Kingdom Hearts Art Kingdom Hearts Chain of Memories Art

2004 video game

2004 video game

Kingdom Hearts:
Chain of Memories
A spike-haired boy wearing red clothes and yellow shoes, with a chain and a large key attached to his belt, holds a pack of cards. Said cards are mostly rectangular, with three spikes at the top. On the background are various cutouts shaped like the cards, featuring other characters of the game.

Kingdom Hearts: Concatenation of Memories Northward American packaging artwork

Developer(s) Square Enix
Jupiter[2]
Publisher(south) Square Enix
Director(s) Tetsuya Nomura
Aguro Tanaka
Producer(due south) Shinji Hashimoto
Yoshinori Kitase
Hatao Ogata
Artist(s) Tetsuya Nomura
Takayuki Odachi
Tomohiro Hasegawa
Author(s) Daisuke Watanabe
Composer(s) Yoko Shimomura
Serial Kingdom Hearts
Platform(s)
  • Game Boy Advance
  • PlayStation 2
Release Game Male child Advance
  • JP: November 11, 2004[1]
  • NA: December seven, 2004[i]
  • AU: January 13, 2005[1]
  • EU: May 6, 2005[1]
Re:Chain of Memories
PlayStation ii
  • JP: March 29, 2007
  • NA: December 2, 2008
Genre(s) Activity-role playing
Mode(s) Unmarried-actor, multiplayer

Kingdom Hearts: Concatenation of Memories [a] is an action function-playing video game co-developed past Foursquare Enix and Jupiter, and published by Square Enix in collaboration with Disney Interactive in 2004 for the Game Boy Accelerate. The game serves as an intermediary between the two larger-scale PlayStationii games in the Kingdom Hearts serial. Information technology was one of the first GBA games to incorporate total motion video (FMV).[three]

Kingdom Hearts: Chain of Memories is the 2nd game in the Kingdom Hearts series. Information technology is a direct sequel to Kingdom Hearts, and its ending is ready virtually a year before Kingdom Hearts II.[4] The game follows Sora and friends, as they explore the mysterious Castle Oblivion while contesting the sinister Organization Thirteen, a group of antagonists new to the serial. The game introduces new characters and plotlines that further expand the Kingdom Hearts universe and fix the premise for Kingdom Hearts II. The game features a new card-based battle system, in a departure from its predecessor'south real time combat system.

Though not as successful as the other Kingdom Hearts games, information technology received positive reviews and sold well, with item praise for its story, graphics, and FMVs. When it debuted in Japan, it sold over 100,000 units in 48 hours. The game was remade for the PlayStation2 equally Kingdom Hearts Re:Chain of Memories, released in Japan as a second disc packaged with Kingdom Hearts 2 Last Mix in March 2007.[5] The remake was later released in Northward America on December two, 2008 and was remastered in HD and included in the Kingdom Hearts HD ane.5 Remix collection released in 2013 for the PS3 and later for PS4, Xbox One, and PC.

Gameplay [edit]

In the hallway of a palace, a spike-haired boy wearing red clothes and yellow shoes holds a large key, while a long-haired blonde man in black clothes holding a shield floats besides him. At the top of the image are two bars with the faces of the characters beside them. At the bottom of the image are three areas with cards shaped like rectangles with three spikes at the top, being respectively the decks of the player and the computer, and the card currently in use.

Sora battles Vexen. Role player information, including cards and HP, is located on the left side of the screen while enemy information is located on the right.

Kingdom Hearts: Concatenation of Memories is a combination between a role-playing video game and collectible carte game. The main role-playing aspect is an experience point system that is used to increase the character's maximum health or Bill of fare Points, or to learn a new skill.[6] The cards are utilized in the progression of the story too equally in combat. The game features a field map and battle screen. The field map is an isometric area where the player can traverse between rooms.[6] [vii] Enemies inhabit the field map and runway the player to engage in gainsay, which tin can be initiated through contact between the player and an enemy. One time combat has been engaged, the game switches to the boxing screen which utilizes a carte du jour-based battle system.[viii]

A unique aspect to this game is "room synthesis": to accelerate through the game, the player must utilize Map cards obtained later on winning battles to synthesize rooms.[nine] The properties of each room―including quality of items and strength of enemies―are adamant by the Map cards the role player chooses.[8] Each card has a specific issue: red cards affect the number and type of enemies; green cards affect the power of the thespian'southward deck; and blue cards affect the properties of the room itself, such as allowing treasure chests or a save bespeak to appear.[6] [10]

The game features 3 modes of gameplay. The first two are story modes that characteristic either Sora or Riku, and the third is a two player boxing fashion. Initially simply Sora's story mode is available; once completed, "Reverse/Rebirth" mode becomes bachelor.[ten] Reverse/Rebirth allows the player to play a 2nd story way featuring Riku and a link mode where players can battle each other via a Game Link Cable.[nine]

Combat [edit]

Combat uses a card-based battle system executed in real time.[6] [11] The player can leap and maneuver around the battle screen as they would on the field map, but all concrete attacks, magic, items and summonings are activated past playing cards.[4] Cards are ranked from goose egg to nine, and are used for making attack combos or breaking enemy cards. With the exception of naught-ranked cards which are more expensive in terms of Menu Points (CP) compared to other cards of the same type and have other ranks, more CP are required to place higher-ranked cards in the player'southward deck. Carte Points—increased through level up—limit the number of cards the player can employ in a deck. Cards with rank "zero" tin can break whatsoever opposing card or combo if played after the opposing card or philharmonic, but they can exist broken by any bill of fare or combo besides if it is played later on the zippo card is played.[12] Breaking an opposing card will cancel that attack and stun the loser of a card break for a short time. Special enemy cards may exist obtained by defeating enemies and bosses, and are used to requite the role player a temporary ability, ranging from enhanced offensive and defensive capabilities to modifying the attributes of sure cards.

Combining cards in sets of iii volition create combo attacks that are usually more hard to break because the rank of the combo will be the sum of the ranks of the three cards in the combo. Certain card combinations will create a "sleight", a special combination that will create a powerful physical attack, magical spell, or summon assail.[9] When the player runs out of cards, the deck must be reloaded. Additionally, using a card combination will crusade the kickoff card in the philharmonic to become unusable until the end of gainsay.[eight]

Sora'southward and Riku'due south stories differ gameplay-wise in several means. In Sora's story, Sora obtains cards past defeating enemies or through Moogle Shops.[9] In some cases, Sora must earn the specific card first through a plot outcome before it becomes available. Sora can create and store three different decks in the intermission menu. Unlike Sora, Riku has a airtight deck that cannot be customized. The cards in his deck change depending on the earth in which he is traveling. Riku is limited to mainly physical attacks, enemy cards and Mickey Mouse ally cards. He tin can activate "dark mode" and unlock his sleight attacks if he accumulates enough "nighttime points". Dark points are earned by breaking enemy cards and combos, and the departure between Riku'southward card or combo and the enemy'south card or combo is how many dark points he volition accrue for that card suspension.[10]

Plot [edit]

Setting [edit]

Kingdom Hearts: Chain of Memories is set immediately after the events of the beginning game.[13] [14] It is gear up in Castle Oblivion, a mysterious castle kept by Lord Marluxia.[15] Sora and his teammates are told that the castle causes visitors to lose their memories upon inbound.[16] The lobby and areas between floors are white with blossom-themed decorations, just each flooring can be transformed into a dissimilar globe from the first Kingdom Hearts game using "world cards" created from Sora's memories.[x] [17] Like before, many of the worlds of Disney and Square Enix reappear.

Unlike the previous game, the worlds are created from Sora's memories. As such, many of the events experienced in Kingdom Hearts are relived in this game, Sora encounters retentiveness-based versions of Disney characters that he has met before (except Deep Jungle in Tarzan). The individual plotlines differ from those in the original game and revolve effectually the theme of memory. Just as Kingdom Hearts had several worlds created specifically for that game, Chain of Memories introduces Twilight Boondocks as a world created from memories on "the other side of [Sora's] heart",[18] in addition to the original worlds of Kingdom Hearts.

Characters [edit]

Sora returns as the game's protagonist.[2] Donald Duck and Goofy are less involved in the gameplay and story. Like the first game, Chain of Memories features numerous characters from both the Last Fantasy serial and the Disney animated features catechism. Being a direct sequel, many of the characters from the first Kingdom Hearts reappear in this game. As each globe and the related characters are recreated from Sora's memories, they collaborate with Sora as if they had never met before. The game also introduces a handful of new characters. Several are members of the enigmatic Organization. Other new characters include Naminé, a young girl capable of manipulating memories, and DiZ, a mysterious human concealed past cherry-red robes and bandages. Riku appears as a playable graphic symbol in the second story mode. Later existence sealed in the realm of darkness, Riku heads to the basement of Castle Oblivion, aided past King Mickey Mouse and DiZ.

Six members of the Organization serve as antagonists; four appear in Sora'southward story mode, and the other two in Riku's. Among the four Sora encounters are Marluxia, the lord of Castle Oblivion; Larxene, Marluxia's assistant; Axel, a double agent with subconscious loyalty; and Vexen, Marluxia'due south unwilling collaborator. Conversely, Riku battles Zexion and Lexaeus, Vexen's allies. Ansem also appears in Riku'south story as an entity that attempts to control Riku. Many of the Disney villains return via memory-based recreations similar the remainder of the Disney characters.

Story [edit]

Sora, Donald, Goofy, and Jiminy Cricket walk down a winding path in search of Riku and King Mickey. A man dressed in a black, hooded coat appears and directs Sora towards a massive fortress chosen Castle Oblivion.[ten] Upon entering, the travelers realize that they have forgotten all their abilities.[sixteen] The hooded man explains that the deeper they become into the castle, the more than memories they will lose, merely they will also uncover new memories in the process.[19] He creates a deck of cards made from Sora's and his friends' memories, and tells them that everything they encounter in this castle volition exist based on their memories.[six]

Sora ascends the castle, facing off against other hooded figures who class a group called "the Organisation" along the way. Equally Sora loses his memories, he gradually appears to recall a daughter named Naminé as an old friend of his, and learns from Organization fellow member Larxene that she is being held prisoner in the castle.[twenty] He also clashes with a replica of Riku created and controlled by another System member, Vexen, and believed by both Sora and the replica himself to exist the real Riku. Axel, an System double agent, releases Naminé and allows her to meet Sora in person. Sora discovers Naminé to exist the i manipulating his memories, having been forced to practice so past Marluxia, the lord of Castle Oblivion and the effigy who lured Sora there, as office of his plan to overthrow the rest of the Organization with Larxene.[21] Sora climbs to the highest floor and defeats Marluxia, later which Naminé puts Sora and his friends into pod-similar machines to help them regain the memories they accept lost, even though they volition forget the events that transpired in the castle.[22] Before they are put to sleep, Sora and Naminé promise to meet again every bit real friends one time he reawakens, Sora firmly believing that his memories of her and the castle will remain in his heart despite being forgotten.[23]

In Reverse/Rebirth, which occurs congruently with the game'due south main story, Riku is transported from the realm of darkness to Castle Oblivion's deepest basement, and he fights figments of previous enemies to combat his inner darkness as he climbs upward. Vexen fights Riku to obtain his data and creates his replica to counter Marluxia'southward program. Ansem, still possessing Riku's body, tries to regain control of Riku, only Mickey'due south ability keeps Ansem at bay.[24] On the way, Riku battles and defeats Lexaeus, a member of Vexen'due south circle, just to exist dragged into the realm of darkness. However, he is saved by Mickey when Ansem nearly succeeds in taking Riku's body equally his own. With Marluxia eliminated past this fourth dimension, some other of Vexen's allies, Zexion, attempts to dispose of Riku by drowning him in light. Riku is saved by Naminé disguised as Kairi, who helps him to control his darkness, allowing him to defeat Zexion. Riku later meets DiZ, an enigmatic individual interested in Riku who sends him to observe Naminé.[25] Riku's replica, who has since learned of his altered memories, seeks to justify his being by killing Riku, but to be destroyed past him. Riku chooses to face Ansem upon learning from Naminé that Ansem lives in his heart, and defeats him later on DiZ summons him for Riku to fight. Riku then sets out on a journey to utilize both his darkness and his lite with Mickey equally his companion.[26]

Development [edit]

Sketch with a spike-haired boy holding a large key facing two black creatures with shiny eyes. One is humanoid, wears a body suit, clawed gloves, shoes that end in spiral toes and a helmet with a curled tip, which resembles the head of a monster. The other is a floating conical blob wearing a robe with a jagged collar and a conical hat with a curled tip. At the left are icons representing the player's deck.

Early concept art of the card-based battle system

The idea for an intermediary title was developed after manager Tetsuya Nomura and his team had already begun to develop ideas for the 2d Kingdom Hearts game, which he had intended to be set a twelvemonth afterward the original. Originally titled Kingdom Hearts: Lost Memories, Nomura changed the name to match the overall outline of the story, while all the same reflecting the theme of memories.[27] Chain of Memories was developed to bridge the gap between Kingdom Hearts and Kingdom Hearts II.[27] [28] Like most sequels, Kingdom Hearts II was planned to have the character start from the beginning, ability-wise. To explicate the loss of abilities gained in the previous game, Nomura had the story revolve around Sora'southward memories getting corrupted and implemented the card boxing organization to symbolize Sora'due south various memories.[27]

Nomura was hesitant about releasing a Kingdom Hearts title on the Game Boy Advance, feeling that the 3D graphics of the original game would not translate well into 2D. Nomura changed his position after hearing that children wanted to play Kingdom Hearts on the GBA.[27] [29] Subsequently exploring ideas for the gameplay, he felt that a 2D Kingdom Hearts game would be possible, and that it could all the same experience like and play like what gamers were used to in the original.[14] [27] Meanwhile, Nomura wanted to requite the game a "lighter tone" than the PlayStation2 games.[30]

Chain of Memories was announced along with Kingdom Hearts Ii at the Tokyo Game Show in September 2003.[31] Initial details included the switch to 2D graphics, the use of cards to perform attacks, and that compressed movies would be utilized in some cut scenes.[7] The cutting scene animations were rendered using the graphical engine of the PlayStation2 iteration so encoded for the Game Male child Advance by using a engineering science developed past Japanese company, AM3.[28] [32] To help market the game, Disney and Square Enix launched official Japanese websites.[33] [34] A playable demo was start made available to the public at the 2003 Leap Festa in Nippon;[35] this demo and subsequent demos highlighted the card-based combat system. Aside from information gathered from the opening sequences, about details regarding the story were kept secret until the release.

The bill of fare-based gameplay of Chain of Memories would later serve to inspire the gameplay of Jupiter's next game, The Globe Ends with Y'all; originally, the team envisioned a similar card game-based system taking place on the lower screen of the Nintendo DS, only eventually this morphed to a battle system taking identify on both screens, with a card game controlled on the upper screen.[36] [37]

Audio [edit]

Much of the music from the original Kingdom Hearts is present in Chain of Memories; the main vocal theme for the Japanese release is "Hikari" ( ), while the English version of "Hikari", "Simple And Clean", is used in the Western releases.[38] Boosted and reworked tracks were created for its PlayStation2 rerelease, Kingdom Hearts Re:Chain of Memories. Since the music is reused from the original, a Concatenation of Memories soundtrack was never released. The new reworked tracks, even so, are included on two CDs in the Kingdom Hearts Original Soundtrack Complete.[39]

Due to the technological limitations of the Game Boy Advance cartridge size, voice interim was kept to a minimum. Though many characters from Kingdom Hearts were voiced by the cast from earlier, the Japanese version used the post-obit voice actors: Keiji Fujiwara equally Axel; Tatsuya Kando equally Vexen, Marluxia, and Lexaeus; and Rieko Katayama as Larxene.[40] A limited amount of phonation interim was added only for the battle sequences.[41] Vocalism clips from the get-go Kingdom Hearts were inserted into Chain of Memories.[42] The English version is absent of dialogue; voices during System battles are replaced with simple grunts, laughter, and other boxing cries.

Versions and trade [edit]

Similar its predecessor, a great deal of merchandise was produced to help market the release of the game. Foursquare Enix released ii products to coincide with the release of the video game. The starting time was a limited edition Kingdom Hearts Game Boy Advance SP set up released simply in Japan. The set contained the game, a "Kingdom deep silverish" GBA SP with the Kingdom Hearts logo, and a carrying strap.[43] [44] The second was a Kingdom Hearts trading card game produced by Tomy.[45] The TCG featured starter decks, playing mats, and booster packs.[44] Fantasy Flying Games later acquired the rights to market place information technology to English-speaking countries.[46] In 2007, a remake for the PlayStation 2, titled Kingdom Hearts Re:Chain of Memories was released forth with Kingdom Hearts II Final Mix in a set, Kingdom Hearts Two Final Mix+.[5] A manga series ran in Monthly Shōnen Gangan in Japan, and was later released in the United States.[47] It is accompanied by three novels—two gear up during Sora'due south storyline and the third during Reverse/Rebirth, Riku'south story. Similar with the Terminal Fantasy games and the offset Kingdom Hearts game, Square released an Ultimania book on Kingdom Hearts: Chain of Memories following the release of the game. In Northward America, BradyGames released a strategy guide with a comprehensive walkthrough.[48]

Re:Chain of Memories [edit]

Two images of a game set in a room, the top one with 2D graphics, and the bottom one with 3D ones. Both feature a spike-haired boy wearing red clothes, a black jacket and yellow shoes; an anthropomorphic dog wearing an orange hat, a green turtleneck sweater, yellow pants, white gloves and brown shoes; an anthropomorphic duck wearing blue hat and robes; and a brown-haired girl in a pink dress.

Comparison of a scene involving Sora, Donald, Goofy and Aerith on the GBA (summit) and the PS2 (bottom).

Kingdom Hearts: Chain of Memories was remade for the PlayStation ii, titled Kingdom Hearts Re:Chain of Memories. It was developed by Square Enix'due south fifth Product Development Division, based in Osaka,[49] and released every bit the second disc of Kingdom Hearts II Final Mix+ in Nippon on March 29, 2007[5] and equally a standalone title in North America on December two, 2008.[50] [51] It has not been released in Europe or Australia for the PlayStation two, simply has seen a worldwide release equally part of Kingdom Hearts Hd one.five Remix. The remake includes polygonal 3D battles and worlds using the aforementioned graphics as Kingdom Hearts,[52] too as vox acting and an improved soundtrack. While the bill of fare-based battle arrangement and room synthesis aspects of the gameplay stayed mostly the aforementioned,[53] in that location were additions, such as the "Reaction Command" function from Kingdom Hearts II.[52] Voice-acted scenes occur only in Castle Oblivion, as well as in the Destiny Islands and Twilight Town simulations. The remake also includes new cutscenes and battles that were not in the original game.[54] IGN ranked information technology equally the 92nd best PlayStation2 game. The staff felt that it stood out among other bill of fare-based RPGs.[55]

Manga [edit]

Like the first Kingdom Hearts, Chain of Memories was adapted into a manga past Shiro Amano, following the same plot as the video game.[56] It was serialized in Foursquare's Monthly Shōnen Gangan in Japan, and so released in ii volumes in Japan and afterwards in the United states of america by TOKYOPOP. The first volume was released in Japan on October 22, 2005. A yr after, it was released in English on Oct 10, 2006, followed past the second volume on February half dozen, 2007.[47] [57] [58]

The manga series has had moderate success. The showtime book was ranked 112th on Usa Today'due south "Summit 150 all-time sellers" during the calendar week of its release.[59] IGN praised Amano's renditions of the characters and the sense of humor added into scenes. They also commented the weak elements of the game lessened the manga'due south overall quality.[56] The series was followed by a third manga series, Kingdom Hearts Ii. The Chain of Memories manga series was re-released in a boxed set in the United States on Oct 9, 2007.[60]

HD 1.five Remix [edit]

In September 2012, Foursquare Enix announced Kingdom Hearts Hd 1.v Remix a compilation for the PlayStationiii to include both Kingdom Hearts Final Mix and Re:Chain of Memories in loftier definition and trophy support. Additionally, the collection includes Hard disk drive cinematic scenes from Kingdom Hearts 358/two Days. Information technology was released in Japan on March fourteen, 2013[61] and in North America on September 10, 2013.[62] Releases on September 12, 2013 for Australia[63] and September xiii, 2013 for Europe[64] marked the first time Re:Chain of Memories was available in both of those territories. This version was later ported to the PlayStationiv equally part of Kingdom Hearts Hard disk drive 1.5 + two.v Remix, released in March 2017.[65]

Reception [edit]

While the to the lowest degree successful in the series commercially, Chain of Memories received more often than not positive reviews and met with successful sales figures. In Japan, it sold 104,000 units in 48 hours, a record for a Game Male child Advance title at the time.[80] Its positive debut sales placed it in the pinnacle spot of sales charts in Japan.[81] In the commencement month of its North American release, it was ranked 1st on GameSpot 's ChartSpot for portable systems and 6th for all consoles.[82] Past February 2005, information technology had sold over one million copies in Nippon and Due north America.[83] Worldwide sales of the game reached one.50 million copies by the end of 2006.[84] In the United states of america alone, it sold 900,000 copies and earned $28 million by August 2006. During the menses betwixt January 2000 and August 2006, it was the 24th highest-selling game launched for the Game Male child Accelerate, Nintendo DS or PlayStation Portable in that land.[85] By belatedly 2009, Chain of Memories had sold over one.55 meg copies worldwide, with 200,000 in PAL regions, 410,000 in Japan, and 940,000 in North America.[86]

The game received more often than not positive reviews from critics. The card-based battle system received mixed reviews. GameSpot called information technology "unwieldy", while GameSpy called it "engaging" and Game Scout called it original.[4] [13] [87] Reviews likewise cited that the card battle system was awkward and made information technology difficult to plan strategies.[13] [75] G4 commented that the gameplay was well suited for portable play and that it successfully combined card battles and random dungeons, "two much-maligned RPG" elements.[iii] Some critics found the Room Synthesis to be far too linear. The most frequent praise went towards the story. IGN chosen it an "engrossing storyline that really changes up after the adventure comes to an stop" and rated the presentation a 10 out of 10.[ii]

The quality of the graphics was well received, particularly the cut scenes.[2] [88] IGN cited them as "wonderfully produced FMV sequences".[two] GameSpot stated that the movies were true to the art way of the original and were on par with GBA video paks. They as well commented on the detailed and well blithe game sprites.[6] Game Watch described the upshot scenes as "high quality".[87] Many critics stated that though the graphics were not as good every bit the PlayStationtwo predecessor, they were very practiced for a GBA game.[four] [11] [89] G4 complimented the graphics stating that Chain of Memories was "one of the best-looking GBA games out at that place."[iii]

Come across also [edit]

  • List of Disney video games

Notes [edit]

  1. ^ Japanese: キングダム ハーツ チェイン オブ メモリーズ, Hepburn: Kingudamu Hātsu Chein Obu Memorīzu

References [edit]

  1. ^ a b c d "Kingdom Hearts: Chain of Memories Info". GameFAQs. Archived from the original on 2007-05-19. Retrieved 2007-05-24 .
  2. ^ a b c d due east f Harris, Craig (October 3, 2003). "Kingdom Hearts: Concatenation of Memories". Archived from the original on May five, 2019. Retrieved June 12, 2013.
  3. ^ a b c "G4 - Characteristic - Kingdom Hearts: Chain of Memories Review". G4. Archived from the original on 2006-01-04. Retrieved 2007-07-20 .
  4. ^ a b c d Raymond Padilla (2004-12-08). "Kingdom Hearts: Concatenation of Memories Review". GameSpy. Archived from the original on 2006-02-21. Retrieved 2007-05-23 .
  5. ^ a b c "『キングダム ハーツII ファイナル ミックス+』が3月29日に発売!" (in Japanese). Dengeki Online. Archived from the original on 2012-08-14. Retrieved 2008-09-24 .
  6. ^ a b c d e f Ricardo Torres (2004-08-30). "Kingdom Hearts: Chain of Memories Updated Easily-On". GameSpot. Archived from the original on 2012-02-12. Retrieved 2007-06-08 .
  7. ^ a b IGN Staff (25 September 2003). "Kingdom Hearts to GBA". IGN. Archived from the original on 2012-02-12. Retrieved 2021-xi-12 .
  8. ^ a b c "Nintendo.com Games: Kingdom Hearts: Chain of Memories". Nintendo Power. Archived from the original on 2007-04-03. Retrieved 2007-05-24 .
  9. ^ a b c d Square Enix (2002). Kingdom Hearts Chain of Memories Educational activity Booklet. Square Enix, Inc.
  10. ^ a b c d e Hollinger, Elizabeth (2004). Kingdom Hearts Chain of Memories Official Strategy Guide. BradyGames Publishing. ISBN0-7440-0473-X.
  11. ^ a b Ricardo Torres (2004-ten-22). "Kingdom Hearts: Chain of Memories Characteristic Preview". GameSpot. Archived from the original on 2012-02-12. Retrieved 2007-06-08 .
  12. ^ "Easily-On: Kingdom Hearts: Chain of Memories". GamePro. 2004-11-26. Archived from the original on 2008-12-06. Retrieved 2008-09-24 .
  13. ^ a b c Bethany Massimilla (2004-12-09). "Kingdom Hearts: Chain of Memories Review". GameSpot. Archived from the original on 2012-02-12. Retrieved 2007-05-23 .
  14. ^ a b "Tetsuya Nomura on the Kingdom Hearts Sequels". G4TV. Archived from the original on 2006-12-03. Retrieved 2007-06-15 .
  15. ^ Jupiter (2004-12-07). Kingdom Hearts Chain of Memories (Game Boy Advance). Square Enix U.Southward.A., Disney Interactive. Zexion: That was Marluxia, keeper of this castle.
  16. ^ a b Jupiter (2004-12-07). Kingdom Hearts Chain of Memories (Game Boy Advance). Square Enix United statesA., Disney Interactive. Donald: Let'due south see how it handles my magic! THUNDER! Huh? That's odd. THUNDER! THUNDER! Umm... FIRE! Blizzard? I don't become it. Why isn't my magic working? / Marluxia: I should think it's obvious. The moment yous set foot in this castle, you forgot every spell and ability you knew... though the forgetting does non stop there. In this identify, to find is to lose and to lose is to find. That is the fashion of things in Castle Oblivion.
  17. ^ Jupiter (2004-12-07). Kingdom Hearts: Chain of Memories (Game Boy Advance). Foursquare Enix U.Due south.A., Disney Interactive. Marluxia: Information technology isn't reality that you see. This town is an illusion conceived by your memories ingrained in that bill of fare.
  18. ^ Vexen: Did you lot fifty-fifty notice? I was delving deep into your retentiveness as we fought. And here... Look what I found. A menu crafted from all the memories that are locked in the other side of your heart. Foursquare Enix (2008-12-02). Kingdom Hearts: ReChain of Memories (Playstation 2). Square Enix.
  19. ^ Square Enix (December vii, 2004). Kingdom Hearts: Chain of Memories (Game Male child Advance). Square Enix U.S.A. Marluxia: Go, Sora. To lose and claim anew, or to claim anew just to lose...
  20. ^ Foursquare Enix (December vii, 2004). Kingdom Hearts: Chain of Memories (Game Male child Accelerate). Square Enix U.Due south.A. Sora: What's... that? Is that mine? / Larxene: Tsk, tsk. Y'all've been wearing it all this time, and you forgot? No, you couldn't take. The retentiveness is engraved in your middle. Now think, Sora. What oh what could it be? Who gave information technology to you? / Sora: Na... Na... mi...? / Larxene: That's right! Gratuitous the memory from your heart! / Sora: Nami... Naminé.
  21. ^ Square Enix (Dec vii, 2004). Kingdom Hearts: Chain of Memories (Game Male child Advance). Square Enix U.S.A. Marluxia: Why did you lot let her go? You and your cursed meddling! He was ours! The Keyblade master could have been our slave! / Axel: Right, your large program. You use Naminé to rewrite Sora'due south retentivity piece past piece. He becomes her boob. Then, using Naminé and Sora, you and Larxene overthrow the Organization. Did I get it right? 'Cause that would brand YOU the traitor, Marluxia. Not me.
  22. ^ Square Enix (December 7, 2004). Kingdom Hearts: Concatenation of Memories (Game Boy Accelerate). Square Enix U.s.a.A. Donald: We have to slumber in these to become our memories back? / Naminé: You lot'll exist fine. Information technology might take a little time, but I'll take care of yous. / Goofy: But when nosotros wake upwards, we won't retrieve you lot anymore...
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External links [edit]

  • Kingdom Hearts: Chain of Memories Japan official website
  • Kingdom Hearts: Chain of Memories at IMDb

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Source: https://en.wikipedia.org/wiki/Kingdom_Hearts:_Chain_of_Memories

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