And as you’re about to find out there’s a lot to consider to do that properly! The challenge now was to make it both visually interesting and easy to read. This felt very ‘Kingdom Hearts’ and just as importantly, it was fun! The Kingdom Hearts games see the player running through different worlds on their adventure, seamlessly transitioning into battles with various enemies – as Kingdom Hearts Melody of Memory is about recreating that experience in a kind of ‘digested’ version, we wanted to capture the same feeling and revive memories of those games.Īfter further experiments, we arrived at the concept of having Sora and the other characters run along a music stave above the different worlds, fighting as they go. In the background, a 3D model of Sora and the enemies would appear and move according to how well the player input the various prompts.īut while it was entertaining, it didn’t feel true to the series. One early prototype had notes flowing towards player on a score – a kind of presentation often used in rhythm games. With our track list defined, we now had to build the gameplay systems that would allow players to interact with it in a fun and engaging way.įrom the start, we knew we wanted to combine the sense of speed and satisfying action from the original Kingdom Hearts games with the rhythm action genre, and we investigated more than 20 different systems and specifications for how the game could play. But I’m happy with the final mix (no pun intended!) – it reflects the breadth of the music in the series, and hopefully, inspires happy memories for players. These decisions weren’t easy – we’re all big Kingdom Hearts fans, so there was a lot of debate. There was also our passion to get things just right – we picked tracks that we knew would let us do our best work.Īnd of course, we were making a rhythm action game so the rhythm and tempo of the track was an important consideration too. These considerations allowed us to whittle the options down to a shorter list, but when it came to the final selection, other factors came into play – some technical and some emotional.įor example, some of the development staff felt very strongly about certain games or scenes, and wanted them represented in our title. ![]() The core theme of that mode is for players to relive the Kingdom Hearts series (so far) through music, so we made sure to include as many tracks from important and memorable scenes as we could. The element of the game that really brought the selection into focus though was the World Tour. We collected all kinds of data, and by studying it, we were able to work out many of the songs we knew would really excite people. For example, we looked at which tracks had been included on the set list of the recent Kingdom Hearts Orchestra -World of Tres- tour, and which were voted most popular by fans.
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