardly the movie set-pieces brought to life in the original Kingdom Hearts game.

Using a fairly simplistic control scheme, Chain of Memories is quick to pick up. 'B' jumps, 'A' attacks and the shoulder buttons cycle your cards in battle. A handy map is accessible by pressing select and most menu-based selections (such as equipping your card decks) are available in the pause menu. About the hardest skill your going to have to work at when it comes to controls is pressing both shoulder buttons at the same time. Even I can master that, and I have a hard time putting pants on in the morning....though admittedly that may be due to events from the night before.

HOW IT SOUNDS: Square-Enix did the best they could given the GBA's somewhat poor sound quality. Memorable tunes from the original Kingdom Hearts game make their return in scaled back MIDI form. Though simplistic upon first listen, the songs actually exhibit a nice sense of charm if you give them some time. Especially if you're a fan of the original game's soundtrack to begin with. There are numerous instruments and a fullness to the music that grows on you. You won't be blasting this out of the Kenwood system in your car, but it's pleasant enough whilst playing.

As you'd expect, voice overs are non-existent (that blasted Haley Joel Osment eludes me again!) and the sound effects present are cheap feeling. Nothing is really wrong with them, they just resemble extremely down sampled versions of their Playstation 2 counterparts. Blips and bloops are present in spades.

EXTRAS: Sorry, no extras to make you feel all warm and fuzzy inside. Just remember though that all your friends who don't own a GBA will only be able to play Kingdom Hearts 2. They'll miss out on this little transitional storyline. Everyone from all around will come flocking to you for answers! That should make you feel good about yourself...or terrified if you're afraid of crowds.

CINEMATIC EXPERIENCE: Hold on a minute. FMV on the GBA?! OMG WTF? Sorry...yes, there are a few actual cinematics in this game and how Square-Enix got them to look so nice is still a mystery to me. They lack any sound effects or voice overs, but it's still a nice unexpected touch.

BEST PLAYER: Sora is initially the only playable character, but passing the game unlocks a secret that I won't go about spoiling for you. I'll just tell you that it will provide for a very different second play through the game.

CHEAT CODE YOU NEED: No cheats...sorry. I mean, you might be able to work out some system whereby you mark all your cards with a special magic marker so that you and your security guard accomplice can cheat the casino out of millions of dollars. However, you're not in Vegas and stealing is wrong.

CHEAT CODE YOU WANT: A pair of scissors. Being able to replace the Keyblade with a nice, sharp pair of scissors (none of these rounded tip safety scissors either) would be extremely handy. Then you could just cut your enemy's cards in two, throw them in their face and then proceed to beat that Heartless montser senseless with your own cards. Survival of the fittest!

OH MAN! MOMENT: A few of the boss battles, notably the final battle, exhibit such a frantic mix of dodging attacks, queuing up cards and trying to counter-attack that you will quickly learn that hitting your Gameboy will not help.

GLITCH ITCH: Not a glitch in sight.

FAN SERVICE: There is a surreal sort of pleasure in seeing original characters, classic and modern Disney icons, and trademark Final Fantasy personae all interacting in the same storyline. I summoned Simba from the Lion King to lay the smack down on Cloud from Final Fantasy 7 whilst on my way to defeat Hades from Disney's Hercules. How is that in any way normal?  


THE 2 VIEW

I loved the original Kingdom Hearts. There was something about it all that really felt original and compelling. Whether it was the storyline or the gameplay, I've always held it in high regard amongst the action-RPG genre. We should face facts too, Disney was always a part of our childhood and I'm sure that the vast majority of you reading this have fond memories of at least one or two classic Disney movies. (What Disney has become now is an essay unto itself - I'll get you some day Michael Eisner!). I suspect my admiration for the first game is part of the reason I was disappointed with Chain of Memories.

The game felt insubstantial; as if the decision to make this game a follow-up, but not a true sequel, somehow inhibited its potential. There is an intriguing storyline to follow, but not a meaty enough gameplay experience behind it to warrant countless hours of playtime. You'll find yourself hoping for something to break the monotony of moving from room to room collecting cards and battling bosses. If you're like me, you'll also feel sort of alone. Goofy and Donald don't follow you around anymore (they've been relegated the duty of serving as magic cards) and there is little to no NPC interactions at all. Any other characters present only show up during in-game story breaks.

What hampers the game most however is its battle system. The idea behind the card based battles is actually quite original and sounds fun, but it's an idea that can slowly degrade under the right circumstances. You are given cards to choose your attacks from and you have complete control over their order and place within a deck. Most cards are standard attack cards; you just smack the enemy with your keyblade. Other cards can range anywhere from heal cards to summons to special ability cards. You also have the ability to queue up a combination of cards to unleash more powerful attacks. For example, queuing up three Donald Duck cards will result in a much more powerful magic attack then if you had played each card individually.

The trouble stems from the fact that the battles take place in real time. While you are running around, trying to queue up cards for stronger attacks or shuffling through your deck, your opponent is blasting you with attacks and laying waste to your carefully concocted plans. Enemies use cards for their attacks as well, and it's possible to counter them and negate their effects, but everything moves at such a fast pace that it can grow disorienting at times. The key to success lies in how you arrange your deck of cards to deal with a certain opponent. You're going to want to stick your healing cards right next to each other; this way you don't have to go searching through your deck for that third Cure card so you can queue it up and cast Curaga.

I do enjoy the amount of customization you have over your deck of cards however. It can be quite fun to sit around and build that perfect deck so that you can really show Oogie Boogie who is boss. It's a trial and error sort of approach to success however and the level-up grind gets tough once you reach that mid 40's level. Unless you have the patience to collect just the right cards and build a strong deck, you're going to get frustrated quickly.

Chain of Memories isn't a long game either. It's over in around 5-6 hours depending on your skill level. If you bother to try and collect all the secret cards or you just enjoy leveling up, you might be able to push that into the 10-15 hour range but that's pushing it. Passing the game does unlock a secret mode that allows you to play through the game again. I'm surprised as to the differences presented in this mode and I'd encourage you to give it a shot.

Maybe the card based battles turned me off to the game. It's possible I didn't accept such a distinct departure from the original design as I could have. I just couldn't get into Chain of Memories though. Don't get me wrong, I'm glad I played through it as it has me all pumped up to find out what happens in Kingdom Hearts 2, it's just the game started feeling like a chore towards the end. Much of the personality of the first game seems to have been stripped away and Chain of Memories can be a bit of a rehash at times. You might have more fun with it then I did, however don't be surprised if you come away with a feeling of shallowness. A feeling that Square-Enix is somewhere off in your peripheral vision dangling a copy of Kingdom Hearts 2 whilst whispering "you'll get it eventually."  



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