![]() Like in a card-battling game, you'll set up decks that govern your attacks during Heartless encounters. Whereas room cards drive exploration, combat cards drive battles. There's simply no sense of flow from one event to the next, which may have made sense for the technologically limited GBA, but is less cohesive here. But conceptually, it separates the story from the combat, and though it's nice to create your own areas to grind levels, it's still grinding-and slicing up dungeons in this manner reinforces the notion. The rooms have the right theme, to be sure: You'll bounce on mushrooms in the brightly colored Wonderland areas, and Monstro's spotted interior looks exactly as you remember. This is a neat idea, but moving from one room to the next makes exploration feel disjointed, and it will make you miss the more freeform exploration afforded by the previous games. You will use special cards to gain access to rooms in which the story unfolds, but though floors have limited layouts, you essentially create your own dungeon as you go. Battles in the room may end in a spin of the roulette wheel, which could earn you new cards or spruce up existing ones. In other cases, you can spend a card to create a room with treasure in it or a much-needed save point. Some may plunge you into darkness, forcing you to identify the Heartless (your standard Kingdom Hearts enemies) by their gleaming eyes. These cards are earned by successfully defeating foes, and the rooms come in a variety of different flavors. When you first enter a new area, you must spend room cards to advance through the various doors that you come across. You'll fight the same bosses, hear a lot of the same music, see the same textures and animations, and deal with some of the same annoyances, such as awkward platforming.ĭiversity comes by way of Chain of Memories' unique card-based exploration and combat. Although there is new dialogue, voice acting, and other additional content, much is exactly as it was in the first game. As you traverse various Disney environments from Agrabah to Halloween Town, you'll be struck by a constant sense of deja vu. No one seems to remember Sora, yet they know his name and other important snippets, and the game consistently reminds you that the most important memories are stored in your heart, not your head. As protagonist Sora, you'll explore Castle Oblivion, in which each floor takes on the properties of the places that you explored in Kingdom Hearts. On the other, this dual recycling makes everything feel incredibly overfamiliar. On one hand, using original Kingdom Hearts assets to breathe life into the GBA game is excellent fan service, letting you see Chain of Memories' events as you may have already imagined them. Nevertheless, its combat system and create-your-own-dungeon exploration are interesting but clunky, so even at its reasonable price, you're better off replaying the previous games in the series if you're looking for a trip down memory lane. If you've been looking for a stopgap measure to tide you over until the next Kingdom Hearts game, this remake of the 2004 Game Boy Advance game will induce warm Disney-themed fuzzies. ![]() But it also evokes your own fond recollections of the original by recycling a huge amount of content, from character models to boss fights. Ostensibly, Chain of Memories links the events of the first two games of the series by exploring Sora and company's fading memories. The latest Kingdom Hearts game relies on the concept of memories in more than just one way.
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