Kingdom Hearts III director reveals gameplay and visuals in 'Conversations with Creators' interview

  • Posted October 16th, 2013 at 21:24 EDT by Kyle Prahl

In the latest Conversations with Creators video, this time published by Sony Computer Entertainment Japan, Kingdom Hearts series director and Final Fantasy XV director Tetsuya Nomura talks about Kingdom Hearts III's design process, explaining that next-generation horsepower will allow adaptive A.I., gorgeous visual expression, and the most high-concept action the series has yet seen.

The catch is, the entire video is in Japanese. But that's OK, thanks to a full translation by @sqexgal (via of a Famitsu transcript of the interview. So, watch the video below for gameplay footage, then give a read to the translated interview. I've added bold for emphasis on the most important bits.

--So many fans were ecstatic with the announcement of Kingdom Hearts 3 back in June. Could you give us another run down of the series and the new title Kingdom Hearts 3?

Nomura: The Kingdom Hearts series has a lot of Disney characters, and you play as original characters, traveling to the various Disney worlds. It’s a story about the “heart” as the series unfolds. It’s a story that’s been ongoing for more than 10 years and continues into Kingdom Hearts 3 where we’ll see the conclusion of the Dark Seeker Saga.

--Since it’s the latest console game in the series since Kingdom Hearts 2 which released in 2005, what kind of changes and evolutions can we expect to see?

Nomura: I think when you watch the in development trailers, you get a feel of the depth that's possible on a console title. In the case of mobile systems, the amount of information is limited, but with the home consoles you can make a game with a wide field of view. It's been such a long time since Kingdom Hearts has been on the home console, that I think you can feel the considerable scale of it.

--On that large a scale, I expect we’ll be able to enjoy even more dynamic action.

Nomura: Kingdom Hearts is a series where action continues to evolve. With the past spin off titles, we did something new and the bold action elements changed each time. One thing I want to do with KH3 is to pick and choose the challenges and unique systems from the spin off titles while keeping the system based in the flow of KH1 & KH2.

--What’s an example of bold action?

Nomura: Sora's mobility has really improved. There are so many possibilities, but implementing all of them would be extravagant, so right now I'm considering what elements and to what degree they'll be liberalized. After all, it's an RPG as well as an action game. It does have that "jump as far as you want" kind of the action characteristic.

--Jump as far as you want? That’s insane!

Nomura: In the actual game there will be some sort of limit, but this time we are adopting the "free run" style like in current action games, where you can run around, climb, etc. Additionally, your aerial ability and jump ability rise rapidly, so it feels like the action elements are really extravagant. I think people who have played KH2 might understand it easily, it already has greater mobility than Sora's Final Form from that game.

--That kind of mobility, no doubt the next gen system PS4 has the ability to realize it?

Nomura: I think that the PS4's power is capable of handling a diverse array of actions in a wide area and battles against large numbers of enemies.

--Are you powering up the map's traits as well?

Nomura: We're preparing a fair number of actions that involve the world maps. Things like climbing up a cliff that crumbles with falling stones, and enemies lifting up a building that you are in.

--In the E3 2013 trailer, we see a large number of Shadow Heartless squirming and moving almost like a tidal wave. It seems like the enemies' mobility has evolved too.

Nomura: This time we are focusing our attention on developing the AI. The AI of both your allies and enemies has evolved in a way that hasn't been seen so far. Before when a large number of ... (continued on next page) ----

Kyle Prahl is a PSU senior editor and a Communications student at the University of Minnesota. If you care about PlayStation or the life of a pale Midwesterner, you should follow him on Twitter.
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