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…