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The North American version of Kingdom Hearts 358/2 Days has received a rating from the ESRB. The rating received was E10+, for fantasy violence. The ESRB's description and justification of the rating is below. Be warned, this description could be considered to contain spoilers.
This is a role-playing game (RPG) in which players complete missions in fantastical settings, collect magic hearts, and use "melee" and magic attacks to defeat enemies. Players wield a giant key-shaped sword to slash at various creatures such as monkeys, pumpkins, lizards, robots, and dragons. Small explosions, cries of pain, and realistic slashing sounds can be heard throughout battle. During one dramatic cutscene, the central character watches a female character in pain slowly transform into glass/ice, then disintegrate into the air.
Square Enix have updated their official Japanese website for Kingdom Hearts 358/2 Days. This update is an addition to the extra section, and contains four new videos. This includes King Mickey's Limit Break, Sora's gameplay and Limit Break, and a video of Roxas dual wielding. All videos can be viewed below, or downloaded from 358/2 Days' trailers section.



Lissar from Kingdom Hearts Insider has translated an interview with Tetsuya Nomura, supplied by FF7AC reunion. The interview is apparantly from Famitsu, and is the second part, with more parts coming later. You can read it below.
-- To ask you more about the KH series, your latest game KH358/2 Days has been a big hit. The story/system of the game and even the graphics are better than any other DS game made previously. Nomura: It came about just from me being so stubborn about it. Though because of that it went on sale a little later than we had planned. These days “serious games” (educational games) have become so popular. But I’ve felt inside myself that this is a problem. “Those can’t be the biggest sellers” I thought. Of course, the kind of things I make are games. I felt very strongly about this. There are tons of gamers out there who only play huge games like Dragon Quest or Final Fantasy. In other words, if only we can attract their interest they’ll play my games too. So, I want to win them over. If I don’t, we’ll just end up losing.
-- I think so too.
Nomura: There is no real analysis of trends in the game market. It’s just thought that if you make a good game, a fun game, people will buy it.
-- So that’s why I don’t feel as though you’re compromising your games. Not just with KH358/2 Days, but with FF7ACC, I was surprised about how much you remade!
Nomura: Up til now I’ve never been happy with a simple port. That’s why my company is always giving me nasty looks (laugh) Of course right now we’re in a depression, so it’s difficult to “challenge” myself in this way. But, it’s because of that I think I need to do the best I can.
-- Yes you really need to. And I think the most amazing thing is that you always make good on your promises, with good results. To go as far as making a movie, I always think you must really love your job (laugh)
Nomura: With FF7AC I wanted to see if something could be done with just visuals. We talked about it in the office, but there almost was going to be nothing happening with it and it was in danger of disappearing for good. But I felt it would be such a waste, I thought “If I fail I’ll just take responsibilty for it and never direct again” (laugh)
-- So that’s what happened. And that’s how FF7AC got finished. But did it influence other development teams in any way?
Nomura: Toriyama (FF13 Director), and the Dissidia development team both wanted to make battles like were shown in FF7AC. I felt good about it. That it was able to go back into games.
-- That’s logical. Did you plan this beforehand?
Nomura: No, not at all (laugh) It’s just that with visuals only there was no limit to what you could do, you were really free, I wanted to see what would happen if I could do what I liked. In game cut-scenes you have to limit yourself to what can be shown in the gameplay. But since I made it without those limitations everyone thought “If only we could remake this in real time”. I was very happy.
-- I see! Well now I’m going to change the subject a bit, in both KH and FF7 there is one world with many stories. Are these things an expression of something inside yourself that you want to “tell” others?
Nomura: Not really. I’m not really thinking of how it’s going to develop from the start. Only, with the story I don’t want it to be just some fantastic tale, I want people to sympathize with the story, say “Ah, I know this.” I want them to feel as though it happening close to you.
-- So that’s why you create so many characters that feel “close”. But you even mange to express these connections and environments through “pictures”. How do you come up with the key visuals?
Nomura: It’s mostly just in my head. When I’m thinking about the scenario the “scenes” or “pictures” just pop up. Most of the scenes are based in the experiences that everyone had growing up.
-- In KH358/2 Days the evening and ice cream eating scenes left quite an impression. So for people to feel close to the scenario images, it depends on whether or not they’ll be able to empathize.
Square Enix's official Japanese website for Kingdom Hearts coded has been updated. This update includes screenshots and renders from both Episode 1 and Episode 2 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
Wed 08 Jul 2009 11:35:23 PM EDT
All images are from Square Enix's official website.

HEARTSTATION.ORG have scanned 77 pages from Kingdom Hearts 358/2 Days Ultimania, the official book to accompany the release of Kingdom Hearts 358/2 Days. The scans are of extremely high quality, and reveal information such as stats for each playable character. You can view them below in our new gallery system.
>358/2 Days Ultimania
Wed 08 Jul 2009 11:35:23 PM EDT
All images were scanned by HEARTSTATION.ORG.

1UP.com have had an interview with Tetsuya Nomura, the director of the Kingdom Hearts series, where he discusses the series' past and present. Except for the fact that Sora's original weapon was intended to be chainsaw-like, the interview does not reveal any new information.
How did the concept behind Kingdom Hearts, one of Square Enix's most successful new concepts in recent years, come about? "I don't remember the details, but I was talking with [current Square Enix corporate executive] Shinji Hashimoto and Hironobu Sakaguchi," producer Tetsuya Nomura told Famitsu magazine in an interview. "The topic came up that it'd be nice if we could make a game with Disney. I had been wanting to make an original action RPG by that time, and I had had the basic game system for KH in my mind for a while by that point. I thought it'd be a good opportunity for me, so I raised my hand and told them to let me handle it." The three sides didn't see eye-to-eye on everything, of course. "Square wanted to make a game starring Mickey Mouse, and Disney wanted a Donald Duck title. Meanwhile, I wanted neither," Nomura said with a laugh. "So I built a project plan for KH and began negotiating with both sides. That plan was largely what you see now; a game featuring lots of characters without focusing on any particular one."
People often have the impression that Nomura, given his artistic background, designs games based off story and characters ahead of gameplay. "That's not really the case," he notes. "I thought of the Keyblade in KH from the beginning, and that made 'keys' an integral keyword in the story."
"Actually," he continues, "the first weapon I showed Disney was a chainsaw. It was this chainsaw-like weapon that I had a rough sketch of when I first showed my concepts to Disney. Everyone got this scrunched-up look on their face and nobody said a word in the entire room. Dead silence. And I thought 'No, I guess this wouldn't work, huh?'"
Nowadays Nomura is occupied with the DS's Kingdom Hearts 358/2 Days, out now in Japan and due for a September release in America. The game's been a remarkable sales success in Japan, with Famitsu and other publications calling the title the furthest the DS has ever been pushed technically. "I have my doubts about how the world is turning toward 'serious' titles [such as Brain Age]," Nomura said. "I don't think that can be the industry's main focus. I'm here to make games, obviously, and that attitude played a major part in [358/2 Days] development. A lot of gamers don't play anything except the really big names, like Dragon Quest and FF. Look at it another way, though, and as long as you can grab their interest, they'll play your game. That's the userbase I want to attract here. You have to, or else you'll never challenge yourself. I'm not here to analyze the game industry or anything. All I believe is that if you make a fun game, people will play it."
Square Enix have updated their official Japanese website for Kingdom Hearts 358/2 Days. This update is an addition to the extra section, and contains four new videos. They show off Goofy and Xion's Limit Breaks, Mickey's battle style, and the unlockable unique weapons. All videos can be viewed below, or downloaded from 358/2 Days' trailers section.



A recent issue of Famitsu Weekly has included an interview with the director of the Kingdom Hearts series, Tetsuya Nomura. In the interview, he discusses the relationship between and development of Kingdom Hearts coded, Kingdom Hearts 358/2 Days, and Kingdom Hearts Birth by Sleep. Thanks to FF7AC reunion, a partial scan of the article can be viewed below. HEARTSTATION.ORG have translated this scan, and thanks to them, the translation can also be read below.

―Is there a connection in 358/2 Days between Birth by Sleep and Coded? [b]Nomura:[/b] At the moment Coded does not have any connections with 358/2 Days, but Birth by Sleep is deeply linked. Birth by Sleep has connections to all the games in the series.
―As for Coded, Chapter 2 will be distributing.
[b]Nomura:[/b] From Chapter 2, the story becomes progressively longer. The story of Chapter 1 had the nuance of a tutorial, but from Chapter 2 item synthesizing increases, and after a stage is cleared, other side quests become available. Since linkage with Avatar Kingdom also becomes full-scale, please look forward to it.
―How is the development status of Birth by Sleep?
[b]Nomura:[/b] It’s doing alright. You could say it’s becoming a confident title. I’ve kept you waiting, but I think some new information will be sent out during summer. Since the plan is to present a trailer showing off the game’s fighting spirit at Tokyo Game Show, look forward to it.

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