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KH13.com have finished recording and uploading each cutscene from the recently released Kingdom Hearts title, Kingdom Hearts Birth by Sleep. These cutscenes can be viewed and downloaded from our Birth by Sleep cutscenes page in our video archive. Thanks to gold_panner who translated the cutscene names. If you reupload or use these scenes anywhere, please link back to KH13.com. Also, if you notice a problem with any of the scenes, please report it and we will fix the problem. Thanks.
The latest issue of Famitsu magazine has included an interview with the director of the Kingdom Hearts series, Tetsuya Nomura. This interview discusses the future of the series, as well as a possible Final Mix for Kingdom Hearts Birth by Sleep. FF-Reunion have written up a script of this interview, and Kingdom Hearts Insider have translated it. The full interview can be read at our forum.
The February 25, 2010 issue of Famitsu Weekly magazine has included an article concerning Kingdom Hearts Birth by Sleep. This article contains an interview with Birth by Sleep's development team, which discusses the development of the game and implies that the English version will contain extras. Kingdom Hearts Insider have translated this article, and it can be read below.
Realising the Absurd Volume -- How did the Osaka development team get the chance to make 'Birth by Sleep'?
Yoichi Yoshimoto: It started around the end of June 2005, when Nomura (Tetsuya, creator of 'Kingdom Hearts') said "Let's get the Osaka team to make a new 'Kingdom Hearts' game."
Tai Yasue: At that time we hadn't decided what kind of 'Kingdom Hearts' title to make, so we were feeling our way while playing 'KHII'.
Yoshimoto: At first there was a period when we planned to develop it for the Playstation 2.
Yasue: We were making something very different to 'Birth by Sleep', with Sora as the prototype for the lead role. Then Nomura started writing the "Birth by Sleep" plans, so we worked on making our plans fit with his.
-- After that, you were asked to manage 'Re: Chain of Memories', right?
Yoshimoto: Yes. About half a year into making 'Birth by Sleep', Nomura asked us, "Could you make 'Re: Chain of Memories'?" There was less than a year until the development deadline.
Yasue: That's right (laughs). But it was a really good experience. We learned that the development process was very different in the Osaka and Tokyo teams, and came to understand the high level of quality required for making a Disney title.
-- Was the exchange of ideas between Osaka and Tokyo difficult?
Yasue: We had regular teleconferences, and each section's leader participated, so it wasn't too bad. More than anything we tried to follow Nomura's plans to the letter, and said, "Let's aim for a title that has the exhiliration of the 'Kingdom Hearts' series." Our course of action was always clear. During crunch times we'd shut ourselves up in the office for days, and it was our first experience of such a difficult development process, but everyone worked proactively and the team felt like a single whole.
-- This game has a lot of volume, did you plan to have this much from the start?
Yasue: Yes, we did. It's better to set high goals, so we prepared a plan with a pretty impossible amount of content, and even from the start said, "Let's put in a connectivity feature too." To be honest, I only thought we'd be able to fit about half of it in (laughs), but when you look at the finished product, we fit everything in and didn't have to remove anything. It's kind of unbelievable, if I say so myself (laughs).
Yoshimoto: I thought there were too many Commands, and we wouldn't fit them all in (laughs).
Yasue: At first Nomura told us he wanted to put in more than 512 Commands, and we thought that would be impossible. But we started adding this and that, and various actions, and sorting out the balance between the three characters, and consequently ended up with almost 1000 actions. I was really surprised (laughs).
Fields of Obsession
-- Is making the 'Kingdom Hearts' series different to making other games?
Yoshimoto: I think it's quite different. Careful attention is paid not only to the graphics, but to all the individual parts. Every detail is made perfect, to a level that goes further than anything else. There are some extraordinarily high hurdles, but that naturally makes for a good final product.
Yasue: I think it was a particularly good experience for the designers. The Tokyo team helped by supervising, and lent us their know-how. There was a lot of enthusiasm for further developing the ideas we hadn't been able to fit into 'Re: Chain of Memories' and including them in 'Birth by Sleep'.
-- What kind of elements were they?
Yasue: There were a variety, but one was the level design comprising fields. To fit with the card-based 'Re: Chain of Memories', rooms are generated to make a path to fit the user's movements. But in the fields of 'Birth by Sleep' we created various games. This time there are complicated three-dimensional maps, and there's a fair bit of freedom in choosing which path to follow, so I think we managed to include some of the fun of exploration.
-- Pete's Funhouse in Disney Town is a particularly trying map.
Yasue: Since it isn't necessary to complete that place to clear the game, we made it somewhat difficult. The desire for more complicated maps in 'Birth by Sleep' actually came from Nomura, so there are some places where we were particularly conscious of it.
-- Pete's Funhouse is definitely one of those places, but the arrangement of treasure chests is also impressive.
Yasue: They seem kind of nasty don't they (laughs). We wanted each of the three protagonists to have a different experience, so we even changed the locations and contents of the treasure chests.
Yoshimoto: It's a struggle to reach treasure chests in difficult places, so we made the contents worth the effort.
-- Finding the Prize Pots that drop the raw materials for ice-cream is also difficult (laughs).
Yasue: Yoshimoto arranged that one. He snuck it in right at the end (laughs).
Yoshimoto: I thought it would be fun to find them unexpectedly. Then later I thought that if Prize Pots were put in high places, it would be annoying to attack them and fall off cliffs, so I decided to do that (laughs).
-- Speaking of which, are there some conditions for making Prize Pots appear?
Yoshimoto: If you haven't cleared the storyline, the first time you go to the right place they will definitely appear. After clearing the game, it's luck as to whether or not they'll appear. Whether or not they appear is decided the moment you enter the map. Furthermore, in some places there are conditions like defeating all the enemies in the area, or waiting a little while.
Commands with Unique Effects
-- Were the Prize Pot and ice-cream elements related from the start?
Yoshimoto: No, at first we planned to have gourmet enemies that would drop all kinds of cooking ingredients that you could collect to make something. Along the way we decided, "Let's make ice-cream," and ended up using the Prize Pots for collecting ice-cream ingredients.
Yasue: In 'KHII' there was sea salt ice-cream, so maybe in the past there were various kinds of ice-cream (laughs).
-- There's an unusual abundance of ice-cream varieties. That's some devotion to design.
Yasue: A female planner was in charge of that. Recently there's been a new shop where they sing while making your ice-cream, so we referred to that and looked at various ice-cream menus to make them.
-- Was the idea to change Command Style by eating ice-cream there from the start?
Yasue: No, at first ice-cream was ice-cream, and Styles were Styles - they weren't connected at all. But when the idea to use ice-cream as equipment for Commands came out, I really liked it and adopted it (laughs). In the early days of development Nomura had indicated that he wanted lots of different Commands. I thought about adding elements of communication for connectivity, and put in Commands for use outside battle like 'Confetti' and 'Joy'.
-- Commands like 'Joy' say in their explanation that, "Something special might happen." What's that about?
Yasue: If you use Joy after defeating enemies, your experience points will increase. Confetti can make your attacks critical. And 'Fireworks' changes your attacks' damage to 7.
-- Why 7!?
Yasue: It's Lucky Seven, so it's a bit mysterious (laughs). Also 'Taunt' will draw the enemies' attention towards you, so you can protect the friends you're fighting with. If you want to get the bonus medals in Mirage Arena, you should use it at a particular time.
-- 'Break Time' is a strange Command too.
Yasue: That one was born because we wanted to put in something that would be interesting to watch. There were staff in charge of the motions of each protagonist, but for Break Time I gave them the freedom to make any kind of interesting movements. If you get the inputs right you can recover HP and Focus, so it has some pretty good effects (laughs). The staff in charge of the characters made interesting things that reflect the protagonists' usual movements. Ven is always moving around a lot, so the staff gave him a breakdancing Break Time move to match that.
-- So was the person in charge of Aqua's motion a woman?
Yasue: No, it was actually a man. We had a lot of trouble wondering how to show her femininity and her severe strength. It was a process of trial and error, and there were times when Aqua would do something like walk a bit bow-legged, and we'd say, "That's too masculine!" (laughs).
A System Made of All the Best Bits!?
-- What sort of concept was the Deck Command system born from?
Yasue: Deck Commands incorporate elements of both 'Kingdom Hearts II' and 'Chain of Memories'. Changing styles with Style Change, and the dynamic movements, are from 'II', and deck construction is from the card system of 'Chain of Memories'. I think it's a well-balanced system, mixing the strategy of rearranging your deck with the exhiliration of easy management.
-- Powering up and synthesising Commands with Command Charge is pretty addictive.
Yoshimoto: To be honest, we didn't realise that Command synthesis was going to be as fun as it is. We thought it would be kind of a bonus, rather than the main element (laughs). But it matched the Command growth system, and we fit it in really well.
-- Powering up Commands with the Command Board is a great idea.
Yasue: At the start Nomura had said, "I want to be able to power up using some kind of dice game," and we had no idea what he meant (laughs).
Yoshimoto: In the early days of the development of 'Birth by Sleep', Nomura said in an interview, "There's a growth element that will be very surprising," and we were surprised too (laughs).
Yasue: The Command Board affects the difficulty; we made it so that even first time players can enjoy playing. But it didn't end up like a simple dice game, and we put in a gimmick where you move while rolling along on top of a cube.
-- Why are the conditions for powering up Finish Commands different to those for regular Commands?
Yasue: That was because I thought some elements of play should be woven in. There are techniques with all kinds of abilities, so I want people to enjoy playing around with them.
-- We were surprised to hear that there's a technique for which one condition for powering up is the number of times your HP has dropped to zero (laughs).
Yasue: I don't know anything about that (laughs). If you equip "Last Live", its conditions are fulfilled when you receive damage that should take your health down to zero, so please put it to good use!
Exhiliration is a Fundamental Part of the System
-- Was the Style Change set up to make it easier to change into a particular style?
Yasue: There's no preference. Internally, each Command you use adds points towards each style. Then when your Command gauge is full, you transform into the Style with the most points. This isn't explained in the game, but there are Commands that make it easy to switch into each style - using Tornado makes it easy to change into Cyclone.
-- So what kind of concept did the D-Link system come from?
Yasue: Nomura had said he wanted to be able to use Commands from distant people, and that it would be nice to be able to use the Commands of other people you'd connected to and played with.
Yoshimoto: Thinking back, when we were expanding on the concept for the new system, as well as being able to use other people's Commands, we wanted people to be able to take them home and power them up.
Yasue: The D-Link has a gauge design for each character, preserving the look of their Disney worlds, which we made in our spare time. I really want people to try out various characters with the D-Link. I'm a bit forgetful (laughs).
Yoshimoto: If you don't experience D-Link for yourself during the game, the last part of Ven's chapter might be hard to understand. It's a bit of a special event, so please make sure to try out the D-Link.
-- During boss battles, the powerful, exhilirating Shoot Lock system is vital.
Yasue: That's true of other moves too, but the Shoot Lock system is a particularly exhilirating concept. It was in the plan from the very beginning, way back in the first stage of Nomura's ideas. Many systems underwent various changes along the way, but Shoot Lock has been this way since the start, the same as in Nomura's plans.
Yoshimoto: Speaking of shooting elements that appear during battles in the 'Kingdom Hearts' series, there was only really the Wisdom Form in 'II', and we explained that we wanted to power that up. We thought it would be exhilirating, but there were a lot of systems like that, and the protagonists kept getting stronger and stronger. So keeping the enemies strong enough became a problem (bitter smile).
Changing the Names of Techniques was Difficult?
-- 'Birth by Sleep' has a fair amount of volume. How many staff was it made with?
Yoshimoto: The Osaka team had just under 50 people. We split the work with the Tokyo team, so a fair bit of the content of 'Birth by Sleep' was done in Tokyo. The Osaka team was primarily concerned with managing the battle parts.
Yasue: Looking at the hopes of the whole staff, we were concerned about the number of people who could make games only for HD systems. That's how we ended up with so much volume.
-- I assume organising material was problematic?
Yasue: Sometime in 2008 we took the three protagonists' Commands, Shoot Locks, D-Links, etc and organised them into lists, and thanks to that we could clearly see how to sort out the material, and make sure the characters' techniques were balanced. But of course, with all that material, I think we made it pretty tough on the programmers (bitter smile).
Yoshimoto: As well as resources, in the scenario parts you'd have Terra in a certain place at a certain time, so Aqua was unable to visit a certain place at that time. Writing out which places could be visited when on a big map and timeline in order to coordinate everything was hard work.
Yasue: Later, in the final stages of development, Nomura gave official names to all the things with temporary names. Since the real names of Commands were only decided in the final stages, and we'd become used to the temporary names, we no longer knew which Commands were which (laughs).
Yoshimoto: We kept saying things like, "Which technique is Snipe Burning!?" (laughs)
-- Were there any difficulties in adjusting the game?
Yoshimoto: We'd assumed there would be various things to adjust, but there was such a huge number of Command combinations that gave rise to things we hadn't predicted. When you try a Command you don't use often, you'd often find something unexpected happening, and that was problematic.
Yasue: There's an incredible battle testing unit in the quality control department responsible for debugging and checking game balance. No matter what kind of enemies we threw out, that unit soon had them analysed, and would tell us, "You can use this easy way to beat them." I felt like I was being bullied (laughs). But if you listened carefully, they were actually defeated about 10 times, so that isn't all that weak (laughs). We thought hard about how strong to make the enemies so that people who like action could enjoy the game, but beginners could still finish it.
The Magic of Kingdom Hearts
-- Can you tell us about a strong memory from during the development process?
Yasue: I'd say towards the end, when everyone was working hard to fix bugs. When a bug appeared nobody blamed each other, instead they got together to try to fix it, and I was quite moved by that. I have a lot of pride in the team for doing that without complaining.
Yoshimoto: I think we've seen extraordinary growth in the team, this time. They would spontaneously check things and helped me out many times. The word 'bond' is a theme of the game, and I think it also applies to the development team.
Yasue: In the beginning Nomura told us, "During the development of 'Kingdom Hearts', the magic always happens in the end." At the time I didn't understand, but in the final stages of development when I was saying, "It's too much, it's too much!" that feeling of one single team helped me get through - I think that's the real magic. Then I realised, "Oh, so that's what he meant."
-- Nomura-san has said, "We've created a new team that can work on the next numbered 'Kingdom Hearts' title." Is your next work going to be in the 'Kingdom Hearts' series too?
Yasue: That's right. I think that would be nice. I think that next time we can make something even better. In particular we have all sorts of ideas that Nomura put in, and I want to make use of them to make a game-like game for people to play.
-- By the way, have you got any recognition from players?
Yasue: They've more or less responded in the way I'd hoped, and given us a fair bit of popularity. The whole team is really happy that they're playing and enjoying our game.
Yoshimoto: I feel like the fans of 'Kingdom Hearts' are really friendly. We've 'bonded' with the players (laughs).
-- At the moment, fans across the world are waiting for the foreign edition - are there going to be any additional elements?
Yasue: We're planning various things, and will decide soon.
Yoshimoto: But the capacity is very close to full, so we'll have to think about how to cut it back (laughs).
-- Finally, do you have a message for the readers?
Yasue: I was happy to see just how many 'Kingdom Hearts' fans there are, from everyone's reactions. Everyone's different play styles have left an impression, and taught me all kinds of things, so based on that I think I can work hard on the next title.
Yoshimoto: I really want everyone to play the Last Episode and see the Secret Event.
Yasue: I want everyone to keep battling in the Mirage Arena.
Yoshimoto: But don't overuse Mega Flare and Atmos Break! They're too flashy, you won't be able to see my enemies! (laughs)
Kingdom Hearts Birth by Sleep Ultimania is an upcoming book, to be released by Square Enix, that acts as a official guide for the recently released Kingdom Hearts Birth by Sleep. This will, as well as discussing the game, reveal new information. Studio Bent Stuff have uploaded the book's front cover, which can be seen below, as well as announced information about the book. These details, which have been translated by HEARTSTATION.ORG, are as follows.
Kingdom Hearts Birth by Sleep Ultimania will release on March 25, 2010 and be available at a price of ¥1900. It will be over 600 pages and contain information on the three main character's scenarios, including how to obtain their deck commands, details explaining the mini games, all sorts of data on the regular game play contents, beautiful 3D maps, as well as useful information for players. A large amount of illustrations will be included. Also, an interview with the series' director, Tetsuya Nomura, will discuss the mysteries from Birth by Sleep.
Birth by Sleep Ultimania
Thanks to Studio Bent Stuff.

The February 18, 2010 issue of Famitsu Weekly magazine has included an article on the Kingdom Hearts series. This article discusses Sora's involvement in the series, and contains an interview with the series' director, Tetsuya Nomura. This article confirms that Kingdom Hearts III will eventually be released. HEARTSTATION.ORG have scanned this article and translated the interview, both of which can be seen below.
Famitsu Weekly (February 18, 2010)
Thanks to HEARTSTATION.ORG.


Since FFVII of the Final Fantasy series, Nomura has had a hand in designing many characters and is also director in the Kingdom Hearts series. At first his design was like that of an anthropomorphic lion, with ears and a tail too. His weapon wasn’t the Keyblade either; it was something like a chainsaw. He had the tail so he was more along the same design line as the Disney characters. The Kingdom Hearts project was happening during the production of Final Fantasy VIII, and since the series was already progressing and Zidane from Final Fantasy IX had a tail, Sora’s animal traits were removed.
Finally, during an exchange of ideas with the Disney staff side, the parts that were too straight line were modified into curvier shapes (The weightlessness of his pants and shoes were striking features.) So in one night, the Sora we know now was completed.
In the secret movie in Birth by Sleep, Sora’s long awaited re-entry implies that future developments are in the works. Therefore, please look forward to the appearance of Sora’s future activities when they are prepared. Though saying that, I can’t say what kind of title it might become. Concerning Kingdom Hearts III, since there is demand from the current fans around the world, I will do my best to bring it into realization as quickly as possible.
Episode 5 of Kingdom Hearts coded, Agrabah, has surfaced online. Our playthrough, which can be seen below, has been updated to reflect this. The cutscenes at the beginning and conclusion of this episode, The Fated Rival and The Lost Key, are now available to view below or download from our coded cutscenes archive. Subtitled versions can also be seen below. The video is recorded by ハトスケ from ニコニコ動画 and translated by Nanani from GameFAQs.




Square Enix have updated their official Japanese website for Kingdom Hearts coded. This update includes additions to the information section, as well as screenshots and renders from Episode 6, 7 and 8 of the game. Also included is information about how these relate to Kingdom Hearts Mobile. All included images are available to view below.
Coded, Japanese website
All images are from Square Enix's official website.

The February 2010 issue of Monthly Shōnen Gangan magazine has included an article on Kingdom Hearts Birth by Sleep. This article contains information about the recently released game, as well as an interview with Tetsuya Nomura, the series' director. HEARTSTATION.ORG have scanned the article and translated the interview, both of which can be seen below.
Monthly Shōnen Gangan (February, 2010)
Thanks to HEARTSTATION.ORG.


- Kingdom Hearts Birth by Sleep expands the story on the world shown in the Secret Movie contained in Kingdom Hearts 2 Final Mix. I remember the considerably hard contents of the Kingdom Hearts world represented in it left me with a sense of discomfort. Nomura: Since the Secret Movie had a lot of surprise meanings, I assume your experience with the KH world up until then had been completely different; the story in it couldn’t possibly be connected! At least that’s the feeling it seemed to give off.
- Not to say that the true meaning of that movie will be revealed in this title… So there were some things I wanted to ask you about Birth by Sleep, it seems that in this game Keyblades become a point of interest in the story.
Nomura: Indeed. However, in order for the story to proceed, I got the feeling that we needed to explain what exactly this thing that is shrouded in mysteries called a Keyblade really was. In the world of Birth by Sleep, multiple people can use a Keyblade, why is it that this sort of activity has disappeared from Sora’s world, those sorts of concealed secrets are revealed in this title. This time it is established in the story that Terra, Ventus, and Aqua are pupils being raised as successors of a Keyblade Master. From there those three’s story begins.
- So it’s the story of the three pupils, Terra, Ventus, and Aqua.
Nomura: The three parts of their story are prepared, going to various Disney Worlds on their own respective adventures. The foundation of the story is developing whichever the player chooses; however there are points within the story where the three cross paths. If you only play through one character’s part, you can’t understand the whole story. When you experience each of the three character’s parts and complete the various mysteries, their stories connect to make up on big story.
- So the three characters adventure to various Disney Worlds, what kind of ideas did you have in mind when deciding which worlds would be introduced in the game?
Nomura: Since Birth by Sleep is a story about the past that takes place before Kingdom Hearts 1, we wanted the worlds that didn’t appear yet of the seven princesses existing around that time. For that reason, we chose worlds the princess’s worlds to appear like Snow White and Cinderella.
- Other than the princesses, young Riku and Kairi, Hercules in training, and also people resembling Organization XIII members also appear.
Nomura: Keeping in time with the storyline from Kingdom Hearts 1, we put included the past storylines of characters who have already appeared. For the Organization XIII characters, it establishes them during their time as humans.
- The battles of this title implement new systems like Style Change among other things, please tell me the reason for it!
Nomura: The Kingdom Hearts series is played by a wide range of players, from lightweight to hardcore. And so, when we were trying to think of a system that both kinds of players could enjoy, we arrived at the current Style Change. The style also automatically changes if you mash the buttons, releasing a magnificent deadly technique, and if you put your Deck Commands together properly, you can initiate Style Change as you aim, also releasing a deadly technique. The system that formed both these methods is Style Change, you see.
- Other than that, there were also new systems called Dimension Link and Shoot Lock!
Nomura: Dimension Link releases a strong technique borrowing the power of far away friends. In this title, there’s no party battle, so we adopted this system in order to direct the bond with the friends you fight alongside even in battle. As for Shoot Lock, in the series up until now we had Lock On to fix onto attacking enemies, but we’d made an effort to evolve the battle system so far, and thought we’d better evolve Lock On too. It’s a much more thought out system.
- Finally, please say one more line to the readers and the fans of the series!
Nomura: Since Birth by Sleep is the first part of the Kingdom Hearts storyline, I’d like if you considered it as Kingdom Hearts, “Episode 0”. This title isn’t placed as a side story, with its storyline and battle system, it is substantial like that of a numbered title. Also, there are Secret Movie-like contents in it. Since you could say that is the true ending, I want you to see it by all means! By seeing it, you can tell how much further the Kingdom Hearts story expands!
Square Enix have updated their official website for Kingdom Hearts Birth by Sleep, the recently released Kingdom Hearts title for the PlayStation Portable. This update includes information on various worlds from the game, as well as the addition of each of the game's commercials in high quality, as well as many new videos in the system section. All added videos can be viewed or downloaded from our video archive, containing trailers from Birth by Sleep. Also, screenshots from this update can be viewed below, in our gallery.
Birth by Sleep, Japanese website
All images are from Square Enix's official website.

Message from the KINGDOM has updated with a post from the director of the Kingdom Hearts series, Tetsuya Nomura, where he discusses the release of Kingdom Hearts Birth by Sleep. Kingdom Hearts Insider have translated this post, and it can be read below.
Hello, I’m Nomura. Did you have fun on New Years? I was filling out papers, I ate and slept. And suddenly it was the New Year. The sunrise on the first day of the year was beautiful. Well, there was this and that and now it’s the release date. Thank you to all the fans who have been waiting for this day. Congratulations to all the PR staff, and the KH staff in Osaka who are currently on break.
We’ve really made a fun game. I think there are a lot of people playing it right now, but I hope you play through it slowly and enjoy it. I thnk the battle system is extremely fun, but what do the rest of you think? Since there are many other parts of the game you can have fun with, I hope you’ll spend a long time playing it. Also, even if you finish it quickly it doesn’t mean you’ll have the true answer.
I was interviewed yesterday, and I talked a lot to all the reporters about Birth by Sleep. “What was the meaning of that place?” “What was the meaning behind that line that was said?” they asked. It won’t be published in any magazine, but I answered as many things as I could. I explained quite a few different things that I had been plotting. So don’t ignore even the smallest thing in the game. There is a lot of underplot behind the words characters say and the actions they take.
By the way, “coded”, released on mobile phones, will soon reach it’s climax. The other day I was playing the testing version of the final episode, and I hope you’ll all play it after finishing “Birth by Sleep”. I think you’ll find quite a few connections.
Well then, please continue to have fun. Oh also, if you don’t watch all of the story that happens before the secret movie, and just watch only the secret movie, you won’t understand any of it. So please get there on your own.
Until the next time
Director
Tetsuya Nomura

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