KINGDOM HEARTS III, PART ONE
WARNING: My take on Kingdom Hearts III contains SPOILERS for the actual game. If you are playing or plan to play the game, please read at your own risk!
And now onto the grand finale. My version of Kingdom Hearts III mixes the actual game and Kingdom Hearts: Dream Drop Distance, with the latter serving as act one for the game. This will wrap up the “Seeker of Darkness” arc, but not necessarily conclude the whole franchise, with the events of Unchained Unions being a set up for other installments. Xehanort is unaware of the box’s existence. In fact the only character who does know of its existence is Luxu.
Instead, the main plot will be Xehanort trying to forge the χ-Blade and summon Kingdom Hearts, open portals to every world, and let the Heartless consume them all. This, in his mind, will correct the imbalance between light and darkness in existence. He is willing to die to accomplish it, and then just leave the next generation of Keyblade wielders to pick up the pieces. Terra had lost faith in others following Eraqus and Aqua’s betrayals, but perhaps the one person he does care for is Ven, even though he used him as a pawn in the past.
His Heartless and Nobody both tried to create their own versions of Kingdom Hearts. Heartless!Xehanort created his version from the hearts of destroyed worlds, whilst Xemnas replicated the real version using defeated Heartless. Xemnas also used his version to try to drag the Realm of Light into nothingness, causing several worlds to vanish. These worlds must be saved by Sora and Riku in their Mark of Mastery Exam. But, that doesn’t go as they had hoped…
In Kingdom Hearts III, there is a special series of attacks/summons called “Attraction Flow”, which summon Disneyland rides to use in 30-second attacks. There are only six in the game, and you can’t use them when you want to. In fact, the entire special attack command list in totally randomized when you can use them. It’s a bit of a pain. While I don’t focus much on the gameplay side of this reimagining, I wanted to tackle this one aspect and expand on it a little.
First of all, these spells count as summons, so they would be made unlockable one after the other during the game’s progress. These attacks make Sora and co. temporarily immortal, and these attacks only last a limited time. Since there are only six Attraction Flows, I decided to throw in a few more.
If you have any ideas for turning attractions into attacks, I might add them!
Big Magic Mountain (Big Thunder Mountain): The Attraction Flow is a one-time summon in Kingdom Hearts III, used exclusively against the Rock Titan boss fight, and that’s it. Sora, Donald, and Goofy leap into a flying runaway train, which goes along a railroad of light, and launches fireworks. In my version, this technique can be used more than once, but only in boss fights and if the arena is big enough.
Pirate Ship (Peter Pan’s Flight): Sora summons a floating pirate ship that resembles the one from the Main Street Electrical Parade. The ship can spin in a full circle, or rock back and forth, generating powerful waves of water which drown enemy forces. To tie in a little better to the ride, I’d add in a final attack where the Pirate Ship actually takes flight, and can be flown around the battlefield, ramming into Heartless, or causing them to be covered in pixie dust and become airbourne, so the ship can blast them out of the sky.
Mad Tea Cups (Mad Tea Party): Pretty much speaks for itself. The iconic tea cups appear, and our heroic trio ride them as fast as possible. Pressing the command button makes them spin faster and faster, and in this version, they can bounce off each other, creating a wild pinball-like series of attacks.
Blaster Blaze (Buzz Lightyear’s Astro Blasters): Sora, Donald, and Goofy hop into the Astro Blasters ride vehicle, which has three laser pistols in them. In a first person P.O.V., Sora fires laser beams at enemy forces, and can charge up stronger attacks. There is also a score system as a nod to the ride, and earning certain high scores can boost the player’s levels.
Splash Run (Grizzly River Run): Yeah, you’d think a name like “Splash Run” would be a reference to Splash Mountain, not to Grizzly River Run. Regardless, this is a pretty cool technique. Our heroes jump into a raft and create a trail of magic water around the battlefield. They then surf along this river, able to jump and create splashes of water, and ram anyone who is in the way. I’d add a final attack in where the raft is launched into the air and slams back down on the water, sending a careening wave in all directions.
Magic Carousel (King Arthur Carousel): The final canon attraction is pretty simple. A magic carousel that remains stationary, and the player must time their button mashing to a soundwave that stretches out from the centre of the carousel, causing a musical blast. The finish unleashes multiple energy waves. The player can also choose what Disneyland melody they play, each one having different timings and effects on the environment.
Twilight Drop (Tower of Terror): The first of my own creations, this attraction is based on the Tower of Terror (sans Twilight Zone cause licensing). Our trio step into an ornate elevator, only to get launched into the air through an outline of the hotel. Upon reaching the top, Sora inserts his key into the top of the lift and turns it, causing the elevator to drop back down, being struck by lightning on the way. The elevator than strikes the ground and explodes, creating a shockwave of electricity. But, Heartless who specialise in thunder magic would be immune to it.
Fun Wheel (Mickey’s Fun Wheel): Sora, Donald, and Goofy board a miniaturised version of Mickey’s Fun Wheel, and go for a spin around the battlefield. However, the Fun Wheel cannot curve, so instead, it must be stopped, spun around and go in the opposite direction. It fires out colourful jets of water like The Wonderful World of Colour. In a final move, the Fun Wheel is launched up on a water fountain and spins, releasing blasts of multicoloured water.
Wild Riders (Mr. Toad’s Wild Ride): The trio jump into Mr. Toad’s automobile (sans Mr. Toad) and zoom around the field, running over any Heartless in the way. The motorcar has a “boost mode”, that sends Sora rocketing across the field, leaving a blazing trail behind.
Rocket Launch (Rocket Jets): Bringing out a nostalgic but extinct attraction is a good idea, and the Rocket Jets was a good choice. A stationary Attraction Flow, Sora, Donald, and Goofy leap into a trio of rockets attached to telescopic rods. They spin in an increasingly wider circle, smacking into Heartless, which are caught on the front of the rockets and are set flying. In a final attack, Rocket Launch transforms into Astro Orbitor, and smashes Heartless up with spinning planets.
Doom Pipes (The Haunted Mansion): Things get misty and spooky as Sora summons the pipe organ from the Haunted Mansion and plays an ominous tune that is timed with the command buttons. The tune causes ghastly wraiths to emerge from the pipes and ensnare the Heartless. The final attack involves Sora performing a grand finale, unleashing ghost lights and bats from the pipes to end the attack.
Abominable Bobsleds (Matterhorn Bobsleds): The Abominable Snowman (“Harold”) is summoned, leading to a two-part attack. While Harold can act as his own agent, throwing Heartless and hitting them with snow, he will place Sora, Donald, and Goofy in a bobsled and launch them across the battlefield on a wave of snow. In a final move, Sora and Harold combine their powers, summoning an avalanche to sweep away enemies. If used in Arendelle (Frozen), this attack’s power is boosted.
Columbiad Cannon (Space Mountain): And finally, we have the most powerful of the Attraction Flows. Columbiad Cannon, aka, Space Mountain, doesn’t summon the domed space station, but instead places our heroes in the ride vehicle. It launches out of the “cannon” used in the Disneyland Paris version of Space Mountain. The trio spiral above the battlefield, dropping meteorites upon enemy forces. With a final attack, the trio fly even higher, right into space, and then rocket back down to the field and unleash a powerful explosion that wipe out all non-boss enemies on the field.
WARNING: My take on Kingdom Hearts III contains SPOILERS for the actual game. If you are playing or plan to play the game, please read at your own risk!
And now onto the grand finale. My version of Kingdom Hearts III mixes the actual game and Kingdom Hearts: Dream Drop Distance, with the latter serving as act one for the game. This will wrap up the “Seeker of Darkness” arc, but not necessarily conclude the whole franchise, with the events of Unchained Unions being a set up for other installments. Xehanort is unaware of the box’s existence. In fact the only character who does know of its existence is Luxu.
Instead, the main plot will be Xehanort trying to forge the χ-Blade and summon Kingdom Hearts, open portals to every world, and let the Heartless consume them all. This, in his mind, will correct the imbalance between light and darkness in existence. He is willing to die to accomplish it, and then just leave the next generation of Keyblade wielders to pick up the pieces. Terra had lost faith in others following Eraqus and Aqua’s betrayals, but perhaps the one person he does care for is Ven, even though he used him as a pawn in the past.
His Heartless and Nobody both tried to create their own versions of Kingdom Hearts. Heartless!Xehanort created his version from the hearts of destroyed worlds, whilst Xemnas replicated the real version using defeated Heartless. Xemnas also used his version to try to drag the Realm of Light into nothingness, causing several worlds to vanish. These worlds must be saved by Sora and Riku in their Mark of Mastery Exam. But, that doesn’t go as they had hoped…
In Kingdom Hearts III, there is a special series of attacks/summons called “Attraction Flow”, which summon Disneyland rides to use in 30-second attacks. There are only six in the game, and you can’t use them when you want to. In fact, the entire special attack command list in totally randomized when you can use them. It’s a bit of a pain. While I don’t focus much on the gameplay side of this reimagining, I wanted to tackle this one aspect and expand on it a little.
First of all, these spells count as summons, so they would be made unlockable one after the other during the game’s progress. These attacks make Sora and co. temporarily immortal, and these attacks only last a limited time. Since there are only six Attraction Flows, I decided to throw in a few more.
If you have any ideas for turning attractions into attacks, I might add them!
Big Magic Mountain (Big Thunder Mountain): The Attraction Flow is a one-time summon in Kingdom Hearts III, used exclusively against the Rock Titan boss fight, and that’s it. Sora, Donald, and Goofy leap into a flying runaway train, which goes along a railroad of light, and launches fireworks. In my version, this technique can be used more than once, but only in boss fights and if the arena is big enough.
Pirate Ship (Peter Pan’s Flight): Sora summons a floating pirate ship that resembles the one from the Main Street Electrical Parade. The ship can spin in a full circle, or rock back and forth, generating powerful waves of water which drown enemy forces. To tie in a little better to the ride, I’d add in a final attack where the Pirate Ship actually takes flight, and can be flown around the battlefield, ramming into Heartless, or causing them to be covered in pixie dust and become airbourne, so the ship can blast them out of the sky.
Mad Tea Cups (Mad Tea Party): Pretty much speaks for itself. The iconic tea cups appear, and our heroic trio ride them as fast as possible. Pressing the command button makes them spin faster and faster, and in this version, they can bounce off each other, creating a wild pinball-like series of attacks.
Blaster Blaze (Buzz Lightyear’s Astro Blasters): Sora, Donald, and Goofy hop into the Astro Blasters ride vehicle, which has three laser pistols in them. In a first person P.O.V., Sora fires laser beams at enemy forces, and can charge up stronger attacks. There is also a score system as a nod to the ride, and earning certain high scores can boost the player’s levels.
Splash Run (Grizzly River Run): Yeah, you’d think a name like “Splash Run” would be a reference to Splash Mountain, not to Grizzly River Run. Regardless, this is a pretty cool technique. Our heroes jump into a raft and create a trail of magic water around the battlefield. They then surf along this river, able to jump and create splashes of water, and ram anyone who is in the way. I’d add a final attack in where the raft is launched into the air and slams back down on the water, sending a careening wave in all directions.
Magic Carousel (King Arthur Carousel): The final canon attraction is pretty simple. A magic carousel that remains stationary, and the player must time their button mashing to a soundwave that stretches out from the centre of the carousel, causing a musical blast. The finish unleashes multiple energy waves. The player can also choose what Disneyland melody they play, each one having different timings and effects on the environment.
Twilight Drop (Tower of Terror): The first of my own creations, this attraction is based on the Tower of Terror (sans Twilight Zone cause licensing). Our trio step into an ornate elevator, only to get launched into the air through an outline of the hotel. Upon reaching the top, Sora inserts his key into the top of the lift and turns it, causing the elevator to drop back down, being struck by lightning on the way. The elevator than strikes the ground and explodes, creating a shockwave of electricity. But, Heartless who specialise in thunder magic would be immune to it.
Fun Wheel (Mickey’s Fun Wheel): Sora, Donald, and Goofy board a miniaturised version of Mickey’s Fun Wheel, and go for a spin around the battlefield. However, the Fun Wheel cannot curve, so instead, it must be stopped, spun around and go in the opposite direction. It fires out colourful jets of water like The Wonderful World of Colour. In a final move, the Fun Wheel is launched up on a water fountain and spins, releasing blasts of multicoloured water.
Wild Riders (Mr. Toad’s Wild Ride): The trio jump into Mr. Toad’s automobile (sans Mr. Toad) and zoom around the field, running over any Heartless in the way. The motorcar has a “boost mode”, that sends Sora rocketing across the field, leaving a blazing trail behind.
Rocket Launch (Rocket Jets): Bringing out a nostalgic but extinct attraction is a good idea, and the Rocket Jets was a good choice. A stationary Attraction Flow, Sora, Donald, and Goofy leap into a trio of rockets attached to telescopic rods. They spin in an increasingly wider circle, smacking into Heartless, which are caught on the front of the rockets and are set flying. In a final attack, Rocket Launch transforms into Astro Orbitor, and smashes Heartless up with spinning planets.
Doom Pipes (The Haunted Mansion): Things get misty and spooky as Sora summons the pipe organ from the Haunted Mansion and plays an ominous tune that is timed with the command buttons. The tune causes ghastly wraiths to emerge from the pipes and ensnare the Heartless. The final attack involves Sora performing a grand finale, unleashing ghost lights and bats from the pipes to end the attack.
Abominable Bobsleds (Matterhorn Bobsleds): The Abominable Snowman (“Harold”) is summoned, leading to a two-part attack. While Harold can act as his own agent, throwing Heartless and hitting them with snow, he will place Sora, Donald, and Goofy in a bobsled and launch them across the battlefield on a wave of snow. In a final move, Sora and Harold combine their powers, summoning an avalanche to sweep away enemies. If used in Arendelle (Frozen), this attack’s power is boosted.
Columbiad Cannon (Space Mountain): And finally, we have the most powerful of the Attraction Flows. Columbiad Cannon, aka, Space Mountain, doesn’t summon the domed space station, but instead places our heroes in the ride vehicle. It launches out of the “cannon” used in the Disneyland Paris version of Space Mountain. The trio spiral above the battlefield, dropping meteorites upon enemy forces. With a final attack, the trio fly even higher, right into space, and then rocket back down to the field and unleash a powerful explosion that wipe out all non-boss enemies on the field.