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Amazon.co.jp have put up a listing for Volume 8 of the official Kingdom Hearts II manga series, revealing that the new volume will release in Japanese on July 22, 2014. Thanks go to @ArikaMiz for the tip.
Update: Thanks to @h141127 (Shiro Amano) the cover for volume 8 of the Kingdom Hearts II manga has been released online. You can view it below.

Disney nearly made an animated TV series for Kingdom Hearts. Seth Kearsley, the rejected TV series' director and writer, released a storyboard on deviantART dating back to 2002. Here, he reveals that a short pilot episode was producted, but that Disney eventually decided to not go ahead with the series. You can view the storyboard below, and also read his words that he posted on his DeviantArt page.
This goes back to about 2002. Only the first game had come out at this point. I was hired by Disney TV animation to develop and direct an animatic for a possible Kingdom Hearts animated series. I played the first game from beginning to end and was so excited to get this opportunity. This would have been the perfect thing for me, especially because of my action/comedy background with Mummies. It was dark. It combined anime and classic disney characters. Are you kidding me? This was awesome. I also had control of the script on this so it was INCREDIBLY DARK...but then so is the game. The darkest moment in the pilot was when Maleficent possessed Riku after he snatched the lamp. That's the very last panel here. You'll notice a series lack of backgrounds in these boards. There was a pretty good reason for that. As part of the project, I was able to go to the Disney Animation Archives. The episode took place on Agrabah, so I pulled actual production BGs from Aladdin and boarded with it in mind that I would use this backgrounds.
This is one of those projects I really wish I could go back and have another crack at. Especially with the technology now. Looking back at these drawings, I can't believe how small some of them are. I also can't believe I inked them and did marker tones on all of them. I must have been temporarily insane.
At any rate, the pilot animatic tested exceptionally well but it was decided there wouldn't be an animated series because they planned on making many more games. WHO KNOWS...there could be a Kingdom Hearts animated series at some point.
------
I actually played the entire game myself to the end and tossed the script they originally had because it read more like an episode of Aladdin guest starring the characters from Kingdom Hearts. I wanted to be very true to the game without just copying the game. The episode took place in Agrabah and centered around Sora and Riku trying to get the lamp, which was the key to Argrabah. It started on the island the way the game starts so we could meet Sora, Riku and Kiri then it turns into a bit of a nightmare and Sora wakes up on the ship with Donald and Goofy as they're approaching Agrabah. We see Riku with Maleficent and Jafar. Riku and Sora meet up in a fight against the heartless in the streets. They both go for the lamp. As soon as Riku touches the lamp it's as though Maleficent has control of him and ultimately Sora gets the lamp away from Riku before a giant heartless hand pulls him through a portal. SOOO....quite a lot of information to get through in a 7 minute pilot presentation.
Ultimately, it tested very well but there was so much respect for the Japanese Director who was doing the games and there were still so many games in the works that they didn't want to muddy the water with a series. Who knows. Maybe they'll still do one down the road. When I see Disney acquiring Marvel and then LucasFilms, all I think is, "Those would be awesome worlds to battle heartless."
It would have been such an amazing show. With the pilot, I actually went to the Disney Archive and pulled production backgrounds from Aladdin to use as backgrounds for the pilot and then did the board with those backgrounds in mind. So when Sora and Riku were fighting in the streets, it was the actual backgrounds from the movie. When Riku grabs the lamp, it was the background from when Aladdin grabbed the lamp. My plan was to do that for all of the lands they would visit in the series. I felt that using the actual backgrounds would not only save a bunch of money it would keep us from recreating the wheel for each of those lands and it would have a visceral effect and make you feel like you had seen this before. I thought it would do an interesting thing to the brain of any hardcore fans.
So...yeah...it was the coolest project that never got off the ground for reasons that had nothing to do with the project itself but more company wide strategizing.

Update: @_branden_ of @khunion has conducted an interview with Seth Kearsley, the series' director and writer. You can listen to it here, or below on YouTube.

Square Enix has updated the official Japanese website for Kingdom Hearts HD 2.5 ReMIX. Included in this update is new screenshots and renders along with screenshots recently released but now in HD resolution. Also included is a few screenshots comparing the original version of Kingdom Hearts II to the HD remaster's version. It also confirms that upon completion of Kingdom Hearts II Final Mix you will unlock a custom PlayStation 3 theme. You can view all the added screenshots, renders and comparison images below, in our gallery.

Characters
Worlds
System
Comparison
Game Informer have conducted an interview with the co-director of the Kingdom Hearts series, Tai Yasue, to discuss Kingdom Hearts HD 2.5 ReMIX and Kingdom Hearts III.
Here, Yasue reveals many details about the development of HD 2.5 ReMIX, teases some of the game's additions and new cutscenes, explains the team's thoughts on a possible Dream Drop Distance HD release, mentions some trophies to be included in the collection, and explains the current progress on Kingdom Hearts III. The interview is definitely worth a read, so check it out at the link below.
Kingdom Hearts III Co-Director Teases What's To Come, Reveals More On 2.5
The official Kingdom Hearts channel on YouTube have uploaded a new trailer for Kingdom Hearts HD 2.5 ReMIX, titled "Interactive SD/HD Comparison Trailer". This trailer shows the visual differences between the original releases of Kingdom Hearts II and Kingdom Hearts Birth by Sleep, and their remastered Final Mix appearances in the HD collection. You can view the new trailer below.

Update: The official Japanese website for HD 2.5 ReMIX has been updated with the Japanese version of the trailer. You can view it here.
Kingdom Hearts HD 2.5 ReMIX, the upcoming HD collection containing remasters of Kingdom Hearts II Final Mix and Kingdom Hearts Birth by Sleep Final Mix, as well as a Theatre Mode of Kingdom Hearts Re:coded cutscenes, releases on October 2, 2014 in Japan, December 2 in North America, December 4 in Australia, and December 5 in Europe.
RPG Site have conducted an interview with the co-director of the Kingdom Hearts series, Tai Yasue, to discuss Kingdom Hearts HD 2.5 ReMIX following its appearance at E3 2014. Here, Yasue talks about the development of the game, hints at possibilities for inclusions in Kingdom Hearts III and more. You can read the full interview at RPG Site, or check out our summary below.
Kingdom Hearts HD 2.5 ReMIX
- Kingdom Hearts 3D [Dream Drop Distance] was not included in this collection, since the game released very recently (within the last 2 years), and thus only Birth by Sleep and Re:coded were considered for inclusion. There are no plans for a HD release of Kingdom Hearts 3D and they haven't decided anything, but it is on the table-- and might "perhaps" be considered later for "something like" a downloadable title.
- The Re:coded cutscenes are 3 hours long, with 2 hours being "totally new". This will explain some more back story to other Kingdom Hearts titles.
- Many things were considered for inclusion in the HD collection, but ended up being decided against so as to not delay Kingdom Hearts III even further (since the same team is making KH3 & KH2.5). These things were-- making Re:coded into a full game, multiplayer in Mirage Arena (which is now single player, with a challenge system where you can accrue bonuses, better balance, and updated boss AI), and lastly, capes in Birth by Sleep (which would have required costly and difficult animations). To be clear, all of this was decided against in order to focus more on Kingdom Hearts III.
- 70-80 people worked on HD 2.5 ReMIX, including around 35 people working on cutscenes, 5 programmers, and an unknown amount of designers, sound staff and more.
- There's a possibility that the HD collections will be considered for the PlayStation Vita, but the initial focus was concentrating on the PlayStation 3-- later, they will look at considerations for other platforms and evaluate the markets and schedules.
- Regarding a collector's edition for HD 2.5 ReMIX in the West, they are looking into what they can do, but nothing has been finalized yet.
Kingdom Hearts III
- When asked about the possibility of Star Wars and Marvel based worlds, Yasue said "Star Wars and Marvel is great, but I of course can't make any announcements at all!"
- Later, Yasue brought up the movie Frozen after being asked about the world selection process-- "On a personal level... I would really like Frozen. The snow, ice formations and story are very magical, the music too of course. I saw it with my daughter and it was very enjoyable."
- There is "always the possibility" of releasing another Kingdom Hearts title before Kingdom Hearts III. They are "taking into consideration a lot of different titles", but nothing has been decided on yet.
Chapters 46, 47, 48, 49 and 50 of the Kingdom Hearts II manga have appeared online, thanks to taime, catmaster0116 & corfidbizna. You can read these chapters below, in our gallery. This completes volume seven.
Manga → Kingdom Hearts II → Chapter 46

Manga → Kingdom Hearts II → Chapter 47

Manga → Kingdom Hearts II → Chapter 48

Manga → Kingdom Hearts II → Chapter 49

Manga → Kingdom Hearts II → Chapter 50

Square Enix Japan have issued a new press release containing screenshots and renders from the remaster of Kingdom Hearts II Final Mix, included in Kingdom Hearts HD 2.5 ReMIX. These new images have appeared in articles on websites such as Famitsu.com, 4Gamer.net and Gamer, and can be seen in our gallery below.
Update: Staff translator goldpanner has translated the majority of the article from Gamer, summarizing some of the recent information we have learned about Kingdom Hearts HD 2.5 ReMIX. Thanks to her, this translation can be read below.
Checking out the game content of Kingdom Hearts 2 from the PS3 compilation work Kingdom Hearts -HD 2.5 ReMIX-!
20/6/2014 Here is the information we published on Kingdom Hearts -HD 2.5 ReMIX-, one of the titles from Square Enix's PS3 Kingdom Hearts -HD 2.5 ReMIX- compilation, to be released 2nd October 2014.
~
The release date for Kingdom Hearts -HD 2.5 ReMIX- has finally been announced for October 2nd. Today we will introduce one of the titles from that compilation: Kingdom Hearts 2.
STORY
One year ago, Sora adventured through the worlds as a hero of the Keyblade. At the end of that journey King Mickey and Riku were left behind the 'Door to Darkness', and the journey will not end until they have brought them back.
On various worlds, a group of powerful Nobodies called Organisation XIII have been closing in. It looks like a new journey for Sora and his friends has already begun…

New features in Kingdom Hearts 2 for PS3!
The base for the HD remake is KH2 Final Mix, the international version of KH2 released in Japan with extra features.
The FM is jam-packed with extra features that even those who already played the original version of KH2 can enjoy. Additions are not limited to cutscenes and a secret movie; you can also battle unique enemies and tough bosses. (And on top of that, there is additional maps, forms, weapons and collectable content.)
Be moved anew by even more beautiful cinematics!
The high resolution in this HD version means, of course, that the textures of the characters and backgrounds have been updated to the newest kind. Meet rich, expressionate characters in even sharper, more beautiful worlds.
From 'English audio, Japanese subs' to 'Japanese audio'!
The voices of the characters, which were in English in Final Mix, have been changed to Japanese. Now you can connect even more deeply with the story.
A new reward for completing the game!
Clear the game, and you can get yourself a PS3 custom theme as a reward!
Trophy support!
Try and get them all!
Update: The official international website for HD 2.5 ReMIX has been updated with all the screenshots above without any Japanese text. You can view them all here, in our gallery.
Kingdom Hearts HD 2.5 ReMIX, the upcoming HD collection containing remasters of Kingdom Hearts II Final Mix and Kingdom Hearts Birth by Sleep Final Mix, as well as a Theatre Mode of Kingdom Hearts Re:coded cutscenes, releases on October 2, 2014 in Japan, December 2 in North America, December 4 in Australia, and December 5 in Europe.
Japanese publication Game Watch have conducted an interview with Tai Yasue, the co-director of the Kingdom Hearts series, to discuss Kingdom Hearts HD 2.5 ReMIX following its appearance at E3 2014, along with a small mentions of Kingdom Hearts III.
A lot was discussed and revealed in this interview, including, but not limited to:
- Work on HD 2.5 ReMIX started in Spring 2013
- Mirage Arena (now single player) has had its battle movements and AI regulated, plus a challenge mode component added, where you can receive medals and bonuses for clearing
- A "secret episode" was added to the Re:coded movie (which is 3 hours long), which will connect the "missing links" of the other Kingdom Hearts titles
- You will receive a custom PS3 theme for each title cleared
- You will receive "additional things" for continuing on from KH1.5
- When asked about the possibility of the HD collections coming to PS4 or Vita, Yasue said that it's hard to comment, and right now it's only for PS3-- but since 1.5 and 2.5 are first developed on the PC and then for other platforms, it is technically possible, and they will keep listening to fans
- The KH3 teaser shown at the end of the E3 2014 HD 2.5 ReMIX trailer is the beginning of KH3, and talks about the Keyblade War. It is central to the story of KH3
@sqexgal has posted a full translation of this interview, and thanks to her, it can be read below.
- Following Kingdom Hearts 1.5, Kingdom Hearts 2.5 is in it’s final stages of development. With the know-how acquired with KH1.5, was developing KH2.5 that different? Was it easier? Or on the other hand, was it more difficult? Yasue: When we started KH1.5, we had trouble figuring out just how we were going to HD-ify it, but by the time we approached KH2.5 we had it figured out. Technically it’s better, but the staff themselves feel more reliable too. (Laughs) I feel like the team is accustomed and I don’t have to worry too much. Things went smoothly.
However, as a creator there are things that I want to see happen too. If time allows, there are parts I want to elaborate more on. As a result, KH2.5 feels more extensive. As a whole, programmers, designers, UI designers, effects people, etc., basically everyone did their part in carefully remaking it. We really pushed each other. (Laughs)
- It sounds like you had an “if we can do it, we will” kind of attitude.
Yasue: You could say that. We pushed the textures to the limit of the PS3’s capabilities. It really made the programmers crazy. We HD-ify to the max of the PS3’s potential.
- Were there things that you fussed over specifically?
Yasue: Well to start, both KH2 and BBS are games with good reputations, so I figured we’d work without changing their charms. I wanted to leave what you see on screen the same, but prettier. The original KH2 had a screen ratio of 4:3, but now with a 16:9 ratio it feels more open.
BBS was for PSP so it already had a 16:9 ratio, but we made a lot of necessary adjustments to the polygons and textures. For example, Keyblades seem kind of thin in the PSP version, so we made them appear thicker. Being fastidious like this really improves the quality. We especially spent a lot of time making all three playable characters, Aqua, Terra, and Ventus, look their best.
- Under what kind of structure does development take place?
Yasue: The Osaka team does the mother lode of work relating to KH2.5 and KH3, while cooperating with Tokyo staff. They are working on KH3 while working on KH2.5. There are staff working on KH3 that are pretty involved with KH2.5 as well. Programmers working on KH3 and KH2.5 are completely separated, however designers and planners related to cutscenes etc. work on both.
- It sounds like they work fluidly for such a large team.
Yasue: They do. It’s more efficient to make titles in the Kingdom Hearts series as a team since many people have inherited know-how they can share with each other.
- Do you feel like it’s a unique structure or rather, a better way of doing things?
Yasue: I think that it’s good since everyone motivates each other to keep busy in high spirits. You could say that working as a team keeps productivity consistently high. Normally when one thing ends, that’s one conclusion, but I feel like this isn’t the case, we keep moving. In that sense, no one ever rests. (Laughs) Lately whenever I talk to the character section leader, he stares at me like a deer in the headlights. (Laughs)
Also, when we’re making KH3, it’s pointless if we don’t understand where the series’ merits are. It’s why the new people added to the team come along knowing the merits of the first KH and KH2 as well as what was good about BBS. It’s an environment where they can inherit invaluable skills and knowledge.
- It seems in many cases specifically planners are working on both titles, must they have a good grasp on the details of the storyline?
Yasue: Of course that’s necessary. Since Nomura depicts such a terribly grand storyline, even members of the development team sometimes have trouble keeping track. Therefore KH1.5 and KH2.5 are being put together is so it’s easy to get a good grasp of what’s going on. We wanted players to relive these titles on the PS3 so they could easily grasp the foreshadowing presented in the past works.
- Obviously KH1.5 and KH2.5 are considered prerequisites for players of KH3, are they necessary for the development team too?
Yasue: When we started the KH3 project, we were also starting the plans for KH1.5 and KH2.5 too. There are staff who haven’t played the series, as well as those who haven’t played since their original release, so the remixes are a refresher for the team too.
- KH1.5 and KH2.5 envelop 3 games each, and if you include the 3DS title, Kingdom Hearts 3D Dream Drop Distance, that’s 7 titles total. You don’t see stories that are spread over so many titles very often.
Yasue: It really is expansive, so it’s tough to grasp. But, that’s also one of it’s merits. The more you see of the past, the more you’ll understand why things happened in the present. I think it’s fun to put everything together in your head. I think it’s something player’s enjoy together.
- About how long has KH2.5’s development period been?
Yasue: Programmers started working spring of last year. We started with researching the data and structure of KH2 and BBS, and then we built the foundation for the remake. Around fall the designers and planners were working on it too and we were in the flow of HD-ifying.
- Was it easy to prepare the original KH2 data for use on the PS3? Did mishaps happen like losing original data or it being unusable on other hardware?
Yasue: Regarding that, we were able to use KH2’s data. The original data had been made extremely detailed. However, it’s still necessary to treat it before putting it on PS3, adding details to the characters, background scenery, and textures. I think in comparison, KH2.5 looks exceptionally beautiful. Like I mentioned previously, the screen is wider, so the gameplay has inherently improved, for example it’s easier to see an attack approaching from the side in battle.
- I had a chance to play it, and I felt like the redone textures look fantastic.
Yasue: If we’re talking about BBS, the texture data of the characters is about 4 times the original. The data for KH2 isn’t that different, but nevertheless all of the textures were retouched.
- I’m sure that when you HD-ify a game, the impressions about the original version are bound to change. Things like, “I can see too much now!” or “I can see that the facial nuances have changed somewhat.” What do you think about that?
Yasue: We prepared in anticipation for that kind of response. Particularly regarding the character’s faces, we were very careful to retouch without changing their expressions. Part of Kingdom Heart’s charm is the non-realistic graphics and Disney animation type depictions. Even when we raise the graphic quality, our concern isn’t to make things more realistic, but rather we aim to have smoother gradations, brighter colors, and keep the Disney-esque merits.
- We talked about the screen ratio changing in the HD version, but one of the other issues that cropped up was that since more of the screen was visible on the sides, the cutscenes unintentionally showed things they weren’t supposed to. How was that handled? Were there a lot of scenes like that?
Yasue: Yes, since the screen ratio change in KH2 was a big difference, there were plenty of spots we needed to change. Spots where the effects were lacking, animation was suspended, or the menu didn’t appear at all, etc.
- How was working on different hardware? Speaking from the programming side, were you able to transplant the shaders smoothly?
Yasue: We were able to inherit the structure itself as is and we made it with the intention of retouching things in detail rather than just boosting the original presentation. For example, the KH3 shaders being made for the PS4/Xbox One are altogether different, we didn’t add a lighting mechanism to KH2.5, the original data is reproduced and retouched.
- I’m sure when you brought BBS, originally a PSP game, to the PS3 there was a lot of spec room for improvement. Did you come across any hardware restrictions with this HD remix? Or were you able to improve the PSP quality base to the utmost?
Yasue: That’s right. Like with KH2, we aimed to use the PSP data as a base and then increase the resolution and amount of texture data. We retouched as much as the PS3 could handle. While the fundamental structure didn’t change, we increased the quality as much as possible within the PS3’s limits.
- How about the loading timing and frequency?
Yasue: That hasn’t really changed compared to the original. Just like the original version, the loading time exists while the PS3’s memory is being maximized to create the best quality image.
Back when we were doing trial and error on KH1.5, the programmers were really troubled by this. This time the know-how acquired from that experience helped work go more smoothly, so to that extent it was easier and allowed designers to do more within the limits.
- Have the game controls and systems become easier to use than the original?
Yasue: BBS certainly changed, since it was originally on the PSP. We arranged the controls to suit the PS3, making the camera easier to use, etc. The PS2 and PS3 operability are close to each other, so there aren’t any big changes to KH2.
- BBS had a world called “Mirage Arena” where players could use multiplayer, is that still the case?
Yasue: We’re redone the Mirage Arena so it’s an enjoyable place in singleplayer mode. We’ve regulated the battle movements and AI as well. We’ve also put in a challenge mode component, where you can receive medals and bonuses for clearing.
- The Nintendo DS title Kingdom Hearts Re:coded is being remade into an HD cutscene compilation like 358/2 Days was in KH1.5, could you tell us more about that?
Yasue: Compared to 358/2 Days, there is more footage in this compilation. 358/2 Days had about 2 hours worth, but Re:coded is about 3 hours long. We had originally planned for it to be shorter, but.. it just kinda grew and grew. (Laughs)
One of the features in this compilation is the inclusion of new cutscenes that were once battle scenes in the original. Including the battle scenes in between intervals makes the story easier to understand. Voices were added to the story outline cutscene as well as all the new cutscenes. The camera production was improved as well, as fit for an HD version of Kingdom Hearts.
In addition, we added a “secret episode” thing, though I can’t talk about it’s contents. When you watch it, it’ll connect the missing links of the other Kingdom Hearts titles and deepen your understanding of the story.
- I see. Are there any other new elements?
Yasue: You’ll receive a custom theme for each title you clear, as well as trophy content and additional things for continuing on from KH1.5. As for game content, the original version is popular enough so we didn’t change anything. We devoted our power to making it look as beautiful as possible.
- Most of the staff must have a deep fondness for the series, has there ever been occurrences where out of that fondness, they’ve become too nitpicky?
Yasue: Heh, well. (Laughs) There are character designers on the Tokyo team that have been working on the series since the first Kingdom Hearts, they definitely love Kingdom Hearts. They did amazing retouching work on the characters this time, but they also said, “There’s not enough memory for this.” (Laughs)
All the staff on the team really love Kingdom Hearts. When they get picky, it’s hard to compromise with the PS3’s specifications. I did my best, shouldn’t they be happy?
- Speaking of discerning refinement, have you ever looked at an enhanced scene and said, “Oh this scene looks beyond recognition…”
Yasue: Honestly, I feel that way as a whole whenever I see the enhanced scenes. Recently, when I watched the scenes in the Pirates of the Caribbean world, I really noticed how pretty it was with the wide screen, the enhanced details, and vivid colors. The KH2 fight with Roxas is really good too. Even the gummi ship menu looks really nice. I feel like as a whole it’s generally beyond recognition. My first impressions are how striking and clear it is. I think anyone who sees it will understand.
- You’ve worked on both HD compilations, KH1.5 and KH2.5, as well as Kingdom Hearts 3D, so from your point of view, what is the being reflected in the Kingdom Hearts tites?
Yasue: That’s a tough question. (Laughs) Especially since it’s such a grand story and we’re approaching the ending point of the Dark Seeker chronicles. We’ve been foreshadowing since the beginning and adding new things as well. When Nomura says something new about the Kingdom Hearts universe or story, even sometimes I am surprised by what he reveals.
Since old things from the past titles are important and pop up somewhere new, they don’t feel old. The titles are always fresh. Especially since we work with Disney, who is also putting out new content as we go along. There’s steadily more to work with. You never grow weary working on Kingdom Hearts titles.
- Among the titles that you didn’t work on the original versions of, are there parts that you were particularly impressed with or surprised by?
Yasue: There’s a fair amount to be impressed with. Right now, just about everyday I’m working on KH2 boss fights in KH2.5, and I am really impressed with how well the Organization XIII members were done. If you don’t figure out how to fight them, you’ll definitely lose. I think that a really good job was done on them. When I win, I really savor the feeling of achievement.
Also, even on things that I worked on in the past, I’ve completely forgot about since so much time has passed, When I’m replaying, I remember the schemes and think, “Oh, you’ve got to go about it like this!” Especially in BBS. Most recently I was playing Ventus’ chapter in the Cinderella world, checking how the enemies flew about when you ride on the ball of yarn, and got the urge to play for real. BBS was my first title, and developing a game system with new elements was really stimulating. On that point, KH2 is very refined, it’s something that anyone can be deeply moved by. Even people who aren’t heavy gamers can enjoy it.
- A wide variety of gamers are Kingdom Hearts fans, it must be important for the games not to be too simple but not too complicated as well. On the other hand, I think there’s a gap when often you are pitted against a challenging boss.
Yasue: That’s how it is. There’s always a scene with a boss that appears offering some resistance. I think as a whole there is an impression that the series is for light gamers, but if you play it you realize that’s not the case. Those kind of challenges are one of the content’s charms that I want to exploit, the challenges give players a chance to savor their victory. It’s something that I don’t plan on changing from hereafter.
By the way, that kind of battle balance hasn’t been changed in KH2.5. The original versions of KH2 and BBS are popular among players so we didn’t change anything. We progressed there without tampering with anything.
- I see. How is the current development status?
Yasue: Right now each part is just about finished up, one of the last things we’re doing is embedding the cutscenes. After this we’ll be debugging. At this rate we’ll meet the sale date without any problems.
- This time at E3 there were demo’s for KH2’s Halloween Town and Beast’s Castle as well as BBS demo’s of Ventus’s cute search in Castle of Dreams, Terra’s battle in Enchanted Dominion, and Aqua’s chapter from story to boss in Radiant Gardens(this report orginally said Dwarf Woodlands, but that seems to be a mistake). Was there a reason for picking these specific settings?
Yasue: Well, they’re all settings that I particularly like. I like the atmosphere of the Halloween Town and the Christmas costumes, and I really like the boss fight at Beast’s Castle.
As for the BBS scenarios, in Aqua’s demo you see a good glimpse of the story as well as how the 3 main characters are connected. Also the boss in her demo is one of the fairly powerful ones in the whole of BBS. In Terra’s demo we see a somber cool man in a tough spot make a choice, and in Ventus’ demo we see a cute pop atmosphere setting. Those worlds were some of the first ones that were planned, so they are unforgettable places.
- Speaking of E3, do you pay attention to how many overseas fans the series has? Or how excited they are for the series?
Yasue: There are a lot of fervent fans overseas as well. It’s also a Disney title but on it’s own it’s really loved. When it’s time for E3, you can really feel it. When we announced KH3 we streamed the trailer online, and the overseas fansites exploded with excitement. You might say that seeing that kind of reaction gives me strength as a developer. It made me want to do my best for the fans.
Contrary to thinking that most people who play the Kingdom Hearts series are just playing for fun and take it lightly, there are a lot of people who feel a deep enthusiasm for it. The same is the case in America.
- It seems there a lot of people who don’t really play games, but when it comes to Kingdom Hearts, they become hardcore about it.
Yasue: Indeed. There seem to be quite a few people who are strictly Kingdom Hearts fans. They’re very special players, I don’t want to disappoint them.
- With so many people who are passionate about the series, the pressure must be terrible.
Yasue: I guess. But when I look at the comments online, they’re mostly warmhearted. I’m terribly thankful for it.
- Speaking of the fans opinions, this time the HD releases are on PS3, but I feel like a lot of fans might have wanted them on a different platform. For example, on PS4 or PS Vita. What do you think about expanding development onto other platforms?
Yasue: Immediately, it’s hard for me to comment about that. Right now it’s only on PS3. Since KH1.5 and KH2.5 are first developed on PC and then onto other platforms, I think it’s technically possible, so I’ll keep my ears open to the fan’s voices.
- There was a profound scene at the end of the new trailer presented at E3, what’s the significance of it?
Yasue: That is a portion which also becomes the beginning of KH3, talking about the time of the Keyblade War. How long ago was it compared to the current point in time? (Wry laughter) It’s important and becomes central to KH3. Nomura was really picky about that scene. Even though this time we’re showing just a teaser, the scene and atmosphere have been determined.
- It’s because it connects KH2.5 to KH3, right? I feel like the scene demonstrated the merits of the teams working on both KH2.5 and KH3 moving from one work to the next. The Kingdom Hearts series is extensive, I imagine that it must be truly hectic making titles for it.
Yasue: I don’t think it’d be possible without the team continuing on as a group. We’re always continuing, and when new people are added, they’ll inherit the base knowledge from their peers. If the staff isn’t familiar with Kingdom Hearts’ merits and tastes and they don’t become experts about the series, we couldn’t make the series.
As a series it’s huge, so I think that engaging in development would be difficult without flexible people. You have to be particular about the series and the direction of the game’s nature, but also be particular about the Disney titles too. Each Disney title has specifics that need to be adhered to as well. You have to make something new while paying respect to the original and exceptionally flexible correspondence is required.
Regardless of what I say, it’s because the creator Tetsuya Nomura is firmly fixated himself. He’s very easy to work with, and he doesn’t stir. He’ll clearly suggest something and say, “This goes like that.”
- Lastly, a word to the fans please.
Yasue: Without bending to the self-satisfaction of developers, we enhanced KH2 and BBS as a whole for the fans who loved them. The quality has improved greatly thanks to the time and labor of over 70 staff. I think it’ll be a fresh experience for those who haven’t played the originals before and for those who replay it, I hope that they appreciate how beautiful it’s become.
Right now the details are being steadily tweaked and finished up very, very carefully. An ending point is reached in Kingdom Hearts 3 and I think if you play KH2.5, you’ll be able to enjoy KH3 even more.
Japanese publication 4Gamer have conducted an interview with Tai Yasue, the co-director of the Kingdom Hearts series, to discuss Kingdom Hearts HD 2.5 ReMIX following its appearance at E3 2014.
Here, Yasue details the E3 2014 gameplay demo, goes in-depth into the graphical and sound improvements to the titles within the collection, describes the team's relationship with Disney, and lastly confirms that Kingdom Hearts III will conclude the first stage of the Kingdom Hearts story, the 'Dark Seeker Chronicles'.
Our translator goldpanner has created a full translation of the interview for us, and with a big thanks to her, you can read it below.
[E3 2014] See that gorgeous, unfading charm once again in Kingdom Hearts -HD 2.5 ReMIX-. Our interview with Co. Director Tai Yasue. At E3 2014, held on the 10th June North American time, Square Enix had a demo of Kingdom Hearts -HD 2.5 ReMIX- for Playstation 3 on display.
This title is a compilation of three works: The 2007 Playstation 2 title Kingdom Hearts II Final Mix, the PSP title re-released in 2011 as Kingdom Hearts Birth By Sleep Final Mix, further remade in HD, and the story of the 2010 Nintendo DS title Kingdom Hearts Re:coded available for experiencing as a HD cinematic work. It is to be released in Japan on October 2nd 2014.
This time 4Gamer asked Co. Director (game designer), Tai Yasue of Square Enix, about the goals and enthusiasm that went into development of this title.
4Gamer: Thank you very much for speaking with us today. Along with Kingdom Hearts -HD 1.5 ReMIX- (hereon 1.5), Kingdom Hearts -HD 2.5 ReMIX (hereon 2.5) is announced as a title that bridges all the games in the series as we head towards the release of what will be the newest title, Kingdom Hearts III (hereon KH3), isn't it?
Tai Yasue (hereon Yasue): Yes. Right from the beginning when we were starting KH3 we had plans for 1.5 and 2.5. We had two goals. First, as our titles had been released on various platforms as things went along, we wanted to unify the series on the PS3. Second, as this is a long series that is over ten years old, we wanted a tight presentation of the story for hopeful new players and those whose memories of the games were a little rusty. This story is so full of foreshadowing that even I have been like, 'what was this again?' before (laughs).
4Gamer: At E3 this year, you had a playable version of 2.5 on display, didn't you? We heard that it was the English version of the one unveiled at the end of 2013 at Jump Festa 2014.
Yasue: Actually, the E3 version had quite a few adjustments to it. For example, in Kingdom Hearts Birth by Sleep (hereon BBS), Terra and the others had more actions.
4Gamer: So of course it wasn't exactly the same. So, you could select out of two stages from Kingdom Hearts II Final Mix (hereon KH2) and three stages from BBS. What was the reasoning behind including those particular stages?
Yasue: For KH2, I chose two that I loved, Beast's Castle and Halloween Town. I wasn't involved in the development of KH2, so I wanted to share with everyone the bits that moved me as a player myself.
4Gamer: Is that so. So those were your favourite stages then, Mr Yasue (laughs). What about BBS, for which you were involved with developing?
Yasue: I wanted people to experience Enchanted Dominion from Terra's story, which had some thorny battles, and Radiant Garden with Aqua and the bonds between all three main characters. Then, I chose Castle of Dreams with playable Ventus because, again, I love that bit. I was really pleased with the three-dimensionality of exploring the map and the cute developments.
4Gamer: Being able to attack the enemies while rolling on top of that ball of wool is fun. There are also quite a lot of enemies, so crushing them feels nice, like popping bubble wrap.
Yasue: Yeah, I got pretty excited about that when I was making it, too. I remembered that, which is why I wanted to put it in the demo this time. I think it's a nice display of the various things you can play with in the maps, which is one great thing about BBS.
4Gamer: Now, please tell us about the things you altered for 2.5. First, how about KH2?
Yasue: With KH2, we left the character models as they were, and just changed the textures. We made the colours vivid enough to be astonishing, and the Disney worlds feel even warmer than before, or I think so anyway. Of course, not only the characters and backgrounds but the sound, the UI, the effects, all elements have been upgraded.
4Gamer: Did you remake the textures for this title?
Yasue: First all the textures were made all pretty and HD by the programmers, the designers took that further by adjusting each one by hand. In BBS, the original amount of textures on a single character was quadrupled, so Aqua and the others are very pretty now.
4Gamer: We have heard that in other titles, when making characters for HD remasters, fine-tuning is necessary to keep the same impression of their faces and the like, as it changes. How was 2.5 in that regard?
Yasue: We had many members who have been involved with the series for a very long time who understood that issue thoroughly, so we moved forward without too much trouble on that front. The KH series has a very particular setup and design, so if you get that even a little off, it feels like a completely different thing. That's why it was necessary for everyone in the team to inherit an appreciation for what is 'KH-esque'. We had quite a large number of people compared to previous teams, with quite a few people from both the Osaka and Tokyo teams, so the designers etc would have a teleconference every morning, constantly taking care not to hurt the shared vision.
4Gamer: What would be an example of something 'KH-esque'?
Yasue: As a game, it being something everyone from casual to hardcore gamers can enjoy is something, I think. While on one hand it's comparatively simple to advance through the story, where it's unrelated to the advancement of the story, the enemies you fight are incredibly tough. Also, we don't make it so that you can't win without following a specific process, we make it so that the player can battle in whatever style they enjoy.
As for the art and the look of the universe, it's hard to put into words (laughs). The KH series has a unique, specific look to the universe that comes from a precise image that Nomura (Mr Tetsuya Nomura) holds, though. As for the direction the graphics take, it's a particular type of vivid colour and smooth gradation, I would say.
4Gamer: For something that difficult to put into words to be shared by a team…
Yasue: Yeah. There were times when we had ideas that would have gone through in another team, but we said 'KH doesn't go like this'.
4Gamer: We see. Now, this may be a little trivial, but we'd like to hear about the screen ratio. The PS2 version of KH2 had the usual 4:3, but now it's 16:9, isn't it?
Yasue: In cutscenes there were a lot of effects that cut off and animations that weren't moving in places, so we had to remake quite a few parts to work in 16:9. In battles the field of vision has widened so I think it's easier to play.
4Gamer: Now let's talk about BBS. It was originally a PSP title, wasn't it? Compared to the two titles remade for 1.5 and KH2 in this compilation, which were all for PS2, we're sure it was different to work on.
Yasue: The biggest difference was, obviously, the graphics. We changed the models and textures of the menus, characters and backgrounds drastically. For example, the Keyblades in the PSP version look quite thin, but on the PS3 we made them look proper and thick.
4Gamer: We were definitely hit with the impression that it's more beautiful than we had expected for a game that was originally on PSP.
Yasue: The controls, too. There are more buttons on a PS3 controller than on a PSP, so we reallocated the controls, and assigned the camera to the right stick.
4Gamer: Is that so. Now, please tell us about Kingdom Hearts Re:coded (hereon Re:coded). Kingdom Hearts 358/2 Days, also for the Nintendo DS, became a two hour cinematic work, didn't it.
Yasue: Re:coded in 2.5 is three hours. In the beginning we had thought to make it about two hours, but it just kept getting bigger. Within those three hours is about one hour of the original's cutscenes made HD, and a little over two hours of new content.
4Gamer: You mean there's more new content than not?
Yasue: Yeah, there are parts from the DS game that weren't originally cutscenes, plus battles and events, all made into cinematics. Its a huge volume of content, and I hope the fans are pleased with it.
4Gamer: When developing 1.5 and 2.5, what was the criteria behind deciding whether to remake a game or turn it into a cinematic work?
Yasue: It's really a platform problem. To be honest, trying to make a Nintendo DS game work on a PS3 would require the same effort as making a completely new game. That's why we've done it like this, placing priority on the story and making them into cinematic works.
4Gamer: Now, what about the sound? For 1.5 the sound was modified to be compatible with 5.1ch surround sound. Is 2.5 the same?
Yasue: Yes. For this title, we have added strings performances using an orchestra. Under the supervision of Ms Shimomura, about 90 tracks for KH2 were recorded from a 40 person strings ensemble in Boston, USA, and remixed. The next biggest task was enviroment sounds. We added a huge number of environmental sounds that we had been unable to add to BBS due to the limitations of the PSP, such as the sound of running water from fountains. And of course, it's compatible with 5.1ch.
4Gamer: From everything you've told us so far, it sounds like you've put great thought into even the smallest things in the 2.5 remake.
Yasue: Yeah. With 1.5 we worried over what to do about the gameplay side of things, but this time we got that done smoothly with time to spare, so we designers could pick on all our little hang ups until we wanted to strangle ourselves (laughs). The more you try to fix a hang up the further it goes, and how far should you go? You draw and draw and draw… and the retouches pile up.
4Gamer: What is an example of one of your hang ups?
Yasue: The thing that stuck out most to me was, as I said before, the BBS characters. We obsessed over their textures, in particular, til they became quite pretty. Also, we rehauled the menu screen so it would look nice. I think because of that, the designers had more of a hand in this title than they did in 1.5.
4Gamer: So, on the other hand, were there any things from the old games that you didn't want to change when making them HD? You said before, Mr Yasue, that you were a fan of KH2. Perhaps you had such thoughts for that game?
Yasue: KH2 was very well made as a game, so rather than put my foot in it, to begin with I focused on giving the graphics an upgrade. As a creator, at times there are things I think I want to change, but that's because I tend to get a big head. With this title I left the the popular gameplay and game balance as it was and steadily worked on politely upping the quality for the PS3. As with BBS, we didn't change the basic gameplay.
4Gamer: Mr Yasue, you are usually in Osaka, aren't you. Is it inconvenient to divide the teams between Tokyo and Osaka? Before you spoke of the importance of a shared view on what is 'KH-esque'. It sounds difficult to do so without being able to meet face to face.
Yasue: It's true that when we didn't understand something we weren't able to ask someone right next to us straight away, but it wasn't really that much of an issue. We had teleconferences with the Tokyo team, and once every one or two months everyone from both teams would all get together for a meeting. As development of the series has gone on the teams have grown in membership, and it would actually be difficult for all of us to gather in one place. I think using various tools to communicate is the only option. Rather than thinking of us as the Osaka team and the Tokyo team, my image is that of one KH team, with members working in different places.
4Gamer: Is that so.
Yasue: It's thanks to the obstacles that we can make something so good, just as it's only thanks to limitations that we come up with solutions. What's more, dealing with the intellectual property of Mr Disney, like 'I don't think Winnie the Pooh would really do something like this', is connected to how we maintain the universe of KH, I believe.
4Gamer: Have there been cases where the expectations of the Disney side and the interpretations of the KH team have been different?
Yasue: Of course. We factor that in, moving forward with detailed communications. The Disney representative is actually extremely passionate about the KH series. That means the content is very important to both our companies, and we discuss our hang ups with each other.
4Gamer: So how does the procedure go? Does the KH team propose something and ask for Disney's judgement?
Yasue: It's case-by-case, but generally the KH team designs a plan to do with the content of the game, and then we share information with Disney. Of course, every time we make new graphic models or art we have them check it.
4Gamer: Making each title in 2.5 into HD, was there anything particularly charming about the series that you noticed all over again?
Yasue: Just now I've been playing the Organisation XIII Replica Data boss battles over and over, and I get really fired up. If I'm not watching like a hawk I can't dodge the enemy attacks. I think that's really well done.
4Gamer: It may be rude to sound surprised, but the bosses in KH2 are pretty difficult now, aren't they. We played the demo, and it being our first time in a long time facing those bosses, we wondered whether it had always been that hard.
Yasue: Me too. I retried Axel's Replica Data 40-50 times before finally beating him.
4Gamer: As you said before, you didn't change the game balance, did you.
Yasue: No, we didn't think to make it any harder. Maybe my gaming arm is getting weak in my old age (laughs).
4Gamer: We can't deny that either (laughs).
Yasue: One more thing I noticed was that the graphics in KH2 were generally made gorgeously. I felt that all over again thanks to the HD. Looking at it now, I think the charm hasn't faded at all.
4Gamer: Are there any other points in 2.5 that you'd like players to pay attention to?
Yasue: Rather than anything in particular, just the whole thing. In 2.5, and 1.5 was the same, everything has been made so carefully, and I'd love for players to see that for themselves. We have layered so many tiny details to finish something so pretty, and I'd love players to see that.
Also, parts of Re:coded have been remade completely, and I'd love for players to enjoy the story through the beautiful graphics.
4Gamer: I think perhaps you conveyed the same thing just now, but playing the demo of 2.5, we realised we couldn't feel the age of the KH series at all. Perhaps that's due to its unique charm, there really is no other title like it.
Yasue: Yeah. When you actually play it, you do remember how 'games were great in the old days', but that's not all there is to its charm. Even compared to games today, it has accomplished a particular and clear uniqueness. Of course there are exceptions, but the graphics and content in many AAA games these days are aiming for realism, and puzzles and card games are prevalent among those aimed at casual gamers. Among all those is the KH series, with absolutely gorgeous graphics that tend towards fantasy rather than realism and have all the warmth of Disney animation. That's connected to originality, I think. It's evolving in a different direction than even other titles from Square Enix, such as Final Fantasy and Dragon Quest.
4Gamer: If that's how it goes, the more you develop it the less you'll be able to use other titles for ideas.
Yasue: That's true. Rather than comparing it to other things, we take the stance of 'KH is like this'. We are even careful when we introduce the vibes of the intellectual properties Disney grants us, too, so maybe that's another reason you don't feel the age of the series.
4Gamer: Have you come into contact with any Disney works lately?
Yasue: I went to see Frozen with my kids, and that film moved my adult self and my children alike. I think it's such a pure, wonderful movie, and I want to keep on making a KH series that isn't aimed at particular people either, something that children and adults alike can enjoy. As I said before, the KH series can be enjoyed by both casual and hardcore gamers, and while the story has deep elements, it tells of a universal theme that anyone can understand: friendship. Also, from a developer's point of view, I thought the depiction of the ice crystals in Frozen was amazing.
4Gamer: So, what do you think the difference is between a standalone Disney work and the KH series?
Yasue: One selling point of the KH series is that within one title there can be many attractions. For example, in KH2, Pirates of the Caribbean is aimed at a relatively older demographic, while Atlantica would appeal to those looking for a cuter universe. The point is that the charm of several works are neatly included and presented in one game. The various characters and stories are beloved for a reason, and it's important for us to bring them to life in ways that don't damage that.
4Gamer: Is that so. For example…?
Yasue:Of course, it doesn't feel good to change the stories of the famous Disney films. That's where we have to be clever about incorporating the story of the Dark Seeker and making a game. We make the experience of playing the game completely different from just watching and hearing the story, so we direct the tension and emotions of the game experience somewhere away from where the stories of the Disney films took place.
4Gamer: Is there a scene in particular that you think expresses this well?
Yasue: Well for example, Ventus' part from BBS which I chose for the recent demo. That took place before Cinderella was to meet the prince at the castle, and actually, the mice and Ventus were collecting materials for her dress. The KH series depicts the growth of the heart, and I think that part manages to express what Cinderella's story first did, 'belief in dreams'. On the gameplay side, it's interesting to explore the huge, three dimensional map from the unusual point of view of being mouse-sized.
4Gamer: Behind the scenes of Cinderella's story, the player can experience another story where they are the protagonist.
Yasue: That structure of KH is somewhat close to Disneyland, don't you think? There are so many worlds with different atmospheres, each with their own stories, and you, the guest, get to have so many experiences within them, which makes it fun. When I think about developing gameplay for KH, sometimes I picture walking through Disneyland. For example, when you enter Disneyland, when you walk a little way in, Cinderella's castle suddenly comes into view before you. The KH series, too, has you venturing down long roads, wondering with excitement what will show up at the end of them. And right at that moment, a castle appears, or maybe a boss battle was waiting.
4Gamer: 1.5 released in March 2013, and 2.5 will release roughly a year and a half after it, on October 2nd 2014. Is that how you first planned?
Yasue: Yes. As we head towards the release of KH3, we wanted to offer 2.5 for everyone. Fortunately, development went off without a hitch.
4Gamer: This makes us hope… maybe we will be able to play KH3 without much wait after 2.5….
Yasue: At this stage I can't make any comments regarding a release date, but we are working hard. KH3 changes the fundamental structure of the series so far, so we have to do a lot of research as we go along, but the plans for our content and ideas are steadily moving forwards.
4Gamer: Fans of the series will be wondering what worlds will appear next.
Yasue: Yeah, our ideas for that are moving forward pretty steadily too. At this stage I can't say anything though (laughs).
4Gamer: We heard that KH3 will mark the completion of the first stage of the story.
Yasue: That's right. The 'Dark Seeker Chronicles' that have been developing through the series so far will be concluded.
4Gamer: Hearing that, our anticipation is now even higher. And lastly, a message for all those KH fans out there waiting impatiently for the release of 2.5.
Yasue: Among the 2.5 development team are many people who were originally fans of the KH series. In making this HD version, every member of the team was strongly aware of the need to treat the past games with utmost care. We have created the graphics piece by piece carefully and steadily, so please play it and see the world of KH in even more beauty. If you play 1.5 and 2.5, you will gain a deep understanding of the story of KH, and your experience of KH3 will be even richer!
4Gamer: Thank you very much.

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