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: 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…