Inside the decade-long development of Kingdom Hearts III – a tale of how collaboration and determination can achieve the impossible.
Indeed, it’s taken years – more than ten of them – to make it happen. This is the result of a painstaking collaboration between Square Enix and The Walt Disney Company, two sets of very different but equally perfectionist creators. Keeping both sides happy is no easy task: Disney is not exactly famed for its laissez-faire approach to its IP portfolio. Square, meanwhile, is protective of its own carefully constructed worlds, the Kingdom Hearts universe in particular cherished by a legion of fans who connect deeply to its story.
So yes, the collaboration took a while. The endless back-and-forth between artists and their own ideas of what this game should be, an unexpected change of engines early on in development, the sheer size of the team required to make a Kingdom Hearts game more open than any previous series entry – all of this further complicated an already complex project. And then there’s Tetsuya Nomura, a man so committed to his vision of the perfect Disney RPG that unless it’s exactly right, he’d rather it didn’t exist at all.
Denne historien er fra February 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra February 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image