9 reviews liked by BeautifulBurton


I've failed at this game for over 60 hours and I know now that I'll never beat it. It was a lot of fun though.

Co-op community test chambers is why God invented girlfriends.

The combat is really terrible and the story breaks down really hard at the end, but the aesthetic is unmatched. What a vibe, what a head trip.

I think most of the people who talk this game up haven't actually played it, because it's nothing like they say it is. It is, however, extremely cool.
Turn battle speed up to max in the options.

My favorite one. I wish Hollow Bastion was even larger.

If you can only play 5 Ps2 games, you play this one or you're making a bad choice.

Stop telling me how to play the game and just let me play the game.

Pretty remarkable battle system. I think it could be balanced/more interesting but not sure how. Maybe riku's mode will be more interesting?

Dungeons a bit repetitive, normal battles are boring, but the bosses can be interesting at times. Disney story is terrible (retreads of KH1, whose disney arcs were already... bad), but I enjoy the overarching Organization plot.

If I were to redesign this game I would scrap half of the disney dungeons, keep the weird ones, make their stories weirder instead of retreads, and focus more on bosses by reducing the dungeon sizes. Grinding for map cards to get through dungeons was...bad!

The game shines during boss battles, and that's where the interesting narrative meat is, too. I think the battle system could use two improvemets:

- Remove dodge roll
- Remove JUmp
- Replace L+R sleight input with B (or A, I forget, whichever was jump)

Dodge Roll and Jump are vestigial and ported over pointlessly from KH1. In CoM they only serve to muddy the already difficult battle system and make it easy to mess up execution, which makes boss battles borderline impossible. If the bosses were redesigned around you only being able to walk around, it'd be more interesting to play as you could reasonably move, shuffle cards, build sleights.

Still an overall interesting combat system. Wish more games were weird like this!


I’m not quite sure what the motivation was behind this. Looking at the description, Kaze is apparently a “tribute” to 90s platformers, but the devs seemed to have forgotten what was beloved about that era.

It’s a “tribute” to the 90s in the same vein as someone paying tribute the Mona Lisa by recreating it in crayon. Do you have fond memories of scouring each level for 100 coins in Super Mario World? Do you remember the slow, tedious pace of levels in DKC2? Do you get excited thinking about Mega Man X and its bosses that force you to wait around for their weak points?

Funnily enough, these were the most original parts of Kaze. There wasn’t a single memorable level or gimmick that wasn’t taken from another game, and yet its own ideas undermine the good concepts from which it stole.

The worst part is that Kaze is surprisingly competent. The presentation is on point, the overall artwork and character design is pleasant, and Nintendo’s four-step design process is adhered to. All this talent is wasted on a product with so little ambitious.

Kaze is forgettable, and that’s the gravest insult I could throw at it. It wishes for nothing but to remind you of other games you could be playing. It’s a product that will only be lost to the void of time, with no one appearing to salvage it with memory.