Kingdom Hearts ‘Floatiness’ and Gamefeel

Alternatively: “What The Heck is ‘Floatiness’ and Is It Ruining Kingdom Hearts? I Settle it Forever

‘Floatiness’ is the extremely scientific term that parts of the Kingdom Hearts fan community have adopted to refer to a sort of shift in how some of the more modern and spin-off Kingdom Hearts games feel to play, as opposed to their predecessors. I’ve seen this term come in and out of vogue when it comes to in-depth and armchair analysis of Kingdom Hearts‘s combat, but it’s always fascinated me. I’m going to try to define what this somewhat nebulous term is specifically referring to, and how it’s been supposedly creeping its way into one of my favorite action RPG franchises. What causes floatiness in particular? What is the greater context of design which is causing whatever this ‘floatiness’ is to happen? Perhaps this exercise can help us explore the often imprecise art of ascertaining gamefeel in general. I certainly hope so.

Sora, spiky-haired protagonist of Kingdom Hearts III spins his key-shaped sword around quickly, then slashes with an uppercut at the air in the dimly lit streets of San Fransokyo. He then jumps and does the same motion elevated about 15 feet in the air before falling back to the ground.
Pictured: Floatiness?

First off, we’ve got to define it, this floatiness. Informally, it is reported as the sensation that the Kingdom Hearts player character lacks weight, impact, and to my interpretation, immediacy, or some combination thereof. For those unaware, Kingdom Hearts is a series of action games with a particular emphasis on exaggerated, superhuman feats of acrobatic melee combat, favoring style, spectacle, and emotive action, akin to combat-heavy anime and manga. All that while immersed in a fantasy world full of Disney characters, Final Fantasy characters, and a unique dream-like fictional mythology of its own. Trying to define this term will be much of what this article is seeking to accomplish.

With combatants consisting primarily of magical swordsman and dark wizards, while borrowing aesthetically from classic Disney animation, Kingdom Hearts offered its players a combat system increasingly free of the bounds of gravity, allowing its player characters to bound meters into the air at a time, maintaining that airtime through continued swinging of their sword, with a cartoonish sort of physical logic.

So, all this in mind, I set out to compare the gamefeel of several Kingdom Hearts games in my own experience to try and get a better idea. To make this process somewhat more precise, I investigated what is by my estimation one of the key metrics in determining the gamefeel of an action combat system – the timing of the primary attacks. Every action in a game as visually rich as Kingdom Hearts and its sequels has a startup time and ending lag. The former is the real-time between the player’s button input and the resolution of the action they’ve input, the latter is the real-time between the resolution of the action, and when the player’s next input can be resolved. For example, if a player character is to swing a big hammer, they’ll push the swing hammer button. As their avatar lifts the hammer with a grunt and struggle to convey its weight, we have our startup time, and as he pulls the hammer back to his side after the big swing, we have our ending lag, with the avatar unable to run or jump while resetting the hammer, in this example.

Sora from Kingdom Hearts II swings his keyblade at a volleyball in elaborate spinning arcs, launching the ball further into the air with each strike, and Sora continues after it, ascending higher and higher before falling back down.
Trust me it… it does feel very responsive.

Now imagine the hammer is a comically oversized key and you have a pretty good idea of what we’ll be measuring. Floatiness became an almost absurdly hot-button topic among Kingdom Hearts diehards due to its relationship with the much anticipated Kingdom Hearts 3. As the successor to the beloved Kingdom Hearts 2, and first numbered entry in the series for a period of thirteen years (though by no means the only Kingdom Hearts game to release in that period), a lot of anticipation was placed upon what the game would feel like to play. Its gamefeel, so to speak. Kingdom Hearts 2 has stayed in many people’s hearts as an all-time favorite action game due to the smoothness of its combat system, as any fan would tell you. So comparisons were inevitable. The stakes were high.

Kingdom Hearts 3, despite being the best selling entry in the series, gained a healthy amount of criticism from long-time fans in regards to its gamefeel. Floatiness was oft invoked. The developers seemed to take feedback from hardcore fans seriously, as the game would be later patched in key ways to increase speed and fluidity of the gameplay. More on that later. So what’s the truth? Has floatiness ruined Kingdom Hearts forever? Are we doomed to forever circle the drain of game design discourse without knowing what on earth we’re actually talking about? I’ve spoken to friends who know how to use a computer and they allege that numbers are involved here, believe it or not. So I’m afraid I have no choice but to deploy the diagram.

Data World

A 2 axis chart. A list of parameter such as "1st ground attack startup time" make up the Y axis. The different Kingdom Hearts games being tested make up the X axis. KH2 seems to be the fastest game judging by data, with KH1 shortly behind it. KH3 is in the middle range, behind KH1. BBS and DDD are nearly tied for slowest game.
So beautiful and horrible all at once!

First let’s define some terms. All footage I used for this analysis is from the Final Mix, 60fps versions of the games, captured on a Playstation 5. All values are measured in animation frames. For the sake of consistency, in each game I tested the animations of main player character Sora or his closest equivalent (In Birth By Sleep the resident Sora-like character is named Ventus, but he’s close enough and for our purposes we’ll consider him a “Sora”). The games I will be looking at are as follows:

Kingdom Hearts

Kingdom Hearts 2

Kingdom Hearts 3 pre-“Remind” patch

Kingdom Hearts 3 post-“Remind” patch

Kingdom Hearts: Birth By Sleep

Kingdom Hearts: Dream Drop Distance

“Startup” here is defined as the time between Sora beginning an attack and that attack “resolving”, here defined as the moment his weapon crosses in front of his body. “Ending lag” is the time between an attack resolving and when Sora can move again, no longer committed to the attack. “Cancel Time” is the time it takes before Sora’s first attack can be interrupted to perform his second combo attack. “Gravity Hang Time” is the amount of time between an aerial attack beginning and when Sora reaches his maximum falling speed. More on that later. “Engage” here means the time between inputting an attack and when sora can strike a distant enemy from a neutral position.

So these results are pretty much in line with what I expected going into this project. KH2 is the fastest game, KH1 is second fastest. BBS and DDD are dead-last, KH3 is about in the middle, while KH3 with its post-launch patch just a little bit faster than that.

Some surprises:

Every KH game seems to have the exact same startup time for the first most basic attack of a combo. Seems like they’ve been pretty happy with this one from the word ‘go’ and consistently on from there.

KH1’s movement lag from a grounded attack is insanely long, as long as DDD’s. KH2’s is way faster, and nearly the same as KH3’s.

KH1, KH2, and KH3 all cancel their first attack into an attack combo incredibly fast at just four frames, another astonishing level of consistency, although BBS and DDD combos take twice as long or more to come out.

KH2’s biggest advantages in speed are its gravity hang time, and time to engage enemies. KH3’s gravity hang time actually got worse with its post-launch patch, though not noticeably, and this has to do with a new attack added in the patch that has a longer animation in general.

BBS and DDD don’t do too badly in the enemy engagement department, better than KH1 and KH3 pre-patch, even. KH2 is still the champ here, but this fast engage time might be a saving grace for BBS and DDD.

There is a lot to talk about, so I’ll drop the chart here again real quick, just because I know you all wanted to look at it again.

A 2 axis chart. A list of parameter such as "1st ground attack startup time" make up the Y axis. The different Kingdom Hearts games being tested make up the X axis. KH2 seems to be the fastest game judging by data, with KH1 shortly behind it. KH3 is in the middle range, behind KH1. BBS and DDD are nearly tied for slowest game.
Even more beautiful.. and horrible the second time!

Okay, So What Is It?

What’s what? Oh! Floatiness. What is ‘floatiness’? My hypothesis going into this was that it’s tied up with the aforementioned startup and ending lag statistics, which would have a huge impact on the speed of the game. Kingdom Hearts: Birth By Sleep, Kingdom Hearts: Dream Drop Distance, and to a lesser extent Kingdom Hearts 3 are somewhat known among hardcore fans as the ‘floatier’ games, the former two by far the most guilty. I had presumed that in gathering my data, it would bear out that those two games would have the higher numbers when recording the delays, lag, and hang time. Kingdom Hearts 2 would be the fastest game, only slightly faster than Kingdom Hearts, and Kingdom Hearts 3 would fall somewhere in the middle. Indeed this was the result. So. Case closed? Shorter periods of loss of character control equals better combat? Probably a little more nuanced than that.

Golden calf Kingdom Hearts 2 absolutely has the advantage over its successors and predecessor when it comes to attack commitment. Its startup times, ending lag, and combo speed are universally faster across the board. But… they’re not that different from KH1 and KH3, even pre-patch. Almost immediately when I started this experiment, replaying each of the games side-by-side I came to realize the nuances of how gravity works in each game.

The Gravity Situation

As the Kingdom Hearts series progressed, aerial combat became more prominent. I always imagined in my head that the first Kingdom Hearts game was “the more grounded one”. And it kind of is. In the first game, attacking launches Sora high in the air toward aerial targets, and repeated attacks can keep him airborn somewhat. Kingdom Hearts 2 pushed this much further, with far more automated and accurate tracking on enemies, pushing Sora high into the air with each attack. I was kind of shocked to find that in Kingdom Hearts 2, the game I associate most with air combat, gravity is much more powerful than it is in any other game. With a delay of only 16 frames in KH2, compared to KH1’s 20, and double that at 32 frames in BBS, KH2 by far is the most beholden to gravity when the player is not attacking. This makes gravity a function of the player’s inaction. Never are they airborne without making it a conscious decision. In BBS and DDD, being strung up in the air against your will is almost the norm. There is a huge delay between aerial attacking and being affected by gravity.

I think this is a major piece of the floatiness puzzle too. Being on the ground in these games naturally gives you a lot more options. You have access to your dodge roll. You are able to more precisely place yourself for things like blocking, or jumping out of the way, or lining up the right attack. Simply, being in the air is advantageous in some ways, but also a lot more risky. In the less ‘floaty’ games it feels as though being airborne is always a conscious choice, whereas the others place you there in spite of the player, and leave Sora hanging in a risky position for far longer than a player might intend. The ability to get back to the ground quickly gives finer control over the player’s risk vs. reward, and the game forms a more solid and consistent relationship with that risk vs. reward.

Gamefeel Good

The title of this article mentions gamefeel, so I’m going to take a moment to discuss that. Like ‘floatiness’ this term is a little hard to pin down, so, uh, how about wikipedia. They seem to know everything.

Game feel (sometimes referred to as “game juice“) is the intangible, tactile sensation experienced when interacting with video games. The term was popularized by the book Game Feel: A Game Designer’s Guide to Virtual Sensation[1] written by Steve Swink. The term has no formal definition”

Wikipedia Article on Game Feel

Well that was absolutely no help whatsoever. Wikipedia cites input, response, context, aesthetic, metaphor, and rules as the features a game can change to influence gamefeel, and this seemingly comes from Mr. Swink as well. It’s as good a place as any to start, so let’s see how this applies to our floatiness dilemma.

I don’t want to get too into the weeds with these, so I’ll limit my observations to response, metaphor, and rules. Suffice to say I think KH does pretty universally well in the input and aesthetics department. Context is a bit more nuanced, but again, trying to limit our scope here.

Let’s be a little contrarian and try to make at least a very small part of this gamefeel equation tangible. We’ve already broken down that there seems to be a correlation between the delay between action and reaction in Kingdom Hearts, and the popular perception of how well the games feel to play. KH1 and KH2 are beloved with their snappy reaction times, KH3 is well liked but garnered a lot of fan feedback. BBS and DDD are liked but not necessarily for the fluidity of their combat, and I rarely see gamefeel cited among their strengths. The data easily illustrates the importance of response time as a variable.

The metaphor at play here is how the timing of attacks translates to what the game is trying to convey. The main thing the mechanics of KH is trying to convey is melee combat. All these varying measures of time and attack resolution and ending lag etc. is all metaphor for the physicality of swinging a sword at a guy. A real person cannot instantaneously move their arms, the sword has startup time and ending lag in real life. That’s why these time gaps are there in the first place. It wouldn’t be a very fun game if you pressed the attack button and just instantly won. So as in a real, actual battle, you have to consider how your various actions leave you open to counterattack. On the other hand, one can go overboard with this, as in real life you’re also trying to minimize your vulnerabilities, and a swordsman is not going to be flashy at the cost of leaving himself open to a hail of enemy attacks. These are things people intuitively understand, and so players bring with them preconceived notions of how entities should behave in these situations.

Sora from Kingdom Hearts 1 blocks an attack from a dark ball with a mouth. Immediately, he counters with a series of fast strikes in the air. He loses altitude with each strikes, and ends his combo standing on the ground.
Pictured: Gamefeel??

Drill even further down and you get to the rules of the game itself. Enemies are attacking you, while you’re trying to attack them. If you are locked into an animation you are unable to deploy any defense to stop them, and so we have a game. Risk, and reward. However, if the player’s control feels disconnected from how these rules operate gamefeel is thrown off. In Birth By Sleep and Dream Drop Distance, attacking creates great gaps of no-player time, where inputs on your controller mean nothing. You are vulnerable to attack, and a passive observer in the world. This disconnect throws off both the player’s relationship to response and to the rules of the game, as overly long and committed attacks can become more of a liability than an asset. In KH1 and KH2 throwing out attacks is almost always fun and satisfying, and usually rewarding. It’s often a lot more burdensome to do so BBS and DDD. BBS and DDD have other methods of dealing damage besides the basic attack, but since the basic attack is so pivotal in the main series, a lot of players are thrown off by how minimized it is in these spin off titles, which primarily utilize the command deck instead.

The Command Deck

So why is Birth by Sleep and Dream Drop Distance so damn slow compared to their peers? Well these two games share two very important elements in common. First, they were each developed for a handheld family of systems. Second, they share the game design system known as the command deck. These two points of similarity are very much entwined.

Kingdom Hearts and its two numbered sequels utilized the ‘command menu’, a little persistent menu in the corner of the screen that can be navigated in real time to select whether you want Sora to attack, use an item, or cast a magic spell, essentially. 90% of the time you will be spamming the attack button. The command menu was meant to evoke the strategic decision making of a turn-based Final Fantasy game, but re-tuned for an action combat context. Ultimately contextual combo modifiers became a much greater source of player expression in gameplay, and the strategic applications of the command menu are limited. However, it remains an elegant way to give the player a lot of options without bogging the game down with too many buttons.

When Kingdom Hearts went handheld it rethought its combat. Suddenly, we’re dealing with a much smaller screen, and the camera had to be pulled in on the player character to compensate. As a result, enemies can much more easily hit you from off-screen or sneak up behind you. Consideration was clearly given to a system that better fit playing on the go, where deep concentration on twitch-reaction may not be as viable or palatable. The command deck was the answer, a cooldown-based system where actions are selected from a rotating list and can be used at any time. Now the flow of combat is dictated by these ability cooldowns, and the regular attack combo was made to be more slow-paced, flashy, less freeform, and yes, more floaty so as act more like a stopgap to using the command deck, rather than the main form of attack itself. The command deck has a lot of advantages such as the ability to customize your attack loadout in a much more granular way, but it also has its own host of problems, which I won’t get into here.

The point is, Birth by Sleep and Dream Drop Distance are deliberately slower games made so because they were designed to be played on the go, and utilize entirely new systems that weren’t designed with KH1 or KH2’s speed and flow in mind. Because KH3, BBS, and DDD share a lot of development talent though, it seems like a lot of the design philosophy of these handheld games bled over into KH3’s headliner console game, which was jarring for a lot of people.

Okay So… Is This Bad?

In my opinion, one of Kingdom Hearts‘ greatest strengths is the immediacy and responsiveness of its gameplay. A fine degree of control gives the player a much wider spectrum of possibilities in any given scenario, and this is what leads to a creative space within gameplay for players to express themselves through the gameplay. This fluidity also allows disparate gameplay mechanics such as movement and sword attacks to blend. Kingdom Hearts 2 always feels as though its many, many mechanics are in a harmonious conversation with one another. Engaging a ground enemy can be converted into an aerial assault, which can flow into a strategic repositioning, etc.

So yes, I think it weakens Kingdom Hearts‘ identity somewhat when some of the more experimental entries in the series have dabbled with slowing down the combat and making its pieces more discrete. The particulars are a bit beyond this already enormous article, but I did want you to understand my motivations for trying to understand how and why Kingdom Hearts 2 feels so different to play than a game like Kingdom Hearts: Birth By Sleep.

Sora from Kingdom Hearts 2 slashes at a volleyball, sending it bouncing into the air.
Up… and Down

Kingdom Hearts is a series about ridiculous anime battles between magical wizards wielding baseball bat-sized keys as weapons. People fling themselves through the air to attack one another. It’s not realistic, but it exists within the heightened reality realm of animation. Its primary inspirations are, after all, some of the animation greats, including Disney of all things. Animation works to heighten reality because it has an understanding of its underpinnings. Even if people can jump twenty feet in the air, there still has to be a since of presence and weight. It has to give the impression that some sort of underlying laws of physics are at play even if they aren’t one-to-one to our own laws of physics.

Despite appearances, it wasn’t a magic genie spell that made KH2 so satisfying to play. It was hard work, clever planning, likely some very precise number tuning, and likely a whole lot of playtesting. I want to know the nitty gritty of what made Kingdom Hearts one of the smoothest action games in existence, what distanced it from that, and what brought it closer to that esteem once again. Because you see, there are still those Kingdom Hearts 3: Remind post-launch changes to talk about.

Kingdom Hearts III And The Combo Modifier

In Kingdom Hearts, Sora has a very basic attack combo, with little by way of alternate options for the player, at first blush. You press the attack button, and sorry does the next hit of the combo. Rinse, repeat. The wrinkle though, is that Sora can gain abilities which cause his attack combo to behave differently depending on where Sora is standing relative to his target.

Kingdom Hearts 2 pushed this contextual combo modifier idea much further, with hosts of new options that allowed the player to flex mastery over the system through mastery of manipulating these contextual attacks. They did things like make engaging enemies faster, extending the combo, increasing the power and range of combo finishers, among other things.

Kingdom Hearts 3 launched with its share of combo modifiers, but they lacked the breadth and applicability of KH2’s abilities, and they did little to speed up combat overall. That is, until it was patched in anticipation of the Kingdom Hearts 3: Remind DLC. Numerous combo modifiers were added which increased the overall speed of Sora’s basic combo attack and made the game feel overall more responsive. I don’t think the Remind DLC gets enough credit for just how much it improved, and it’s kind of refreshing how in tune it is with popular feedback. Real people playing your game can tell you a lot about that mystifying, all-important yet elusive gamefeel.

Airstep is Literally a Game-Changer

Kingdom Hearts as a series has done a decent job with teaching players about its systems and how they work. Some of the more advanced mechanics that deepen higher-level play are a bit more obscure, but usually reaching a baseline level of competency at core systems is pretty straightforward. Kingdom Hearts 3, however, I found stumbled at instilling the importance of oce of its most important new mechanics, the airstep. The airstep allows the player to manually aim the camera toward a distant foe, and fling Sora at them at high speed for a relatively quick engage across a huge battlefield. This was obviously done to compensate for the much larger environments featured in KH3 as compared to older games, but utilizing this move frequently and often, even in close quarters, really does change the way the game is played.

Airstep can cancel out of nearly any other action, you see. In terms of making the game more fluid, or moreover in terms of giving the player fine control over their actions, the airstep affords an enormous amount of power and precision to determine the pace of fights in Kingdom Hearts 3. This along with the ability to cancel combo finisher attacks, which was added in the Remind DLC update, makes the whole combat a lot more cohesive and much more fluid than you might initially expect based on the raw frame data. Speaking of which, the frame data was improved in that update as well! The fact is that this latest iteration evolved the combat in a lot of interesting ways that I don’t want to see abandoned in favor of just making the series going forward exactly like everything that came before.

Sora from Kingdom Hearts 3 blocks an attack, before the camera zooms in on his enemy, Sora then zooms to their location in a flash of light.
Here Sora is sent at the boss straight out of a guard, exploiting an opening in an exciting way

Kingdom Hearts Is Doing Fine, Actually (But It Can Do Better)

So yeah, when people say Kingdom Hearts 3 feels ‘floaty’ as compared to Kingdom Hearts and Kingdom Hearts 2 the evidence is there. Attacks are less responsive and more of a commitment, generally, and gravity is turned off more liberally. You will literally find Sora floating more without direct player intervention. However, the frame data differences, discounting the gravity aspect, are minor at best. It’s really that gravity delay that accentuates the small differences to give a pretty stark impression. Birth by Sleep and Dream Drop Distance are so far afield of the gamefeel of the main series games that it’s clear there was no intention of recreating those mobile games for KH3’s release. The developers have further made it clear their intention to deliver an experience their longtime fans can enjoy with the changes made to the Remind DLC.

In fairness, it had been 13 years since a main Kingdom Hearts game had been made when KH3 was released in 2019. With just a few tweaks I feel they were able to bring it up to parity with KH and KH2 in terms of fluidity. It’s not the tightly wound, exceptionally blisteringly fast experience of KH2 precisely, but do remember that KH2 was developed only three years after the original, so the developers were coming right off the back of designing an already exceptional combat system. The experience was fresh. From where I stand I don’t think the future of KH is in any danger. Three years on from KH3 as of the time of writing this in 2022, and KH4 seems to be around the corner, poised to improve in ways reminiscent of how KH2 improved.

The Kingdom Hearts 4 reveal trailer doesn’t actually show any basic attacking in favor of mostly displaying the new movement options, and any gameplay it does showcase is subject to a lot of change to begin with, but what it does show looks pretty snappy and responsive to me. I’ll let you be the judge. The KH team learns quickly, and their intentions for this series’ gameplay have been made clear vis a vis the Remind DLC update. They understand the data I’ve so painstakingly gone to lengths to describe and how it affects gameplay, clearly. The KH3 update was so precision built for improvement it’s kind of astonishing. And, with KH4’s refocus on ‘reality’ as an aesthetic, I would not be surprised if a little more gravity came back to the party to polish the combat system even further into something really special.

Sora from Kingdom Hearts stands on a floating platform with a shield-wielding enemy, and rapidly dashes at and through them, holding out his keyblade.

Whatever you’re talking about, I don’t care…

Smash-ifying Kingdom Hearts

What’s that, an excuse to talk about Kingdom Hearts again? Yeah so you may have heard that Super Smash Bros. Ultimate is receiving its final playable character for the foreseeable future. I’ve long had a huge admiration for the way the Smash team is able to adapt characters from their home franchises while retaining the charm and feel of that source material. It’s why your Mega Mans (added 2014) in Smash feel more like they stepped right out of the game Mega Man than Sonic (added 2008) feels right out of Sonic. Especially in more recent years, a prominent design goal of new Smash fighters seems to be matching the experience and feel of playing the game that fighter first appeared in. In this case, KINGDOM HEARTS! Yeah, I’m a bit of a fan, so I’m just gonna gush for a minute about how Sora’s been ported from an action RPG into this platform fighting game, and analyze some of the choices that were made to do it.

Sora is the protagonist of Kingdom Hearts, a 2002 3D action RPG in which he fights using magical abilities and an enormous key. Super Smash Bros. Ultimate is a platform fighting game, a genre essentially invented by Smash Bros. itself, in which multiple fighters compete in a 2D fighting arena with lots of platforms and aerial space. Naturally, the 3D spaces of Kingdom Hearts, such as Sora’s attack swings, had to be mapped onto a 2D plane, and you can see that was done pretty much one-to-one. Sora’s attacks feel familiar in terms of reach and timing to his original game. So immediately, you can tell somebody is a huge fan of the first Kingdom Hearts game. Although other entries in the franchise are represented through costumes, and a couple of Sora’s attacks, the lion’s share of his moves are evocative of the debut in Kingdom Hearts specifically.

The three hit combo is one of the most fundamental aspects of Kingdom Hearts. It’s a game filled with disney characters, and as such was initially marketed to a younger audience, so one of Kingdom Hearts‘s chief design goals is the ease of accessibility to its combat. Sora’s combo attacks home in on and reliably stun enemies in his original game. Lots of action games have very complicated series of specific button inputs necessary to make your player character do cool stuff and feel really powerful. 90% of attacks in Kingdom Hearts will be triggered by one, maybe two buttons simply pushed in succession, the idea being that the minimum knowledge and prowess necessary to make Sora feel cool and powerful should be very easy to achieve, so players of all skill levels can, at least, feel cool and powerful even if they aren’t ready for the game’s toughest challenges yet. This is a design philosophy Smash and Kingdom Hearts share in common. Several of the newest fighters added to Smash have felt a bit more complicated than earlier entrants, especially as guest fighters from more traditional fighting games were added. I think it’s significant that the decision was made to make Sora notably simple to pick up and play, without any of the complicated inputs or resource management of other new Smash fighters.

The Super Smash Bros. attention to detail really comes through in each of these new fighters. I think my favorite detail in Sora’s moveset is the aerial 3 hit combo. Stringing several attacks together from just one move like this is not something Smash fighters are normally able to do, at least not in this particular way, it’s unique to Sora. Aerial combat in Kingdom Hearts is essential. Square Enix had never really moved into the 3D space before the way they did with Kingdom Hearts, incorporating a full range of movement both horizontally and vertically. Kingdom Hearts goes out of its way to fully utilize these dimensions by giving Sora a powerful jump, and the ability to attack anywhere in the air. Gravity is just a gentle suggestion, in Kingdom Hearts. With access to the 3D space around a target, this would let the player jump into a variety of attack angles to really push what was possible in this combat system. This is true of all fighters in Smash Bros., probably to accomplish the same thing. In Kingdom Hearts 1 in particular, as opposed to its sequels, short-hop combos, in which the player would jump the minimum height and quickly hit an enemy with aerial attacks, would result in a much faster combo that can sneak through in more situations. It was a powerful and common technique you could use to push your skills in the game further, so I was absolutely delighted to see an adaptation of this highlighted in the Smash presentation, used in the exact same way.

Sora’s smash attacks borrow from various attacks he’s used throughout the series. His down smash is the finishing leap from Kingdom Hearts 2, which would replace your combo finisher on command, and propel enemies into the air for further combos. Sora’s up smash is the Ripple Drive from Kingdom Hearts 1, albeit without its magical effects. Sora lifts his keyblade above him to damage an area of foes around him. The Smash version actually retains this ability to hit multiple enemies at once.

Sora’s specials are all direct references to attacks from Kingdom Hearts 1. The magic available, firstly, all behaves as it does in that debut game. Firaga is a repeatable, spammable, almost rapid-fire series of small projectiles. Thundaga is a vertically-oriented series of lighting strikes that can clear out a wide area. Blizzaga is a shotgun-pattern spray of particles, although it curiously did not freeze enemies in the original. The notable thing about Sora’s magic in Smash Bros. is the way it rotates, which was not a feature of the original game. This rotation does, however, reflect the way that Kingdom Hearts is menu controlled. Yeah. Kind of odd for an action game, but all of Sora’s actions outside of running and jumping are operated by selecting them from a menu in the corner of the screen. Yes, even attack is a menu item, and so was magic. Each spell could be chosen from an expanding sub-menu, which is what this rotation of spells in Smash represents. A few of the other DLC smash fighters do this, using a similar but not quite the same mechanic to represent something from the original game when it was not feasible to lift it directly to Smash, like with the Persona fighter Joker, whose rage meter does not feature in his home title. It does, however, somewhat reflect the themes of Persona 5 – rebellion and defiance.

The Sonic Blade (actually a move Sora learned from Cloud Strife of Final Fantasy VII, fun fact.) allowed Sora to dash across the battlefield repeatedly, piercing enemy defenses and clearing out crowds of enemies. In Smash, this move has been given an aerial component, probably for a couple of reasons. First off, the original Sonic Blade was notable mainly for how it would zigzag across enemies, hitting them at multiple angles in a row. On a 2D plane, you can’t really convey this without, well using both of the two dimensions, so Sonic Blade has to go up now. The second reason reinforces the overall design of Sora in Smash, which is the archetype of an air fighter. Smash, along with many other fighting games, utilizes certain models for its fighters, or archetypes, such as fighters that are heavy and difficult to move, fighters that can quickly close distance, or fighters that are dangerous to cross with in the air. Sora falls into the latter category, and this too is a reflection of his original game, which included a lot of fighting mid-air, where Sora was able to home in on enemies like a bird of prey. In addition to reasons I’ve mentioned such as the full utilization of 3D space, there are also segments in which Sora can literally fly, and all the fighting takes place in the air! So making Sora a huge aerial threat fits perfectly. Sonic Blade in Super Smash Bros. can be directed manually by the player, which is technically possible in Kingdom Hearts, just not with the control stick – You’d have to change your lock-on target mid-attack to change Sonic Blade’s trajectory, but they thought of that! Smash Bros. features the blue lock-on indicator from the original game when chasing down a fighter! See what I mean about that attention to detail?

Speaking of air fighting, Aerial Sweep and Hurricane Blast are among the tools in Sora’s toolbox from his debut game that made air fighting so powerful. Sora’s attack combo is set and invariant until he levels up through experience. Once he does, he can unlock new abilities that extend or modify his attack combo. Arial Sweep and Hurricane Blast are both such modifiers. The Kingdom Hearts modifiers operate in an interesting way, where they may only activate when Sora and his target are in certain positions relative to each other. For example, Hurricane Blast, an attack in which Sora spins his keyblade vertically like a pinwheel around his body, activates if Sora attacks an enemy at a lower elevation than him, while midair. Aerial Sweep activates if Sora is grounded, and attempts to attack an enemy at a significantly higher elevation, without jumping. Kingdom Hearts combo modifiers were so compelling because, while they tended to deal more damage with more advantageous hitboxes than regular attacks, they needed to be set up with careful positioning, making the player change the way that they play as they level up, and think more critically about the game space. Super Smash Bros. is a game almost entirely about critically engaging with the game space, so both Hurricane Blast and Aerial Sweep are situated appropriately in Sora’s moveset to reflect their uses in Kingdom Hearts. Hurricane Blast can close distance with foes beneath sora, and Aerial Sweep does the same for foes above.

Finally Sora’s got his counter. He takes a defensive stance, and if an enemy hits him during that short window of time, Sora retaliates with an attack of his own. It’s a common mechanic in Smash, but I can see why it’s so oft used. Fighting games are inherently games of prediction, and some of their most exciting interactions are between players pulling one over on each other by anticipating an attack and turning it against the attacker. It just makes sense to include a mechanic specific to that sort of interaction, even if it is perhaps somewhat overused for various fighters. This kind of had to be in Sora’s kit, though, as it’s one of the primary methods for defeating the more difficult foes of Kingdom Hearts. Sora even had an ability specific to it that would increase his attack speed and restore magic points when he successfully countered. Countering is so integral to Kingdom Hearts that Sora can even convert a blocked attack of his own into a counter in his original game through the clash system, although Smash has its own system for handling clashing attacks between two fighters, so it wouldn’t make sense to give Sora the advantage over everyone else on that front.

So yeah I couldn’t be more chuffed. One of my favorite video game heroes from one of my favorite games is now.. in another of my favorite games, a celebration of all things video game. I pretty much just wanted to geek out over how incredible the translation to Smash fighter has been for Sora, and hopefully I pointed out something or other that you didn’t notice before. Now if you’ll excuse me, I’ve got some labbing to do…

Colors weave into a spire of flame…

Boss Breakdown: Dark Riku at Hollow Bastion

Kingdom Hearts does something interesting with Riku. He’s set up at the beginning of the game as the player and the player character, sora’s, rival through gameplay and narrative alike. His initial early-game boss fight establishes Riku as the primary barometer for the player’s capabilities within the game’s systems. That’s the set up. The punch line, coiled and poised to outstretch and clothesline the player at mach 2, is Riku’s final boss fight – Dark Riku, awaiting at the ominous castle of Hollow Bastion. Regular Riku is difficult, way more difficult than might be reasonable at the very start of a game. However, he’s optional and therefor more of a story beat for both the game’s narrative and the emotional experience the player is being primed for. Dark Riku is not optional, and Dark Riku is levels above his predecessor. This boss also represents a notable difficulty spike and more or less fulfills the role of narrative climax to Kingdom Hearts, and that aforementioned emotional experience for the player themselves. People remember this boss fight. There’s something about it that sticks with you. It leaves an impact.

Growing up is finding Dark Riku impossibly cool, cringe, and then unironically cool again, in that order.

Dark Riku is a fight divided roughly into three phases. Dark Riku, as with the Destiny Islands Riku, has a pretty modest repertoire of actions to use against the player character, Sora. Riku fought defensively and passively on the Destiny Islands, almost always awaiting the player to approach or take some action. His voice lines were goading and taunting, meant to lull the player into making hasty mistakes. Dark Riku doesn’t wait. He may pace around for a few seconds before attacking, but will go on the offensive on a hair-trigger. At this point in the game, the player will have access to new defensive options compare to the Destiny Islands encounter; the block and dodge roll. They will also be able to heal themselves with cure magic.

Like clashing, in which Sora negates an oncoming attack by timing one of his own attacks to hit at the same time, the block negates incoming damage and sets Sora up to counterattack. The timing on a block is much more forgiving. However, if a block is whiffed, that is, if the block is used when there’s nothing to block, Sora has to spend a lot more time returning to a neutral stance than if he had just attacked, so there’s an interesting tradeoff between using attacks as defense and using a block as defense. One is more reliable, but more risky in the event of a failure. Using cure magic to restore Sora’s health will also have become a core mechanic by this part of the game. Sora takes a lot of damage and his health is not expected to hold out over an entire battle. The player is expected to keep on eye on their MP resource, which determines how often they can use magic. The MP bar is also another design tool for encouraging the kind of aggressive action that Kingdom Hearts is going for, as the primary way to restore MP is by attacking. Playing defensively will only get you so far. Using cure at an inopportune time can also mean getting interrupted, so the player must be aware of their surroundings and situation to heal. Riku is constantly prepared to counterattack, meaning the player will have to be more aware of how Riku will respond to certain actions, predicatively.

Magic is fueled by the power of VIOLENCE

For example, one of Dark Riku’s attacks is a medium-ranged overhead swing. The attack can be easily blocked or clashed and then followed up on with a counterattack for a pretty safe way to deal damage to Riku. Riku likes to use this overhead after dodging or blocking Sora, so the fight will reward consciously keeping track of Sora’s actions. Being able to switch from attacking to defending and back to attacking is the surest way to deal damage without being hit. One can goad Riku into dodging, which will likely trigger this overhead attack, which can then be countered. That kind of forethought is what’s being encouraged here. For a player, being able to successfully predict and counter enemy moves is a huge signifier of personal prowess, so it’s advantageous to a combat system to be predictable to a degree, if making your player feel powerful is a goal.

This attack-counterattack pattern Kingdom Hearts settles into creates fight scenarios that are both mechanically and visually dynamic

Another of his basic attacks is a two-hit combo that can close the distance between himself and Sora. It comes out fairly quickly, but it’s most often used when there’s some distance already, so the first hit will rarely make contact. It’s more of a tool for Riku to discourage simply running from him, but like with the overhead it can be blocked or clashed, then countered, meaning it’s also another tool for the player to direct the fight and indirectly control Riku’s actions to making openings. That’s the gist of it, really. If you want to make a really challenging boss fight and trust in the fun of your combat system, focusing on fundamentals makes for a solid foundation. In phase one Riku is just a very aggressive, very damaging, and responsive sword fighter. Understanding of the various defensive and offensive options available to Sora will carry the player far through this fight, but Riku still has a few tricks left.

Like Destiny Islands Riku, Dark Riku may take a defensive stance and taunt Sora, though this time with his more villainous tone. This time getting behind him won’t work, as Riku will always turn to face Sora, so taking his taunt with an attack is the only option outside of waiting. Fortunately, Riku almost always responds to this with an attack that can be easily countered with a block. If Sora gets too close to Riku, he’ll do a fast spin attack to help maintain his optimal distance. This helps keep the player in danger, so to speak, which helps keep the fight exciting. This quick attack is blockable, but not easily counterable.

Riku’s third attack in this phase is the helm splitter, where he jumps high into the air and comes down with a magical shockwave on the ground. This attack is unblockable and deals significant damage, so dodging out of the way with a roll or out-ranging the attacking are the only options. Dark Riku has a few of these unblockable attacks, most likely intended to encourage the player engaging with a fuller breadth of the combat mechanics, such as the dodge roll, blocking, jumping, and clashing. Unblockable attacks don’t have a universal signifier in Kingdom Hearts, but it does a pretty good job of making them intuitive. Riku’s helm splitter is quite a bit more exaggerated than his other attacks in animation, with him jumping very high into the air before coming down. It’s obvious straightaway that it’s more powerful than his other moves. The energy his shockwave creates is given a lot of pure white in its color profile, and any attack he or his derivatives use from here on out with similar visual details are likewise unblockable.

The big jump both warns of the impending danger, and gives ample time to dodge out of the way, which I… fail to do, here

Once Dark Riku has taken a bit of damage, the warm up is over. This is phase 2. From here on out, he’ll occasionally empower his weapon with a dark aura, adding some nasty new effects to his attacks. The art and design assets of this empowered state are really just overlays on the basic behaviors he already has. It’s very efficient design, that wouldn’t have demanded too much production overhead, and yet expands the fight in very interesting ways. Every time he does his two-hit gap closer while empowered, he’ll launch an energy disc ahead of himself, which can damage Sora, or even set him up to be combo’d by followup attacks from Riku. Riku’s overhead will now also launch some unblockable energy, in two lines out to either side of him. The way these two attacks in particular are designed utilize a common trick in action games with a dodge mechanic like Kingdom Hearts. By extending out the danger area of these attacks in lines, they require a greater degree of fine control from the player while dodging. Usually, dodging just vaguely away from danger is sufficient, but if you dodge to Riku’s side during an overhead, or directly away from him during a gap-closer, you’ll get hit. Closing off specific vectors around the enemy during their attacks like this tests the player’s ability to dodge in specific ways, a straightforward step up from what is usually expected of a dodge.

The game is funneling Sora to certain positions with attacks like this, keeping Riku front and center.

During his empowered state, Riku is extremely aggressive, moreso even than before, and will barely give the player a moment to breathe. During this state, healing is very risky, as is going on the offensive, so the challenge becomes figuring out what the player can accomplish that won’t lead to their own defeat. Riku’s gap closer is still blockable, as are the projectiles he creates from it. So essentially, Riku’s empowered state has an unblockable attack that is most effectively dodged, and an attack that is most effectively blocked, so that pattern of encouraging the player to utilize a variety of their tools and maneuvers is reinforced. Riku is much less likely to flinch during his empowered state, but it can still happen, so the player must keep an extremely sharp eye out for their opportunity to deal some damage. The longer the fight goes on, the narrower this opportunity becomes, requiring the player to take greater and greater risks to deal damage, naturally elevating the tension as it reaches its crescendo. The narrative in this fight is meant to be an underdog overcoming his greatest rival consorting with pure darkness – a symbol of overwhelming power. Demanding persistence of the player in knocking down Riku’s increasingly ironclad defenses reinforces this feeling.

Persistence is key in turning Riku’s attacks against him

Riku will finish out his empowered state with an empowered helm splitter that unleashes a wave of unblockable energy bursts. As with any enemy in Kingdom hearts, the key to avoiding this attack comes from understanding its behavior. The attack itself sort of acts like a little mini-enemy in that it has its own logic to how the energy bursts appear. They will surround Sora, and appear at semi-random locations, but there’s a bit of a predictable method to it. They seem to predicatively try to lead whatever direction Sora is currently moving, so quick changes in trajectory as Sora dodges drastically reduces the likelihood Sora will be hit. Figuring out your enemy’s behavior through observation is one of the primary skills Kingdom Hearts tries to impart, and that can also be applied to individual attacks like this.

Notice the appearance of energy bursts are clustered around where I’m facing, just ahead of me, but slightly offset

Riku cycles between his empowered state and the attack pattern from phase 1 until he is reduced to low health. Now the final phase begins, and with the player’s competence in regular combat well-established, the game shifts somewhat to introduce feelings of desperation and survival. Riku will permanently enter the empowered state, and the player will now have to constantly deal with his empowered attacks while whittling down the last of his health. The tension is raised and the stakes are at their peak – be defeated now and lose all that progress you made fighting Riku. The player’s ability to manage risk, defense, and offense is pushed to its limit.

Every so often, and with increasing frequency as his health is reduced, Riku will initiate his ultimate attack. This is one of the earliest examples of such show-stopper, set-piece, mega powerful, screen-subsuming attacks that will become a Kingdom Hearts favorite tradition. First, how does it work? Riku will raise himself into the air, announcing his intention, then fly straight at sora in a dashing attack. A series of identical dashing attacks, this time each forming a part of a rotating danger area around the arena happen in rapid sequence. Finally, Riku does an even more empowered version of his helm splitter, sending energy bursts outward from the center of the arena towards the edge. Like the previous empowered helm splitter, the game is asking of the player here to recognize the behavior of this attack, how it works, and formulate a response. Since this ultimate attack is constituted of mostly things we’ve seen Riku do before, it also acts as a capstone to the fight’s mechanics.

Give me everything you got, jerk!

The final step of the fight is, essentially, trying to squeeze in a last few good hits against Riku. You’ll notice he’s totally invulnerable during his ultimate attack. He’s also prone to using it very very frequently when his health is almost spent. I have mixed feelings on this. On the one hand I’m wary of ever making a boss completely invulnerable like this when up to this point the fight has been so open ended and player-driven. Riku is never invulnerable otherwise, even if it’s not always wise to attack him, so it can be a somewhat frustrating disruption, especially when he is using it near-constantly towards the end of the fight. I understand what the intent is here. This attack is the most difficult thing to defend against that Riku can throw at you, so it makes sense to use it consistently to up the tension at the fight’s climax. The experience of having only a small window to deal that last tiny bit of damage you need is also a compelling one – it gives the feeling of the fight becoming more and more desperate. Still, the attack is dangerous enough that it feels as though Riku didn’t need to be unassailable during it. The added danger of trying to damage Riku while he’s flying around with this ultimate attack could even be quite compelling, itself.

Support her head and neck, ya dingus

When this all started, Kingdom Hearts went out of its way to really build up the rivalry between Sora and Riku. It was a rivalry built on a childish sense of possession of their mutual friend Kairi, though that was all merely a pretense to air their own senses of inadequacy toward one another. The rivalry was only ever really about Riku and Sora. They both care deeply for Kairi, but Kairi and her feelings weren’t the real reason they fought. Now, the situation is turned on its head. Riku’s will is suppressed, the real Riku is nowhere to be seen in this dark reflection, and Kairi is in imminent danger. There’s no rivalry anymore. Sora no longer fights for himself, but only for the safety of his friends, both Riku and Kairi. The Dark Riku fight paints a stark contrast to the idyllic playful world our characters once found themselves in, forcing them to grow past the irresponsibility of their rosy childhood to own the consequences of their actions to this point. With the battle wrapped up, Riku is left to deal with the darkness he’s unleashed, and Sora has to be willing to give up his heart, his ego, to save Kairi, proving her well being more important to him than his own.

Ah Sora, always the martyr

The Dark Riku boss fight is incredibly memorable. Anyone who played Kingdom Hearts in their childhood will tell you as such. It’s an excellent culmination of the skills one builds up through a long RPG like this, while capping off the central emotional through-line of the game, established all the way back in the opening minutes of the experience. It’s a great fight, but there are some pretty notable issues I should mention. Most egregious, is how the relatively small boss arena interacts with the game’s lock-on feature. The lock-on is meant to keep your enemy front-and-center for easy viewing. While dodging around Riku’s flanks, the camera has to spin and can often get caught on surrounding walls in such a way that Riku will be pushed off-screen, essentially hiding information from the player through the mechanic that is meant to do the opposite of that. It’s a pretty significant technical hitch, and a shame that it can be so readily reproduced. There’s also the repeated periods of invincibility Riku enjoys near the end of the fight, which as I said do accomplish some of the fight’s design goals admirably, but creates a bit of unnatural frustration I feel could have been designed around. While I find what is blockable and unblockable in his fight rather intuitive, that’s a bit of a gray area and I could see it unduly confusing some people. Still, all that emotional catharsis in finally defeating Riku at his best, and seeing how Sora’s matured could make one overlook some of these flaws. I mean who could forget Donald Duck tearfully running to Sora’s side as he disappears.

I told you Donald was the key to all of this

Overall, I think it’s pretty clear why this one fight sticks so strongly in people’s minds. It’s not just the narrative, nor is just that it’s incredibly hard. It’s that synthesis of gameplay and story – action and emotion that really cements moments like this for people. The emotion is heightened by the interactivity, and the interactivity heightened by the emotion.

He sought a way to cross over into other worlds. And he opened his heart to darkness…

Boss Breakdown: Riku on Destiny Islands

Today on Boss Breakdown I’m going to be delving into the wonderfully weird world of Kingdom Hearts to examine an optional boss encounter that comes very early on in the game – the player’s ultimate rival, Riku. Kingdom Hearts is an action RPG developed by Square Enix. Combat in Kingdom Hearts is a fast-paced series of sword battles (well, keyblade… yeah, we’ll just say sword battles) that take place on the ground and in the air with over-the-top fantastical feats of acrobatics and agility. It’s very much larger than life, exaggerated, and full of charm.

The player fills the role of the young dreamer Sora, a resident of the Destiny Islands, a vague sort of childhood-paradise world where teenagers enjoy their seemingly endless summer vacation racing, play-fighting, collecting seashells, and imagining the world outside their own. Sora’s got two best friends – Kairi, a creative, sassy yet kind-hearted girl and Riku, an abrasive, competitive, and contemplative boy. The Destiny Islands act as a safe tutorial space for Kingdom Hearts where the player is free to explore the game’s movement systems without fear of battle unless they seek it out. Riku has an optional boss fight in this early stage and it’s very notable for what it accomplishes. I wanted to talk about Riku particularly for how strong the gameplay-narrative aspects of his fight’s design are. This first Riku boss fight on the Destiny Islands is very basic, comes very early, and is seemingly innocuous. You wouldn’t think it has huge implications on the rest of the game, but there was clearly a lot of thought put into how this early game challenge would fit into the overall experience.

Also Donald Duck is involved, somehow, I understand

Riku is absolutely terrible, at this point in the narrative. I don’t mean to say I dislike his character, in fact he’s very effective in his role. From the moment you meet him he’s a driving force for the player, motivating them to explore the combat mechanics. He teases and condescends to Sora, but it’s all innocent enough. It feels like friendly banter. Some red flags start to go off when Riku and Sora challenge one another to a foot race. Surreptitiously, outside of earshot of Kairi, Riku puts up a prize, a very symbolic and intimate moment with Kairi, as a bet to be won by the victor of the race. It’s somewhat chilling. Sora doesn’t even have a chance to really respond to the rather untoward proposition before the race begins. The player has a single chance to establish who wins this “bet”, though the result is inconsequential, as Riku will play it off as a joke. It certainly doesn’t sound like he’s joking when he first brings it up, however.

This is like wagering her hand in marriage, basically

There’s some clear tension building among this group of friends, and Riku seems to be the source of it. At a later point, Kairi will offer to escape the island with just Sora, the two of them leaving for adventures together, implying Riku would be left behind alone. Sora doesn’t answer quickly enough, and Kairi too plays off her startling proposal as a joke. In actuality, with the benefit of hindsight, Riku doesn’t act all that terrible generally. Perhaps a bit full of himself, but he does show a genuine camaraderie with Sora and Kairi. It’s isolated moments like that proposition at the footrace where an inner darkness peeks through from him. He says hurtful things from time to time, but he’s ultimately a confused teenager from a very narrow world. Before all this though, Riku strongly establishes himself as the de facto leader and strong, wise “elder” of the group (he’s only a year older than Sora and Kairi, but still). He taunts and brags to Sora constantly during encounters with him, demeaning his abilities in a sort of ribbing way, but also the kind of way that gets under your skin and moves you to prove him wrong.

Look at how perfect it is, that text field was MADE FOR THIS

As a young kid, I really did feel like Riku was driving a wedge between Sora and Kairi. It invested me in this microcosmic little world, with Riku as our small-scale antagonist. Riku is positioned that way by the gameplay, as antagonistic. He’s meant to drive you, as the player, to better yourself through game mechanics to better Sora. You feel the same rivalry Sora feels with Riku , and you’re suffering the same way Sora is when Riku beats you into the sand. And he will. A lot. Riku’s boss fight is incredibly overtuned for what I’d consider to be an appropriate early-game boss fight, under normal circumstances, but that’s why Riku is an optional fight. I say optional, but given the aforementioned story context, you’d be hard pressed to find a Kingdom Hearts player who would not at least attempt to defeat Riku a few times.

Me too Sora, me too

You can challenge various characters to play-fights with wooden swords. Please ignore the fact that beating each other with wooden weapons would still be horribly dangerous, as this is anime land where human children can effortlessly bound twenty feet in the air, do three backflips, then deflect a flying bullet out of the sky with a sword. It’s fine. These are the only real sources of combat available to the player in this tutorial stage, as the story isn’t ready for monsters to be popping out just yet. They act as a sort of optional tutorial set, with each kid you can challenge specializing in teaching some aspect of the combat system.

How humiliating… for them

Selphie teaches the player how to clash with an enemy’s weapon. Tidus teaches you how to outmaneuver a melee attacker. Wakka will teach you how to deflect projectiles. Riku is the fourth and final kid you can challenge, and he’s here to teach you how to lose. I’ve at times heard individuals deride Kingdom Hearts as a button masher, or in other words, implying the gameplay is overly simplified to the point of being trivialized by mindlessly mashing the attack button. I could go into detail about that misconception, but essentially if you have that experience, you’re playing on too low a difficulty setting for your level of skill. Riku’s boss fight is here to prove that to you.

Riku’s arsenal of maneuvers and attacks is pretty modest at this stage, but very effective. The player too, this early in the game, does not have very many options. Sora can run, jump, or attack with a 3-hit melee combo in the air or on the ground. Your defensive options are severely limited, you don’t even get your proper block or dodge roll until later, so using good positioning is your only way to avoid damage. That, and utilizing Kingdom Hearts‘ delightfully intuitive weapon clash system, which will nullify enemy attacks if Sora matches them with a well-timed attack of his own, deflecting the attack with a satisfying *clash* sound. This system simultaneously rewards attentive observation of your enemies’ attacks for proper timing and promotes aggressive attack-happy play, which makes the combat a very frenetic and fast-paced system. Attacking is, in a way, also a form of defending.

Ahh youth… smacking around your buds with two by fours like god intended

Riku has a fast melee attack that he’ll bring out if you get too close, teaching the basics of how enemies behave in this game. They mostly respond to the player’s position. They can be proactive, but their behavior is extremely contingent on Sora’s position relative to them. If sora dodges this attack but stays close, Riku can follow it up with a second, similar fast and close-ranged hit. At a medium distance, Riku can stab out his sword for a slower but longer-reaching attack. Riku also has a small spinning attack. Observing what Riku can do will also teach the player what Sora can do, as their arsenals at this stage are very similar. The attack button in Kingdom Hearts is contextual, and will activate a different attack depending on Sora’s relative position to his target, and whether or not he’s airborne, similar to Riku! These fast attacks of Riku’s can be clashed, which may stagger him and leave him vulnerable to a counterattack. This is one of the basic methods of dealing damage to enemies in Kingdom Hearts.

Simple so far, right? Well that’s just what Riku wants you to think. In Kingdom Hearts, because battles are so overwhelmingly player-directed, enemies keep track of how much they’re being hit by the player with something called a revenge value. This invisible numerical value, once it reaches certain thresholds, changes the behavior of enemies, causing them to retaliate, or use super moves. Riku has no super moves, but his favorite form of retaliation is so deadly it might as well be classified as a super weapon. If he feels he’s taken too many hits too quickly, Riku will lean onto his back, and point his feet toward the air, before kicking up into a standing position, clobbering Sora if he’s standing in front of the kick’s path. This maneuver deals devastating damage, and has a very tight window within which the player can react and move out of the way. Riku loves to do this in the middle of Sora’s attack combos. Riku’s revenge value is very sensitive, and he’ll start doing this if Sora’s hit Riku with even one full attack combo. The player can stop Sora’s combo, but only between attacks. If you push that attack button one too many times, Sora will be locked into his attack animation, and it’ll be too late. Button mashing is the easiest way to get absolutely demolished by Riku. I think it was very clever to key into this player behavior specifically as a bad habit worth shaking, if one ever wants to be as good at this as Riku. You’ve got to think, look, and listen carefully before just wildly swinging your sword.

prepare to experience a lot of THIS

If you do keep an eye out though, Riku’s greatest weapon can become your greatest weapon. Riku is unable to retaliate if you hit him just as his kick-stand maneuver ends. If you see it coming, you can step out of the way and respond with a free attack combo, punishing him. If Riku feels he’s in a bad position, or has been hit too many times without landing hits of his own, he may make a short, grounded dash movement to close the distance, or jump into the air to make distance. Riku is unable to attack in the air, nor can he retaliate in the air. The timing is tough, but if you can land an aerial combo on Riku while he’s jumping, he has no recourse. Giving Riku no aerial options at all helps the player realize that aerial and grounded combat have distinct differences and that enemies will react differently to those approaches. Knocking enemies into the air will tend to make them more vulnerable, so this is good knowledge to have.

Riku’s final trick is his taunting. He’s constantly, constantly, goading and heckling Sora and by extension the player about how they’re scared or not good enough. If you act in haste, he’s likely to clobber you, so this really is a game mechanic of sorts. It’s easy for people to tunnel vision in games and make mistakes, which is the main thing this boss fight is trying to teach you overall. One of Riku’s taunts is accompanied by a blocking motion. Any attempts to attack Riku from the front during this extended block will fail, and after a few failed attacks, Riku will hit Sora with a powerful overhead strike. This may at first seem like an impasse where the player simply as to wait for Riku’s taunt to end, but in actuality, if you get behind him, Riku will realize his block won’t work, and he’ll jump to a new position. Given what we’ve learned, and how predictable this behavior is, the player can learn to catch Riku out of this reliable jump to turn the taunt against him. Cool!

I can feel genuine, seething rage start to rise from the depths of my heart. How authentic!

Amusingly, the game takes a moment after each and every confrontation with Riku (you can challenge and re-challenge him to races and fights as much as you want) to highlight your win rate against him, with Sora musing on the current “score”. A fresh player is likely to have lost to Riku many, many times by the time they beat him, if they beat him. The game does not want you to forget that Riku is better than you at this. The race alone, which you are required to run at least once, is likely to give Riku at least one win over you, as the race is also extremely difficult to a new player. The game sets the player up for failure when it comes to beating Riku, and engenders the same sense of dissatisfaction and perhaps inadequacy that Sora feels toward his older counterpart. The player, like Sora, is motivated to improve and master their combat skills as Riku himself becomes an implicit motivator.

Y-yeah, yay. Woo-hoo?

It is the game designer’s job to make the player motivated to want to play their game, to spend time in the world they’ve helped to build. Obviously, a designer needs to motivate the player to do so. There’s explicit motivation, which promises the player rewards and treats for doing so, outside motivation. These are useful tools, but potentially much more powerful are the inner motivations whose rewards come from within the player. Fun, satisfaction, and investment in a story are all implicit motivators. These are ephemeral terms, difficult to pin down, which is why when they are designed for effectively it’s so remarkable to behold, and worth studying. Riku will destroy a new player, repeatedly. However, as beating him is entirely optional, this is unlikely to demoralize the player, who is allowed to continue the story, but now carries this internalized rivalry with Riku. One day, you will be able to beat him, the game implicitly promises. Maybe not now, but continue playing, continue improving, and one day, you will. You might see this technique used in games often, if you’re on the look out for it – establish a rival or mentor that both the player and player character cannot overcome, setting the player up to go on a journey of self-betterment alongside their protagonist.

Ow, my pride

This player-protagonist harmony, where the player feels analogous feelings to your protagonist, is an excellent method of immersing the player in a game world. If the player has nearly the same motivations and emotional responses as the character they are playing, they’ll find it much more natural to put themselves in their shoes and empathize with them for whatever wild scenario you can dream up. This is the real power of video games as a medium. It’s the only form of media where the player can really be part of the story, explicitly, emotionally, mechanically, so I’ve always believed one should lean into that. Gameplay itself can be a form of storytelling.

But this is only part of the story. So Riku is set up as this big imposing physical and emotional obstacle for the player, as well as for Sora. They’re ready to tackle it together. But what next? Where does this story go? You may have heard that Kingdom Hearts‘ narrative gets complicated. People like to exaggerate, but for the sake of simplicity I think next time we’re going to skip ahead a bit and see where this path we’re on leads us, in regards to Sora and Riku. This is, after all, not the only Riku boss battle in this game. Players familiar with Kingdom Hearts will know the others well. In part 2 of this Riku Boss Breakdown, we’re going to take a look at the infamous Dark Riku boss fight.

They’ll remain a part of each other’s lives, no matter what…