[On the Demo Floor] – Kingdom Hearts: Melody of Memory – Nintendo Switch

Written by Kevin Orme

Chapter… Thirteen?

It’s perfect timing for me to playing something to do with the Kingdom Hearts series of games. My friend just finished streaming himself completing the entirety of the series on the PS4 and I had the pleasure of watching a fair chunk of it over the last few weeks, so for the first time in my life I actually feel like I actually know what the heck is going on. However, what it really comes down to is that I’m in the right frame of mind to jump into something in the Kingdom Hearts rabbit hole.

So you might be wondering, where this is the thirteenth game in the series (not including the re-releases) you might need a bit of a briefing on what the heck is going on story-wise for this game. So HERE WE GO!

  • Sora is… dead, but maybe not? There seems to be a way that our protagonists can bring him back, but it involves scanning Kairi’s memories (I think).
  • You job is to use the power of rhythm games to uh… free him. Hearts are probably involved somehow.

So without further ado, LET’S SEE WHAT THIS DEMO IS ALL ABOUT!

Reliving The Past, Today!

The main gameplay of the demo consists of Sora, Donald and Goofy running down a set pathway that looks like three lanes of a Guitar Hero screen. As the three of you head down this path, enemies appear that need to be defeated. As you get closer to these enemies, a ring appears around the foes and you need to press either A, L, or R to smack the thing ahead of you. Occasionally, there will be two or even three enemies instead of the single, and you just need to hit one button per enemy (i.e. A for one, A+L for two and (A+L+R for all three). Some enemies are in the air, so an arrow will appear showing that you will need to jump with B and attack. Red arrows mean that you have a projectile headed your way and you will also need to jump. Additionally, there are magic crystals that will need to be activated with X and gliding sections that have you hold down the jump button as you steer Sora towards oncoming notes.

The game has three difficulties: Normal, Expert, and Proud – each with additional challenge spikes that give much needed flavor to the genre. Additionally, there are three modes to play each song:

  • Standard, which has you doing everything I just said.
  • One Button, which puts every command to one button so the player can just focus on the rhythm rather than specific inputs.
  • Performance, which adds additional button presses that are denoted as you play each song (mapped to the Y, ZL and ZR buttons)

What this means is that there are NINE different ways to play each song, which is kind of a great way to expand the playtime on a rhythm game. So there’s plenty to do with the stuff they gave you.

So, How Is It?

Honestly, I liked it! The demo came with four songs and I was able to hold my own on the hardest difficulty (with the exception of the hardest song) on most of the settings and I had a lot of fun playing it. Each “playthrough” pf the demo consists of 3 plays and then a return to the main screen. It’s enough to give you a decent flavor of what the game has to offer and it has probably swayed me into buying it when it comes out (or at least pestering our editor to give me the review copy). I think it’s very much worth your time.

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