The Gummi Ship, the intergalactic vessel that ferries players between worlds in the original Kingdom Hearts, has long been a subject of community derision. As part of Kotaku's year-long retrospective, 'Guiding Key,' the game's often-maligned spaceflight segments are being re-examined to determine if the criticism is warranted. Initial impressions suggest the Gummi Ship sequences are undeniably 'sauceless,' lacking engagement and featuring dull combat.
While players can upgrade their Gummi Ships using components found throughout the game, the necessity of deep customization feels at odds with the blandness of the actual gameplay. The mechanics hint at an RPG-like depth, with stats and buildable blocks, a feature that might have been intended to appeal to players who enjoyed extensive ship optimization, reminiscent of Xzibit's "Pimp My Ride" era.
However, the core flying and shooting mechanics are described as tedious at best, detracting from the overall experience. This design choice appears to be a recurring theme in the early hours of Kingdom Hearts, where inconveniences are introduced only to be quickly resolved. The Warp-G gummi block, for instance, significantly reduces the number of Gummi Ship segments required by allowing players to fast-travel to previously visited worlds after completing initial ones. This alleviates the burden, but only after an initial period of annoyance.
Beyond the Gummi Ship, other early-game design choices also stand out. The Guard Armor boss fight in Traverse Town presents challenges that could have been mitigated by a dodge roll, an ability that is only acquired after the fight. Sora's signature floaty jump offers little practical advantage against powerful melee attacks. Furthermore, the reliance on equipping potions before battle via the Stock mechanic, and Donald Duck's perceived reluctance to heal, contribute to a feeling of artificial difficulty that feels dated by modern standards.
Many of these design elements can be attributed to Kingdom Hearts being a nearly 25-year-old title. Gating fundamental action game mechanics like a dodge roll behind progression is a rarity in contemporary game design, which often prioritizes quality-of-life features. Playing such an archaic experience presents an interesting challenge, provided it does not become an insurmountable obstacle as the replay continues.
The 'Guiding Key' project will continue its year-long replay of the Kingdom Hearts series, covering each mainline title and its associated spin-offs through late 2027, culminating in a look at the upcoming Kingdom Hearts IV.