Game Mechanics Battle System
Kingdom Hearts is often said to be the first video game of its kind, combining interactive three-dimensional environments with an action-inspired battle scheme in the revolutionary PS2 platform. Its hack-and-slash schematic combined with classic features reminiscent of Final Fantasy and Legend of Zelda make it a unique strategic experience in the action-based RPG genre.
Kingdom Hearts utilizes a unique battle system that requires moving and attacking both at once. The player takes control of Sora, the main character, and is given the power to use the legendary Keyblade, as well as assorted context-sensitive weapons (such as a shield, staff, or sword in the tutorial level or a wooden play sword on his home world and Hollow Bastion).
Environments are three-dimensional and fully interactive. Sora can move freely about these spaces, limited only by walls and occasional "invisible boundaries" on the edges of crevasses or high places. Heartless appearances are also frequent, and they can utilize the environment in much the same way Sora can (for instance, Shadow Heartless can absorb into the floor to avoid attack).
A major departure from the Final Fantasy battle scheme is the absence of random enemy encounters--in other words, enemies roam free about the field, and Sora does not have to "leave" the environment to fight them as a random encounter in FF would force him to do. However, Sora's movements will often trigger enemies to appear on the field. If the player wants to fight them, all he or she has to do is run Sora right up to the baddies and start hacking away. If he or she is in a hurry to get to the next area, Sora can simply ignore the enemies and run right past. However, enemies can still take swipes at Sora as he runs by even if he does not act first against them.
Kingdom Hearts can be most accurately described as a strategic button-masher. The default selection in the battle menu is Attack, and repeated strikes on the X button cause Sora to execute Keyblade slashes, thrusts, and combos as rapidly as the player can press the button. However, the use of magic and items varies this constant X-button-mashing. Upgrades to other field actions, such as jumping, are attained throughout the game. For instance, High Jump allows the party to reach higher places, Glide allows the party to double-jump and then ride a wind current in a steady, but slow, downward slope, and ability gimmicks like Dodge Roll allow Sora to rapidly dodge enemy attacks.
Health and magic are measured in HP (hit points) and MP (magic points), and are denoted by green and blue gauges around Sora's face in the lower right corner of the screen, opposite the battle menu. Rather than keeping track of HP by numbers on the field, the gauge will simply deplete by a certain level whenever Sora takes a hit in battle until he cures himself or is K.O.'d. MP is used up in each magic spell's respective cost, often costing one or two gauge slots. MP will steadily decrease until it is completely gone, but the use of an Ether or physical attacks will steadily charge it back up.
Field Controls
X button-Select, choose action in Battle menu, execute (attack, magic, items, talk, etc.)
Circle button-Jump, glide, magic shortcut, swim/fly upward (Atlantica/Neverland/End of the World only)
Square button-Ability-sensitive button (Dodge Roll, Guard, etc.), magic shortcut, swim/fly downward (Atlantica/Neverland/End of the World only)
Triangle button-Call for assistance i.e. cure magic (when not locked-on), designate party members' target (when locked-on), magic shortcut
Left analog stick-Move around the field
Right analog stick-Cycle through battle menu
Directional buttons-Cycle through battle menu, normal menus
Start button-Pause (while battle is active), open menu (in "safe zones")
Select button-First-person view
L1 button-Magic Shortcut (hold L1, press X/square/circle/triangle for assigned quick-cast)
R1 button-LOCK ON! (focuses Sora's attacks/the camera on one specific enemy or part of an enemy so he doesn't "lose" it in the heat of battle)
L2 button-rotate camera left
R2 button-rotate camera right
R3 button (or pressing right analog down in center)-re-center camera
Start+Select+L1+L2+R1+R2 (all at once)- Soft Reset (brings you back to main menu without resetting console)
THANK YOU TO GAMESPOT.COM FOR IN-GAME BATTLE SCREENS.
Kingdom Hearts is often said to be the first video game of its kind, combining interactive three-dimensional environments with an action-inspired battle scheme in the revolutionary PS2 platform. Its hack-and-slash schematic combined with classic features reminiscent of Final Fantasy and Legend of Zelda make it a unique strategic experience in the action-based RPG genre.
Environments are three-dimensional and fully interactive. Sora can move freely about these spaces, limited only by walls and occasional "invisible boundaries" on the edges of crevasses or high places. Heartless appearances are also frequent, and they can utilize the environment in much the same way Sora can (for instance, Shadow Heartless can absorb into the floor to avoid attack).
A major departure from the Final Fantasy battle scheme is the absence of random enemy encounters--in other words, enemies roam free about the field, and Sora does not have to "leave" the environment to fight them as a random encounter in FF would force him to do. However, Sora's movements will often trigger enemies to appear on the field. If the player wants to fight them, all he or she has to do is run Sora right up to the baddies and start hacking away. If he or she is in a hurry to get to the next area, Sora can simply ignore the enemies and run right past. However, enemies can still take swipes at Sora as he runs by even if he does not act first against them.
Health and magic are measured in HP (hit points) and MP (magic points), and are denoted by green and blue gauges around Sora's face in the lower right corner of the screen, opposite the battle menu. Rather than keeping track of HP by numbers on the field, the gauge will simply deplete by a certain level whenever Sora takes a hit in battle until he cures himself or is K.O.'d. MP is used up in each magic spell's respective cost, often costing one or two gauge slots. MP will steadily decrease until it is completely gone, but the use of an Ether or physical attacks will steadily charge it back up.
Field Controls
X button-Select, choose action in Battle menu, execute (attack, magic, items, talk, etc.)
Circle button-Jump, glide, magic shortcut, swim/fly upward (Atlantica/Neverland/End of the World only)
Square button-Ability-sensitive button (Dodge Roll, Guard, etc.), magic shortcut, swim/fly downward (Atlantica/Neverland/End of the World only)
Triangle button-Call for assistance i.e. cure magic (when not locked-on), designate party members' target (when locked-on), magic shortcut
Left analog stick-Move around the field
Right analog stick-Cycle through battle menu
Directional buttons-Cycle through battle menu, normal menus
Start button-Pause (while battle is active), open menu (in "safe zones")
Select button-First-person view
L1 button-Magic Shortcut (hold L1, press X/square/circle/triangle for assigned quick-cast)
R1 button-LOCK ON! (focuses Sora's attacks/the camera on one specific enemy or part of an enemy so he doesn't "lose" it in the heat of battle)
L2 button-rotate camera left
R2 button-rotate camera right
R3 button (or pressing right analog down in center)-re-center camera
Start+Select+L1+L2+R1+R2 (all at once)- Soft Reset (brings you back to main menu without resetting console)

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