“Kingdom Hearts II” revisited, Part I
Seeing as how Kingdom Hearts II is quite a long game, with quite a bit packed into it, I figured I’d chop this retrospective up. As I go through the game, I may come back and revise certain things here, but for now, let’s just look at KH II’s extended prelude with Roxas.
A lot of people say that this section of the game is overlong; a lot of people are right. The breaking point for me was the “seven wonders” episode. Everything in that day - story content, thematic underpinning, character beats - had already been stated by that point. One could argue that these all saw minor advancement during the “seven wonders” episode, or that DiZ showing some kindness by giving Roxas a glimpse of one of the wonders while also plotting Namine’s death in the same scene was important to his character. I wouldn’t disagree on the latter point, but I think finding a moment in the Struggle tournament for DiZ to have a flicker of kindness would have allowed that scene, or one very close to it, to happen after that day, without creating the lag on the pace of the game that the “seven wonders” episode creates.
However, that is my only major complaint with the Roxas prelude. Not only does it hold up well in spite of that lag, but in some ways it’s better than I remember.
I’ve mentioned before that I didn’t know Chain of Memories existed the first time I played KH II, and I thought it was one of the most impressive and daring feats of narrative I’d seen pulled in a series using such high-profile, mainstream characters. So many series have time jumps between entries - some of them longer than the year between KH I and II - without any major changes in the characters. Now, here was this E10-rated video game from Disney with an entire untold chapter that lands its hero in hibernation, his magical weapon in the hands of a total stranger! It blew my mind that they would do that, almost as much as it blew my mind that they’d end the first game on such a bittersweet note!
Of course, CoM does exist, and I can’t go back to a time where I didn’t know that. But I think that, if I’d somehow stayed ignorant of CoM all these years, I’d still ultimately applaud KH II, both for the idea of starting in such a different place from the end of KH I (when they had to at least suspect that a lot of players wouldn’t have caught the GBA title), and for the execution of that idea. And the key to the execution is that, ultimately, the player is given enough information to figure out the essentials of what happened to Sora without needing to know everything. That is - within that Roxas prelude, you see and learn enough to figure out that, at some point after KH I, Sora ended up in a conflict that cost him his memories, that a witch named Namine has power over his memories and has been working to restore them to Sora while he sleeps, and that this boy Roxas is somehow connected or derived from Sora and must reunite with him in order for Sora to be whole again. You can also safely deduce that the “Ansem” working with this character DiZ isn’t Ansem, Seeker of Darkness as you know him from KH I. If you really thought about it, you could probably figure out that it’s Riku, but going just on what the prelude shows you, that’s a bit more of a stretch.
If memory serves me well, this is the case throughout KH II. The events of CoM, and the (then) untold story about Roxas and Organization XIII, are revealed piecemeal over the course of the game, never in full, but just enough to make the story and character relationships work within this story. This is the way to have mystery in your plot and an open-ended quality to your world lore without it becoming needlessly confusing or detracting from the actual story.
If you had played CoM and Reverse/Rebirth, the deduction about Riku would be much easier to make, and Namine’s reappearance would be much more meaningful. I think her reappearance is handled very well, establishing her as in league with DiZ and “Ansem” in some way but possessed of more independent agency than she showed in CoM. Her ties to Kairi are also nicely reintroduced, as is Kairi herself. She’s the best character to choose IMO for showing how the events of the past year have affected the memories of Sora in the worlds, and how they’re being restored. And since Kairi is the one member of our original character trio of protagonists who hasn’t gone through extreme changes between games, this is a great way to get her involved in the story again. How all these things tie into Roxas’s connection to Sora, while allowing for a recap of the events of KH I for those who needed it, is very well-handled. Though I must admit - I didn’t remember that the Xemnas battle in Hollow Bastion from Final Mix being thrown into the flashbacks. If, like me, you’ve stuck to the vanilla versions of these games, that could be pretty confusing.
DiZ and “Ansem” make for an intriguing odd couple in this prelude. It was wonderful to hear Christopher Lee’s voice behind DiZ again. Why he wasn’t brought back for R/R, and why they redubbed his 358/2 Days material, I will never know. I can’t say much more about them now, because I can’t remember much more without having played more of the game XD
As far as Twilight Town and the people within it go - this is one area where the game is definitely better than I remember, because I really couldn’t recall much about Hayner, Pence, and Olette. Their material in KH III was so dull that, after playing that game, I wondered if they’d always been that way, and that’s why I didn’t remember them. But they’re actually a pretty good trio, with nice echoes of the Destiny Islands characters without feeling too derivative of them the way some later groups will. Olette, admittedly, isn’t all that fleshed out as a character, but Hayner is (Pence is somewhere in the middle). The parallels with Riku are fairly obvious - the self-appointed leader status, the petty jealousy over friends hanging out with others - but he shows maturity that that character didn’t, in his quiet acceptance of the passage of time drifting some friends apart. His dynamic with Roxas is very good - much more so, I have to say, than anything I’ve ever seen between Roxas and Axel.
I don’t have a whole lot to say about Roxas just now - partly because I want to play more of the game, and partly because I have some fairly unpopular ideas about Roxas I’m saving for a later post. But for now, I do want to push back on a critique of this prelude that I’ve seen tossed around: that Roxas had no choice in his fate. He is, I grant you, backed into a very tight corner when he reaches Sora. The digital world that he’s been living in no longer recognizes or interacts with him; he can’t remember his frienship with Axel or his time in Organization XIII, but intuits that they were a bad bunch; this girl Namine he’s started to forge a connection with and get answers from has been taken away; and he’s been psychologically hammered with the idea that he was never meant to exist. But up until the last, Roxas displays a lot of anger and fight. He could have used the Keyblade to attack Sora, or at least destroy the pod he was in, just as he’d been attacking DiZ’s projection. He could have turned around and fled, escaping (though he couldn’t have known it at the time) into the real Twilight Town. He could have asked Axel to take him away in their last encounter. But he doesn’t do any of those things. He chooses to go back to Sora. It’s a very resigned choice, made by someone not in a great state of mind, but if I remember the rest of this game correctly, things end up working in such a way that Roxas, and the player, can be at peace with that choice.
Not much more to say at this point, except: as someone who came to this series by way of Disney, and doesn’t know much about Final Fantasy, Vivi was so confusing to see the first time I played this game.