there's a lot of absolutely phenomenal design work that I'll be yelling about
but also like... oof, nostalgia levels absolutely off the charts here lol
and uh WOW do this game's themes just BLAST their way through a person's brain at that phase
individual and collective consciousnesses just utterly *suffused* with impossibly skinny trench coats and giant zippers and galaxy-brain existentialist revelations
It's totally out of hand now that there's like 15 games, but KH1 was v straightforward so 2 going "EVERYTHING YOU THOUGHT YOU KNEW WAS A LIE" actually owned
nobody at this company knows what a producer is
they did learn art direction later but absolutely never learned "how do we make the artists stop"
when it doesn't work you get FFXV, which is missing the entire second half of its plot but has a wildly sophisticated in-world AI photographer and like 120 of the most spectacular 3D models of food ever created
one of them is hanging posters
they could just cut, or hide it with particles, BUT NO
roxas pulls out a poster, *in his actual hand*, does a sick spin jump and SLAPS it on there
and like the slowdown/anticipation in the hangtime before his hand connects
it is COMPLETELY UNJUSTIFIABLE for this to be this good
i love it so much
it's not orange
look this is important okay
I guess I could conceivably run the game in PCSX2 and hook up RenderDoc, but that would probably say more about how PCSX2 works it than how it was accomplished on actual hardware...
THE VFX
ARE HERE
essentially still particles but with v carefully-shaped meshes
(#1 on this list is of course From Software, a grammatic landmine of a name which detonates any sentence that attempts to include it)
the ground's only like a few meters away but little tiny trees and color shifts and thin clouds make it look like we're on top of a huge cliff
the train tracks are like, right over there, but the columns seem monolithic
gameplay-wise you're confused and annoyed
plot-wise Roxas is disoriented and pissed off
You're doing essentially KH1 combat at level 3: you move slow, attack slower, have no dodge and no distance-closers, it's just generally stodgy and frustrating:
in terms of videogames as pure spectacle/adolescent power fantasy it's one of the hypest moments I've ever seen
practicing social distancing by ripping my KHII DVD to an iso so I can run it in PCSX2 so I can hook it up to RenderDoc so I can figure out how they're drawing bloom
:(
can't figure out how to make renderdoc actually capture useful things. If anyone's gotten renderdoc working with pcsx2 hmu I guess lol
only other example I can think of offhand is probably the Myst series (Woody Thunks: The Videogame)
KHII... mostly doesn't do this
The cutscenes in this game are full-on animated movies, like they wanted to make a realtime pixar film on a PS2
remember how much effort Death Stranding spent to avoid ever having to show that lol
anyway square is bonkers and put seventy animators on a PS2 project in 2003
so all you really do is mash X most of the time, but leveling up makes X do ever more exciting things
Just got an ability so that when I push X and there isn't an enemy in range, it just rockets me across the stage into the nearest dude
This is because Nier Automata is in fact the real Kingdom Hearts III
Here is a thread detailing how absolutely correct I am about this:
vfx artist, levitating: FEAR NOT
but like what kind of complete weirdo doesn't pick the sword at the beginning
.........
ᵈʳᵃᵏᵉⁿᵍᵃʳᵈ
awkwardzombie.com/comic/gunship
also happens to be extremely Me Irl at the moment
I read some Camus for an intro philosophy class around the same time and also Do Androids Dream of Electric Sheep and it was just full-on teen galaxy brain for a while there lol
for example: the brown walls in this room
so instead of blown-out X Box Three Sixty bloom, it's carefully controlled to just give a nice softness to the scene
Environment artist in 2004: "I will place a big additive flare particle on each light in this scene, because it looks good and we've been doing that since like the N64"
alpha and additive geo don't write to the stencil buffer (or whatever the PS2's equivalent of stencil was), so they mostly can't control their own bloom
also this game taught me my #1 VFX rule, which is to always spawn a big black blob behind anything additive so it has something to contrast against
I love how the jagged Nobody lines shift between black and white so they're always guaranteed to contrast against whatever's behind them
It didn't have programmable shaders, so you couldn't just sum multiple texture samples
It COULD render to texture though, and it had really sophisticated fixed-function texture blending
After 12 passes, the result is a nice, smooth, wide-radius blur
(hopefully twitter doesn't ruin this too badly)
ah, but remember, this is a PlayStation 2
FILLRATE OF THE *GODS*
part of it's in the gameplay, i.e. earlier tweets about how combat becomes More Awesome as you level up
that happened a lot in the first game and I kinda feel like this was a deliberate subversion of that lol
so like this stuff was def in a lot of ppl's minds at square
I didn't grab video of the fight itself but the execution is extremely smart
the handful of 3D ones are the only guys with full AI, but your big AoE attacks can easily take out like 50+ at once
it's so good
- villain thinks opening it will fill him with The Power of Darkness
- sora says no kingdom hearts is Light
- villain opens kingdom hearts, gets owned by light
- the end
EXCEPT hold on it's literally just a door, there's just some stuff back there
- ansem is just a huge dumbass who thought a big door was kingdom hearts, somehow
- by opening The Door To Darkness, he got blasted by.... light
- mickey mouse's shirt came off
- kingdom hearts is somewhere else, who cares whatever
- dunno what's with ansem and the big door but boy he sure was wrong about it being kingdom hearts
- okay: ansem got owned to death by how wrong he was
- technically this means sora didn't actually do anything but whatever, everything fits except for one final detail
- we need to senran kagura mickey mouse
- sora
- donald
- goofy
- lion sora
- bird donald
- turtle goofy
- wisdom sora
- anti sora
- mickey mouse
- riku
- mulan
- beast
- auron
- jack skellington
- jack sparrow
- aladdin
- simba
- tron
- seifer
- vivi
- squall
- cloud
- tifa
- yuffie
- a bunch of summons I've never used
- probably more I'm forgetting
in addition to their regular combat moveset, every enemy has at least one Reaction Command, i.e. unique QTE animation that involves both the enemy and sora
her ears are rigged
how did this game get made
like obviously the cutscenes with bespoke facial animation are all great, but it has FAR fewer of them
which is *fine*, to be clear. Most games do that; it works well and saves dev resources. It's just crazy that KHII usually DOESN'T
apparently it's just recordings from the original movie
whole screen is explosions - super bullet time - rad punchy camera cuts - gigantic popups going LOOK AT ALL THE COOL STUFF YOU JUST UNLOCKED
that's why it says BONUS GET; I didn't actually gain enough XP to level up, but killing bosses raises Bonus Level
you mostly only really mash X, but mashing X does a combo chain of a bunch of fast weak attacks and then one big heavy attack at the end
unlocking abilities makes this combo longer and flashier
bonk bonk bonkbonkbonk BAM
ridiculously punchy sense of anticipation and impact, just repeating forever as long as there's targets to clobber
KH bosses can ONLY be killed by combo finisher
but the advantage is you always win big fights with that final WHAM that sets off the aforementioned slomo/fireworks
it owns
but you wreck the last 30% of his last healthbar in History's Raddest QTE and then it still cuts back to gameplay with him stunned at 1HP so you can manually land the final combo that ends the game