The best thing I can say about Kingdom Hearts is that I came back to it at the end of the night after having started with it. Honestly, that's because it confused me the first time. Dream Drop Distance is the newest game in the series, a snappily (for Square-Enix standards) four-month translation-turnaround from its March 2012 release in Japan and the newest game in terms of the 10-year-old series' storyline. About all I retain from my toe-dips into this series is that these are the games where Disney characters hang out with Final Fantasy or Final Fantasy-like character, lots of characters in black cloaks say mysterious things and the ever-flashy real-time combat rewards rapid button-pressers with spectacular special effects. This new game's got all of that.
You play alternately as series regulars Sora and Riku both of whom have been been sent by the series' wise-old-man Yensid into a bunch of dreamscapes in order to take their Mark of Mastery Exam, a qualifying test that you're supposed to have aced to earn the right to wield the signature weapon of the Kingdom Hearts games, the Keyblade.
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The game is all sensory overload. Lots of talking, lots of dropped items and text alerts. We've got action on the top screen rendered in deep 3D that occasionally appears to pop out of the screen. On the bottom screen we've got a map and some tappable buttons, including a trio that are associated with a batch of so-called Dream Eaters whose menacing classification belies the fact that they look as threatening as balloon animals. As you smash through enemies the Dream Eaters fight alongside you and can be summoned to your side to enhance your attacks. You need to smash enough enemies to fill their pink power meters and then summon one or both for increasingly devastating combo moves. As Sora or Riku you've got the standard Kingdom Hearts rapid-fire battle controls, which let you smash buttons to chain attacks that are listed as a bunch of branching labels, all changing on the fly depending on which move is available next. So, yeah, these games are still sugar rushes.
You were always spry in Kingdom Hearts games, but you're even more spry in this one thanks to a new Y-button-activated feature that lets you bounce of walls and twirl around lamp postss. It's Kingdom Hearts parkour, I guess, though of course they don't call it that. As a result, the best instructional text prompt of 2012 so far is in this game: "Own your enemies with flowmotion." OK. I will!
Any decent games reporter will ask a Square assistant product manager to explain a weird title like Dream Drop Distance. Any decent Square assistant product manager won't waste time with the obvious "3D" aspect of the name and will instead explain that the "Dream" is for the idea that Sora and Riku are on an adventure in dream worlds, the "Drop" refers to the game's distinct flow (you play a chunk as Sora while an on-screen Drop meter slowly drains; then you cash in Sora's items and experience to level up Riku and play as him until his Drop meter drains and you're warped back to his part of the adventure), and... oh, yeah, "Distance" kind of refers to that, too.
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Even in two 10-minute sessions, the most I can get out of KH
DD aside from all of those basics is confirmation that, yeah, if you want to go through large levels in, say, some sort of opera house while chasing Disney bad-guy Pete, you'll be able to do it. You'll be able to do it, while mashing many buttons to fight many rainbow-monster bad guys, with rainbow-animal allies at your side. And, if you want to play a game in which you might open a chest and find Minnie Mouse inside it and in which, while you're talking to her you might see some dark-robed guy in the background messing with some big piece of gears or clockwork or something and this is all part of a big plot of some sort... here's your game.
The 3D was good and it played nice and flashy. I think that's what Kingdom Hearts fans want? Aside from all that great mash-up fan service?