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Rewind –>Top 10 Worlds We’d Love to See in ‘Kingdom Hearts III’




Editor’s Note: This article was originally published on January 9, 2017, but with the release of Kingdom Hearts III this year, we felt it wouldn’t hurt to share it again. 

The idea of merging the characters of Final Fantasy with the world of Disney is just one of those crazy accidents that somehow worked. I mean, who would ever have thought that this could be the kind of billion-dollar idea that you could build one of the most successful franchises in gaming history on.

There’s a lot of things that make the series work, from the likable characters, to the dark storyline, to the addictive gameplay, but one of the chief elements that really allows Kingdom Hearts to soar is the fantastic selection of worlds that Square-Enix and Disney chose for the player to visit.

From catalog mainstays like Pride Rock from The Lion King to more obscure choices like the nostalgia-tinged backdrop of Steamboat Willie, the worlds we’ve been allowed to explore in previous entries have made for some of the most memorable aspects of the franchise.

Now with the first real Kingdom Hearts game in 10 years on the horizon, we’re tallying up our list of the worlds we’d like to see brought to life with that gorgeous KHIII art style.

10) The Fox and the Hound (1981)


The tale of two childhood friends who are separated before meeting again as rivals seem custom built for the Kingdom Hearts franchise. The Fox and the Hound follows an orphaned red fox named Copper who befriends a hunting pup by the name of Chief. The two share an intimate bond and have a lot of fun together before being split apart and reunited at a later age in their lives when their more natural instincts and roles in the world put them at odds with one another. The only pitfall would be the possible need to shift Sora and co’s appearance dramatically to fit in, though it’s never stopped them before.

9) Monsters Inc. (2001)


A light-hearted yet touching film about a couple of monsters who form a special relationship with a little human girl, Monsters Inc. is the kind of heartwarming storytelling that Pixar has been excelling at for nearly two decades now. Even if it’s not the most natural fit for Kingdom Hearts, the characters are so charming that it would work with the simplest of ease and having Sully be such a natural surrogate partner for the Beast just makes it all the more compelling.

8) The Black Cauldron (1985)

Black Cauldron

Probably the least likely entry on this list, The Black Cauldron is an infamous bomb for Disney, and by some reports, it even came close to sinking the whole company. It’s not easy to pin down exactly why, but one of the most commonly cited reasons is the dark tone and imagery of the film, which made it a tougher sell to the young audience it was aimed at. Still, the grim tale of a young pig farmer and a princess rising up to challenge The Horned King (who might be the most terrifying Disney villain ever designed) would be right at home in the mythology of Kingdom Hearts.

7) Maleficent (2014)


Maleficent is one of the most important antagonists in the entire Kingdom Hearts mythology, and as such, a world exploring her origin story would be rich fodder for the universe of the series. Sora and company would be able to see their long-standing nemesis at a very different point and maybe even come to empathize with and understand her plight. It would work very much in the same way that the juxtaposition of Pete’s roles in the main game and in the Timeless River of Kingdom Hearts II did and add a lot of dimension to one of Disney’s and Kingdom Hearts‘ greatest villains. Bonus points if Maleficent joins your party in this world!

6) The Skeleton Dance (1929)


A very macabre piece of animation, particularly for the time, The Skeleton Dance is a wonderful short from the earliest days of Disney’s history. It concerns a group of skeletons having a party in the graveyard, complete with singing, dancing, and pulling parts of each other off to use as instruments. With the popularity of the Nightmare Before Christmas sections in the KH series, this short would be a great place to set another more horror-themed world, even if it just served as a brief diversion in the grander story. Seeing an animation like this brought to life with the KHIII engine would truly be a sight to behold.

5) Wall-E (2008)


Wall-E is a wildly inventive and extremely charming little film, particularly in its first half, and it’s easy to see why the forlorn little robot, Wall-E, would be a great addition to the Kingdom Hearts universe. The trash-filled, abandoned Earth would be an amazing place to explore, and having Wall-E on your team would be a wonderful change of pace as the writers and animators would have to challenge themselves to make him work together with Sora’s crew. Also, a space section really deserves to be done right after the lame-sauce that was the Lilo and Stitch world in Birth By Sleep.

4) Kiki’s Delivery Service (1997)


The works of Studio Ghibli have long been hallowed in the halls of animation, and with good reason. The filmmakers and creative minds of Pixar Studios regularly cite Studio Ghibli as a source of major inspiration for the tone and animation of their works. Kiki’s Delivery Service is one of Ghibli’s absolute best, and as the first film released by the studio after they partnered with Disney, it was even distributed in North America by the house of mouse. The story of a young girl getting used to what it means to be an adult during a series of coming of age trials, Kiki’s Delivery Service is an absolute marvel to behold, a gorgeous gem filled with wonderful characterizations and meaningful life lessons. It’s environments, characters, and especially the unique animation (imagine Sora and co suddenly being anime for this world) would be an absolute treat to behold on PS4 and Xbox One.

3) Toy Story 3 (2010)


The thing about this pick is that it’s heavily contingent on it being the third entry in the series, otherwise, it might be the number one pick. That could mean some tricky writing for the folks at Square-Enix, but hey, if they can somehow make sense of the Kingdom Hearts core mythology than they must be wizards right? Toy Story 3 is the kind of heart-breaking coming of age tale that would be the perfect mix for Kingdom Hearts III. A tale of longing, regret, and letting go of the past, this world would be a great setting particularly for Riku, should he take more of a center stage role in KHIII, as he did in Dream Drop Distance. To wit, the gameplay options of being miniature toys living in an oversized world cannot be ignored, while the host of great characters is just more reason to make this one a major priority.

2) The Sword in the Stone (1963)


Talk about a world that seems custom built for this series. As Sora heads toward his ultimate destiny and the final battle with Xehanort, what tale could possibly be a better fit from a storytelling perspective than The Sword in the Stone? This yarn about a young King Arthur who is destined for the sword Excalibur, and will one day go on to be the greatest hero his land has ever seen, despite being just a kid, is basically a poetic mirror for the story of Sora and the Keyblade, and with Merlin already an established character in the series mythology, this one only makes more sense the more you think about it.

1) Wreck-it Ralph (2012)


Could there possibly be any doubt? A film which explores not just video game culture in detail, but also the idea that we can choose our own paths and our own destinies in life, Wreck-it Ralph has to be the number one world we’d love to see in Kingdom Hearts III. The sheer amount of detail, the variety of tasks, and oh the mini-games–think of the mini-games! The story of a villain who just wants to finally do something good, Wreck-it Ralph is not just one of the best Disney films of the last decade but one of the best in the entire canon. It’s a touching tale with tons of great humor and a metric ton of video game references. It could be a bit of a licensing nightmare for Square-Enix due to all of the character cameos from other games, but it would absolutely be worth it for the Inception levels of meta it could pull off. Bonus points if we can get reformed villain Riku in this world as well.

So there you have it folks, our top 10 worlds for the final leg of this long-winded trilogy. So what did you think of our picks? Any you’d swap out? Let us know in the comments!

Mike Worby is a human who spends way too much of his free time playing, writing and podcasting about pop culture. Through some miracle he's still able to function in society as if he were a regular person, and if there's hope for him, there's hope for everyone.

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PAX South Hands-On: ‘Streets of Rage 4’ Balances Legacy and Innovation

Streets of Rage 4 embodies the original series’ elegant, action-packed design and revives it for a new generation.



Streets of Rage 4

From the moment I began my demo with Streets of Rage 4 at PAX South, it felt like coming home. It might have been more than two decades since the first three games in the Streets of Rage series perfected the beat ‘em up formula on the Sega Genesis, but courtesy of developers Lizardcube, DotEmu, and Guard Crush, this legendary series is back and in good hands. This brand new entry aims to recapture all the style and balance of the originals, while introducing innovations of its own. If my demo is any indication, the game is set to achieve that.

Streets of Rage 4 uses the same elegant level design that set the original trilogy apart back on the Genesis. The gameplay is simple: keep walking to the right, taking out every enemy in front of you with all the jabs, kicks, jumps, and special moves at your disposal. If anything, the controls feel better than ever before, with an added level of precision and fluidity that simply wasn’t possible on older hardware.

Streets of Rage 4

That’s not to mention the new move sets. Beat ’em ups might not be the most complex genre around, but Streets of Rage 4 adds the perfect level of depth to the combat. It has the same simple jabs and kicks found in the original games, but spiced up with the potential for new combos and even a handful of extravagant new special moves. With new and old fighting mechanics, this new entry features plenty of room to experiment with combat but never loses the simple, arcade-like charm of the originals.

Streets of Rage 4 revives the series’ rage-filled and action-packed style for the twenty-first century

The demo included series staple characters like Axel and Blaze, yet I opted to play as an all-new character: Cherry Hunter, a guitar-wielding fighter whose move set felt very distinct from classic characters. Her movement is speedy, certainly faster than Axel but slower than Blaze, and her guitar provided for some unique melee moves. Like the new mechanics, her addition to the character roster helps shake up the Streets of Rage formula just enough, while maintaining the core beat ’em up simplicity that made the series special in the first place.

Streets of Rage 4

Streets of Rage 4 might innovate in a few areas, but one thing that’s clearly remained true to form is the difficulty. It boasts of the same old school difficulty that characterized the original games. The classic and brand new enemies are just as ruthless as ever, mercilessly crowding in around you and can easily overwhelm you if you’re not careful. However, just like the originals, the fighting feels so satisfying that it’s easy to keep coming back for more action.

Amid all these changes and additions, perhaps the most obvious (and controversial) change is the visual style. While the original series used detailed pixel art, Streets of Rage 4 instead boasts of an extremely detailed handcrafted art style, in which every frame of character animation is painstakingly drawn by hand and environments are colorful and painterly. Thousands of frames of animation go into each character, and the effort certainly shows, making every punch, kick, and other acts of violence a breathtaking sight to behold.

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences.

Some fans have complained that the game loses the series’ spirit without pixel art, but DotEmu marketing director Arnaud De Sousa insisted to me that this simply isn’t the case. Pixel art wasn’t an artistic choice back then – it was a matter of necessity. If the developers could have designed the game to look exactly as they wanted, regardless of technical limitations, then it likely would have looked just like the luscious hand-drawn visuals of the current Streets of Rage 4.

That’s not to mention that, as De Sousa emphasized, the Streets of Rage games are defined by looking different from one another. The third game looks different from the second, which looked different from the first – and now this new entry has twenty years of change to catch up on. Thus, it only makes sense for this new entry to adopt a radically new graphical style after all this time.

Streets of Rage 4

Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences. The difference between De Sousa and myself is perfect evidence of that. He grew up playing the games in the 90s, whereas I wasn’t even born when the original trilogy became such a phenomenon and only played them years later in subsequent re-releases. Yet here we were, standing in the middle of a crowded convention and gushing about decades-old games. We might have had extremely different experiences with the series, but that didn’t stop us from appreciating the joys of stylish beat ’em up action.

“A good game is a good game,” De Sousa told me, “no matter how old.” That’s the attitude that Streets of Rage 4 exemplifies. It revives the series’ rage-filled and action-packed design for the twenty-first century. And with a release on all modern platforms, more players than ever will be able to rediscover the simple pleasure of wielding your bare knuckles against thugs of all types. Between the new art style and the solid gameplay, Streets of Rage 4 is looking like an incredibly welcome return for this iconic franchise.

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An In-Depth Analysis of FIFA’s Career Mode



Fifa’s Career Mode

It’s a well-known fact that career mode on FIFA has been a long-neglected element of the best selling sports games series of all time. But for soccer fans who want to pretend to be a football manager, but also want to personally play the game, FIFA is currently the main option.

The problem is: for a 60 dollar game, almost nothing about FIFA career mode works properly. 

Two of the most game-breaking bugs in FIFA career mode are so bad that it fundamentally makes the game unplayable for those who want to feel any sort of immersion. 

The first is a bug that makes it so that top teams will sign many more players for a position than they could possibly need. 

For example, Bayern might end up signing 6 or 7 great center backs, and then only play three or four of them, while what they really need to sign might be a winger or a fullback. 

This leads into the second huge issue: even when a team like Bayern HAS 6 or 7 great center-backs, they will STILL often choose to start second or third-string center backs! This often leads to top teams languishing at 12th or 13th in the tables by the end of the season, which makes absolutely no sense whatsoever.

Everything about this image is wrong. Everything. The top three teams in this table shouldn’t finish higher than 7th more than once every ten seasons between them, and teams that should finish first and second aren’t even in the top eight. 64 points near the end of the season for first place is also a very low number. 

There’s been plenty of other issues as well. Even on the highest difficulties, AI on both defense and ESPECIALLY offense ranges from poor to horrible, with the AI on offense rarely actually running at the defense (making defending boring and unrewarding), leaving players like Messi or Hazard to not even try to use their incredible dribbling ability and speed and instead pass away the ball as soon as they get it. 

Instead, the most common way the AI scores are by performing a janky, unrealistic and clearly scripted pinball, with impossibly precise passes between 4 or 5 players before the ball ends up in the back of the net. 

Another major problem with the game (though some might call it simply a feature in presenting a more arcade-like, less realistic take on soccer) is your ability (if you’re a big club) to buy multiple huge players and bring them to your club easily in your first season, making the game an absolute cakewalk. 

After years of incompetence and the ignoring of career mode’s many issues, however, EA finally faced serious backlash with the release of FIFA 20–the most broken iteration in the series yet. 

For a while, #fixcareermode was trending on twitter, and reviews blasted FIFA for its litany of issues, like players going on precipitous declines in stats right when they reach the age of 30.

Yet these bugs were treated by some in the media as a first time thing, issues that had only appeared in the latest iteration. They weren’t.

As one Reddit user noted to Eurogamer: “In the last few years, every FIFA game released has had bugs that ruin the immersion. Teams not starting their strongest lineups and unrealistic tables have been an issue not just for FIFA 20 but earlier editions. Our cries for patches and change have fallen on deaf ears. The community has been grossly neglected.”

The linked article by the Independent above wasn’t accurate in other ways, either. It claims that only simulated matches suffered from the bug of teams not playing their best players, and other articles have claimed that this bug only occurs when a big team plays against a small team. 

But neither of these claims is accurate. 

Fifa’s Career Mode

You could play against a top team like Barcelona, and you could also be a top team like Real Madrid, and Barcelona would still consistently field third or fourth-string players over the likes of Messi against your team. 

This wasn’t an occasional thing, either. At least three or four top players were benched for players 20 or more points below them every game. Every. Single. Game. 

I haven’t even mentioned the commentary in FIFA, which is so buggy and so immersion-breaking in its disconnection from reality that it’s more immersive to just turn it off entirely. 

What is so infuriating is that that many of the bugs seem like fairly minor fixes (commentary issues aside), something that seems like it would take no more than a few hours of rooting around in the code to figure out whatever misplaced number value was causing the issue.

The fact that these major issues have existed for at least no less than SIX years (FIFA 14 was the first game I played) indicates definitively how little EA cares about its products, and how little the designers care about actual football or delivering an enjoyable experience out of Ultimate Team. 

Of course, Ultimate Team alone in 2017 accounted for almost a third of all of EA’s revenue from sports titles, so it’s somewhat understandable why Ea focuses most of its attention on that element of FIFA.


But with the amount of effort put into the new “futsal” mode in FIFA 2020, or the three campaign-like “Journey” modes from FIFA 17 to FIFA 19, one wonders why the developers couldn’t have spent just a little more effort to fix a mode that was in many ways fundamentally broken.

FIFA have made certain changes to career mode over this period, so it’s not like they’ve ignored it entirely. But the changes made to career mode in the six years I’ve played it have all either made the game much worse, slightly worse or had no great effect. 

The major changes over this period have included: 

A slightly updated youth system, which has suffered from its own serious bugs over the years, such as youth prospects never gaining stats in sprint speed or acceleration so that you end up getting stuck with players with 50 to 70 speed for eternity; a widely disliked training system for players that is utterly broken and unfair, allowing you to train players to abilities well beyond what is even vaguely realistic within a matter of a year or two; a new display screen for your team; the removal of form; the slight modification of morale; adding the ability to talk with your players; and, last but not least, transfer cut scenes which are the most incredibly pointless wastes of time in any sports game, both for the player and for the developers–at least they’re skippable. There is the ability to customize your manager–perhaps the most positive change made in this six-year period. But that’s still stunningly sad given that you will very rarely actually see your manager at all. 

None of these modifications, you may have noticed, go any way towards fixing the fundamental issues with the game, issues which have been pointed out to EA year after year.

It’s fair to say that one of the main reasons that FIFA got away with what it did for so long was not thanks to the players, but the media. 

Year after year, reviews for FIFA received solid scores (hovering around the low to mid 80’s), whereas user reviews were usually much lower. It was only this year that media reviews seriously pointed out issues with the career mode. 

The fact that FIFA received so much better reviews from reviewers as compared to players is easily explained away by the fact that the former usually play the game for comparatively shorter times, and therefore tends to miss a lot of the details. 

In response to the recent outrage which had finally reached a degree of publicity that EA could no longer ignore, EA finally patched some of FIFA’s issues, like the problem of teams not fielding their strongest lineups at least semi-frequently. This was a huge step towards making career mode not fundamentally broken, but whether or not the other most glaring issue of teams like Juventus signing 9 80+rated strikers (yes, that happened in my game once) has been solved remains to be seen. Given that I mostly gave up on the series after FIFA19 continued the same problems of its predecessors, I don’t think it’ll be me that finds out.

  • Evan Lindeman
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‘Atelier Ryza’ Warms the Heart No Matter the Season

Atelier Ryza excels at creating a sense of warmth and familiarity, and could be just what you need during the winter months.



atelier ryza

The Atelier series is something of a unicorn in the JRPG genre. It isn’t known for its world-ending calamities or continent-spanning journeys; in fact, it’s quite the opposite. The small-town feel and more intimate storytelling of Atelier games has made them some of the most consistently cozy experiences in gaming, and Ryza is no exception. No matter if it’s this winter or next, here’s why Atelier Ryza is the perfect type of RPG to warm your heart this winter.

Ryza starting her alchemy journey.

Like a Warm Blanket

Unlike protagonists from other entries in the franchise, Reisalin Stout (or Ryza for short) has never stepped foot in an atelier or even heard of alchemy at the start of her game. Instead, she’s just a fun-loving and mischevious girl from the country who spends her days in search of adventure with her childhood pals Lent and Tao. It’s this thrill-seeking that eventually leads the trio to meet a mysterious wandering alchemist and learn the tricks of the trade.

The entirety of Atelier Ryza takes place during summer, and it’s clear that the visual design team at Gust had a field day with this theme. In-game mornings are brought to life through warm reds, yellows, and oranges, while the bright summer sun beams down incessantly in the afternoon and gives way to cool evenings flooded by shades of blue and the soft glow of lanterns. Ryza’s visual prowess is perhaps most noticeable in the lighting on its character models, which are often given a warm glow dependent on the time of day.

The cozy sensibilities of the countryside can be felt elsewhere as well. The farm Ryza’s family lives on aside, the majority of environments are lush with all manner of plant life, dirt roads, and rustic architecture. Menus feature lovely wooden and papercraft finishes that simulate notepads or photos on a desk. Townspeople will even stop Ryza to remark on how much she’s grown and ask about buying some of her father’s crops. Everything just excels at feeling down-to-earth homey.

The titular Atelier Ryza.

An Intimate Take on Storytelling

Kurken Island and the surrounding mainland feel expansive as a whole but intimate in their design. This is partially due to the readily-accessible fast travel system that Atelier Ryza employs; instead of a seamless open world, most players will find themselves jumping from location to location to carry out quests and harvest ingredients for alchemy. However, there’s still strong incentive to explore the nearby town thanks to tons of random side quests and little cutscenes that trigger as players progress through the main story.

It’s an interesting way to tackle world-building. Instead of relying on intricate dialogue like The Outer Worlds or massive cinematic cutscenes like Xenoblade Chronicles 2, Atelier Ryza lets players get a feel for its world rather naturally through everyday conversations. These scenes run the gamut from Ryza’s parents yelling at her to help more around the farm to running into and catching up with old friends who’d moved overseas. They’re unobtrusive and brief, but the sheer number of them gradually establishes a cast that feels alive and familiar.

The town drunk and Lent's father, Samuel.

Of course, post-holidays winter is also the season for more somber tales. The relationship between Lent and his alcoholic father is striking in its realistic depiction of how strained some father-son relationships can become.

The narrative escalates subtly: An early cutscene shows Mr. Marslink stumbling onto Ryza’s front lawn thinking it’s his. Then an event triggers where the neighborhood jerks tease Lent about being the son of the town drunk. Lent’s house is a small shack pulled back from the rest of the town, and visiting it triggers one of the few scenes where Ryza can actually talk to Mr. Marslink himself. The situation eventually reveals itself to be so bad that it completely explains why Lent is gung-ho about being out of the house whenever he can.

Though Lent’s general character motivation is wanting to get stronger and protect the town, it’s the heartfelt insights like these that make him much more relatable as a party member. Atelier Ryza features no grand theatrics or endless bits of exposition, but instead favors highlighting interpersonal conversations as Ryza continues to learn more about the people and world around her.

Atelier Ryza

Cozy games rarely get enough credit. Just like the Animal Crossing series or Pokemon: Let’s Go provides players with a warmth that can stave off the harshest of winters, Atelier Ryza succeeds in being the lighthearted, touching JRPG fans wanted. It’s both aesthetically pleasing and heartwarming in the way it builds out its world and cast of characters, and seeing Ryza gradually grow more confident and capable is a joy unto itself. If you’re in need of a blanket until Animal Crossing: New Horizons comes out in March, you can’t go wrong here.

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