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Unicorn of War (Thomas Vaccaro)
Unicorn of War (Thomas Vaccaro)

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Kingdom Hearts 1 Retrospective Script - Traverse Town

Another World:

We then fade into a strange town beneath a night sky, where Donald, Goofy, and Pluto arrive, complete with new fits. Might I say Goofy rocks the green? They’re still very JRPG coded, but less… out there than their castle garbs. These feel more akin to street fashion, perfect to go along with Sora’s fit.

As they look to the sky, Goofy points to a star blinking out - likely Destiny Islands. A beautiful visual with a tragic message, and a reminder of the stakes of this mission. Goofy thinks of going one way, and of course, Donald calls him a goofball, a wingnut, and knucklehead mcspazatron, to which Goofy responds, “What do I know?” Of course, Pluto fucks off and goes the way Goofy wanted, discovering an unconscious Sora lying in the alley. Cue tiny me screaming into the void in anger and fury.

Naturally, Pluto wakes Sora from his slumber with a swift, if stern, kick in the ribs. The doggo runs off, sure to cause chaos and raise hell elsewhere. Sora, meanwhile, is left in awe of the fact he’s done it - he’s reached a new world. Unfortunately, it’s under much more dire, somber, lonelier circumstances than anticipated.

Speaking to some of the locals, we learn that they’re all people who’ve lost their worlds, presumably to the same darkness that destroyed Destiny Islands. Traverse Town acts as a haven. It’s a safe harbor that appears to those who’ve lost their homes, offering them refuge as opposed to annihilation. No one seems to be in charge of this world. Instead, the world seems to do this of its own volition, which I personally adore. It adds to this feeling of grandeur and mystery that permeates this game.

We’ve got a few shops here. One of which being run by Donald’s nephew Huey, Dewie, and Louie. No, I’m not sure why they’re here in Traverse Town of all places, nor how they managed to secure a storefront, but ya know what? I approve of them duckbossing at such a young age.

From here, we get to explore the town, and figure shit out ourselves. Kingdom Hearts 1, much like a lot of older games, doesn’t really tell you what to do. It kinda just expects you to figure it out for yourself, albeit with some slight hints and vague gestures.

The Design of Traverse Town:

I am obsessed with Traverse Town’s design, and I’m 95% certain it laid the groundwork for our generation’s later obsession with liminal spaces. The town features a weird, wacky, almost medieval feel. At least, the First District does. See, there are three main districts, with smaller areas strewn throughout, all sorta forming a big loop.

The First District is the safest, free of enemies for most of the game, featuring a warm color palette that stands out against the perpetual night sky. It provides this cozy, safe feeling, albeit with the faint reminder that the shadows are always near. I especially love little interactive details, like the cafe candles that you can’t extinguish ‘til you learn the Blizzard spell, rewarding you with a treasure chest.

The Second District is a bit larger. It’s a wide open downtown area with a cooler palette - perfect for encountering enemies as you traverse… the town. There’s a gizmo shop in the cathedral at the end of the way, through which you can access the rooftops. More platforming that is… admittedly not as tedious as other sections.

The Third District is the smallest, and… I’m not sure what it is exactly? I’d assume some kinda plaza or shopping center with all the neon lights, and the Lady and the Tramp mural - which also, iconic, love that reference - but there’s not much else here to suggest how people would inhabit this space. Not that it matters, being liminal and all, but it’s always perplexed me. Also, note the little keyhole by the big door. Remember it. Learn it. And also the exposed wiring, and the big but slightly less big red door with the fire symbol.

Connected to the Second District is a hotel, a couple color-themed rooms, and an alleyway, which also loops back around into the Second District. They’re small details, but they help to make Traverse Town feel more lived in, and more complex than it really is. It’s a bit more than just, Point A to Point B, especially as the game progresses, and you gain access to even more areas hidden within the nooks and crannies of this world.

Another little thing: scattered throughout Traverse Town are postcards, which you can feed into this horrifying abomination of a mailbox in the First District for rewards. Again, tiny things that don’t matter much in the grand scheme, but I think are just neat.

Though I would love it if maybe we got to see characters sending interplanetary mail, and read said mail. Is it illegal? Probably, depending on the laws of each Disney world, as well as interplanetary law. Is it canon? Probably not, cuz of the whole, “No meddling” bullshit. But c’mon, tell me it wouldn’t be juicy getting to read all the hot gossip as Belle shit talks her castle staff to the other princesses.

And can we talk about the Traverse Town theme? It is the epitome of coziness. This slow, jazzy tune helps lull you into comfort, and personally reminds me of all those lo-fi cafe videos on YouTube you go to for ambient music.

Final Fantasy Cameos:

We’ve got a few more Final Fantasy cameos here, too. Firstly, the little Moogle wandering the First District. These guys run most of the item and synthesis shops across the series, and I love them so much. They’re just so cute! Although, I’m pretty sure the synthesis shop, which we won’t be able to access ‘til later, is actually a nuclear weapons forge. The Moogles are plotting something, man, and imma be real, I’m rooting for them.

Heading inside the accessory shop, we meet Cid - a crotchety, middle-aged man who is fed up with everyone’s nonsense, but still has a heart of gold. At least, I assume. Again, I don’t know the Final Fantasy girlies like that, but I like Cid. Wish he got some spoken dialogue here in the first game, though.

Cid tells us a bit about the town, offering us shelter if we can’t find our friends. For what little we get here, I enjoy Cid being annoyed by Sora calling him gramps, but still wanting to make sure he’s safe and sound. Makes it clear Cid is a sort of benevolent patriarch here in town.

I haven’t mentioned it up until now, but the manga does a bit more work in characterizing everyone, Cid included. I’ve only read a few chapters, but I recall seeing a fan-animated adaptation when I was younger, showing Cid blasting away Heartless with a goddamn canon. Absolutely unhinged, and I’m here for it. I just wish a lot of the wackiness and personality I’ve seen from the manga was present in the games.

So now, we’re just left to wander the town. And the second we set foot in the Second District, we witness a man die. Woo! We don’t see what he’s running from, but his body disappears as his heart leaves his body, either transforming into or being consumed by a strange dark creature. I’m personally not sure which it is still, but I must say, it’s a pretty grim sighting, especially considering what Sora just survived. The boi has enough trauma, thank you.

Sidenote: this nameless extra reappears several times, either the same or slightly recolored. I am quite certain he is either an imposter, or a zombie. That is all.

What follows is a horde of Shadows surrounding Sora. And instead of the Traverse Town battle theme, we’re instead given the “Night of Fate” tune again. A real jam, but again, thanks for the trauma. For all we know, this means this town is on the same path to destruction as our homeworld. Fun!

From here, the Shadows inhabit every area of the town, even the First District, just to make sure you feel overwhelmed, scared, and helpless. And at each turn, whenever you enter an area, you’ll see Donald and Goofy searching for you somewhere else, just to make sure we raise your blood pressure as much as possible.

You’re free to explore as much as you want. Eventually you’ll probably return to the accessory shop to talk to Cid, since it’s one of the only safe havens at the moment. Exiting the shop, you’re greeted not with Shadows, but another Final Fantasy cameo: Leon!

Okay, so since this was my introduction to these characters, I grew up never knowing that this guy’s name is actually Squall Leonheart. In this context, it used to be his name, but he goes by Leon now, correcting anyone who still calls him Squall. Not sure why, but I assume it’s something along the lines of, “That name carries the blood of those I failed to protect.”

Leon warns us cryptically about the creatures, and how they’ll continue targeting us so long as we wield the Keyblade. So he knows about both our mystical weapon, and the monsters ruining our lives, immediately making us go, “I’m sorry, whomst the fuck are you, and howst the fuck do you know such things? Also wherest the fuck do you shop for your clothing cuz you are immaculately dressed?”

When Sora refuses to hand over the Keyblade, naturally, a boss fight ensues. You don’t have to win this one, since ultimately, Leon is an ally, so consider this more… a test of your skills. Even if you win, Sora will collapse from exhaustion, establishing that he - and by extension, you - still isn’t experienced enough to handle this sort of thing.

After the dramatic faint - which thankfully can’t cause Sora brain damage, since you can’t damage what isn’t there - Leon’s bestie Yuffie shows up to tease him a bit. These two are from different Final Fantasies, but don’t seem - from my cursory knowledge - to share the stories and backgrounds of their canon versions. Instead, they’re sort of… alternate versions rooted in the original worlds of Kingdom Hearts. But for what it’s worth, I love them here, especially Yuffie. I just love how much of a high-energy go-getter she is.

Meanwhile, Donald and Goofy are still searching. I guess somehow they never ran into Cid or Leon. Instead, they’re jumpscared by Aerith, and I must say, I love how much the women are jumpscaring people in this game. I’m not exactly sure why KH1 opted for this trio of Leon, Yuffie, and Aerith, but they do make for an iconic group, and I enjoy their dynamic, especially by KH2.

Meanwhile, Riku:

Meanwhile, the darkness sent Riku not to Traverse Town, but somewhere else entirely. A strange sort of ruin surrounded by floating ice and waterfalls. He calls out for his friends, but his voice is gone, replaced with dramatic slow downs and whooshes of wind.

To my memory, this is a Final Mix addition, hence the lack of vocals. However, it actually helps to emphasize this as a dramatic moment. It communicates how helpless Riku likely feels, with no one to hear his pleas. Well, no one except the mysterious figure watching him from above. I’m sure that’s not one of the overarching villains with sinister intentions.

The Keyblade:

Cutting back to Sora, he wakes up to find himself in a strange room; in this case, what’s called the Green Room in the Traverse Town hotel. He’s greeted by Kairi, only to realize he’s just hallucinating, and this is actually “the great ninja Yuffie.” First of all, rude. Second of all, VERY RUDE.

Leon’s here too, and he and Yuffie give Sora the rundown. The reason Leon attacked Sora was to get the Keyblade away from him, as while he was wielding it, it drew the Heartless - the monsters - towards Sora like a magnet. During this, we see in the Red Room - no, not the Twin Peaks Red Room - that Aerith is explaining the situation to Donald and Goofy.

These creatures, the Heartless, are drawn to the darkness in people’s hearts. They were studied by a man named Ansem, who chronicled his findings in detailed reports, which have been scattered to many different worlds due to the crisis. The Keyblade holds the power to stop them, and according to Leon and Yuffie, it chose Sora as its wielder, adding to its mystique. Personally, I love it when powers and artifacts are sentient, and have a say in who gets to use them.

Talking to Yuffie real quick, we also learn that the Keyblade is able to open any lock. Cuz ya know, universal key and all that. Helps with treasure chests, and also certain safes and door locks lying about. Oh, and another little thing. Hit the clock above Leon a few times, and another treasure chest will appear! I miss stuff like this.

Before we can head out, the Heartless make their move. Leon throws it out the window, then leaps into the alley below, like a boss, and Sora follows. Donald, meanwhile, is slammed into the wall, before he and Goofy get the chance to meet Sora. And yes, this makes me cackle like a hyena every time.

The Guard Armor:

Leon tells us that the lesser Heartless usually follow a stronger one. A boss, you might say. Find the boss, and the small fry should be taken care of, and so Leon heads off presumably to find it, telling Sora to do the same. I assume splitting up is okay given the fact we have the proper tools to fend off the Heartless.

Real quick, let’s talk Heartless designs again. These freaky bois are called Soldiers, and you’ll notice they’re a bit more complicated than the Shadows. Generally, Heartless fall into two categories: Purebloods, and Emblem. Purebloods are crafted naturally from the darkness, whereas Emblem Heartless are… artificial. You might ask whomst the fuck made these things then, and I assure you, you will have your answers soon.

The easiest way to identify the difference is the insignia. The Heartless crest is only present on Emblem Heartless, who tend to be more colorful and intricately designed, while Pureblood Heartless are usually more simple shadow-type creatures. Another fun note: when an Emblem Heartless is slain, the captive heart is released, unlike Purebloods. It’s a surprise tool that’ll hurt us later!

Soldier Heartless are goofy lil bois. They appear kinda like bipedal Shadows, except covering themselves in a suit of armor with sharp claws, and a face-shaped helmet. The colors of Emblem Heartless are altered in Final Mix versions for some reason, which also makes them the default in HD remasters, since those use Final Mix as a base. And generally speaking… the Final Mix recolors suck.

Originally, Soldiers’ base armor was blue, with purple kneepads, blood-red claws, and a silver helmet. In Final Mix, they decided to drown the design in mustard-toned sepia, yellowing the claws, and making the silver look like… well, it doesn’t even look like bronze, nor gold. It just looks like dirty silver with a coat of piss and grime overtop. It’s hideous. I really wish there was a toggle to change the colors. There are mods for that, thankfully, but it’d be nice to just have it in the official version of the game to begin with.

Arriving in the Third District, we see Donald and Goofy up in this lil corner box. No, I’m not sure why it’s there, nor how they got up there, but the doofus duo finds themselves surrounded by Heartless. And before they can be badasses, they presumably launch themselves into the air, falling onto Sora. I assume Donald tried a Zeta Flare, and it blew up in his beak.

But must say, these three’s first meeting being Donald and Goofy falling from the sky and nearly crushing Sora’s spine? Definitely makes a memorable first impression! These guys are one of my favorite trios of all time, and this helps to set the tone for the wacky, goofy antics they’ll be getting up to.

From this point, Donald and Goofy will be your party members. And… they’re not totally useless? If you tinker with their AI in the menu, you’ll probably get them to behave more competently, but you’re gonna be trusted to handle the heavy lifting, with Donald and Goofy acting more as cheerleaders. Donald’s the magic user, and Goofy has specialized shield attacks.

After fending off a wave of Soldiers, the boss Heartless shows up: the Guard Armor. Gotta say, love all the armor pieces falling from the sky, then clicking into place to form the whole. Cartoony and fun, but still kinda threatening, and weirdly fitting with the sorta medieval feel of Traverse Town, as well as the aesthetics of the Soldiers.

Unfortunately, we have another case of Final Mix recoloring. The original Guard Armor is purple and silver, which I must say is quite majestic. Still a bit silly, but it looks very pretty. The Final Mix version, however, is red, blue, and yellow - ya know, the primary colors of plastic blocks children play with in kindergarten. Turns the Guard Armor from a relatively intimidating foe into a giant evil toy.

Once the Guard Armor’s taken care of, Sora, Donald, and Goofy make their proper introductions to each other. Donald and Goofy are trying to find King Mickey, while Sora wants to find Riku and Kairi, and so the three decide to work together to search the worlds for them. Donald’s not so sure they’ll find Riku and Kairi, but he couldn’t give less of a damn. He just knows they need Sora’s Keyblade to get their job done.

And really? I’m here for Donald being such a dick. They’re not all gonna be besties right off the bat, and while their motivations do align for the time being, it makes sense that Donald’s still not very happy about it. Especially cuz Donald is generally known as a dick. Goofy therefore is the one trying to make everybody get along and keep spirits high, which makes me love him even more.

Sora’s not too happy about the arrangement either, but Donald tells him not to be such a Debbie downer. They joke about their ship running on happy faces, which… yeah, to me translates as Donald specifically not wanting Sora to be a moody bitch the whole journey. Which… fair. I’ve seen what happens when characters become that for an entire story. Plus, it results in this golden moment where Sora forces the most cursed smile.

God, I love these three idiots.

The Disney Villain Council:

Unfortunately, while our heroes have all met up, the villains are busy plotting and scheming. We cut to a dark chamber, where the Evil League of Evil watches a projection of the trio, having just watched us defeat the Guard Armor. They’re well aware of who Sora is, and that he wields the Keyblade. And they know about the king too. Very good call, establishing a group of antagonists early on, and that they’re in charge of this fucked up game, all to make them a more intimidating threat.

Now, they may be cast in shadow, but you know who they are. Either you’ve seen their movies, or you know their iconic silhouettes through cultural osmosis. That said, the silhouettes do help with the intimidation factor. Not that they’d need it, since these are some of the most beloved Disney Villains in history, but it certainly helps. For me, this is a dream come true. This is up there with that time the Disney Villains took over the House of Mouse.

Obviously, Maleficent is our leader. She’s the Mistress of All Evil, after all, and with her being the oldest of the villains present - with Sleeping Beauty being from the ‘50s - it does suggest she’s the strongest of the bunch. She certainly carries the strongest, most intimidating presence.

So for most of this game, she functions as our main antagonist, and I adore her demeanor here. She’s ever unbothered, always calm and composed, in charge of every situation. Sure, she may be clearly evil from a mile away, but she still doesn’t go out of her way to be cruel unnecessarily. She’s careful with her choice of words. She says what she needs to keep people on her side; an expert in manipulation.

For the rest of our Disney Villain Council, we’ve got Ursula from The Little Mermaid, Hades from Hercules, Jafar from Aladdin, Captain Hook from Peter Pan, and Oogie Boogie from The Nightmare Before Christmas. Gives you an idea of some of the Disney worlds that await ahead. Will say, interesting that the sack of bugs and the foppish pirate captain got on this council somehow.

Our Mission:

Back in Traverse Town, before the trio sets off on their journey, Leon and the gang give us a bit of munny for the road ahead. That’s “money” spelled the way it sounds, of course. We then finally get to learn magic, with Donald teaching Sora the Fire spell. At last, the blue bars on the HUD make sense. Each spell takes a point from the blue bar, which can be replenished either with items, or physically attacking enemies.

Fire also works as a long-range spell, shooting a fireball that races towards its target. Magic tends to get ignored by filthy button mashers like myself, but they do come in clutch, especially if you’re on a higher difficulty. And we also get abilities! In this case, Dodge Roll, which makes movement so much faster, and so much more satisfying. I’d never be able to roll in real life without breaking every bone in my body, but you’d best believe I’m gonna roll everywhere in my games.

You can change abilities in the menu, along with set items, and customize shortcuts. Must say, love the shortcuts - allows you to more quickly use favorite spells by holding a trigger button - but the items menu is so frustrating in KH1. I hate clicking a slot, going into the Item Stock, and then putting in an item, because the presentation is confusing and convoluted. Well, at least the UI sound effects burned their way into my brain .

We also get access to Jiminy’s journal. Jiminy doesn’t make much noise through our journey, but he serves a useful gameplay mechanic, chronicling the story synopsis as we venture through the worlds, along with the characters and enemies we encounter.

We’re also introduced to Trinity Marks - colorful Mickley emblems scattered throughout the worlds. They can only be activated when Sora, Donald, and Goofy are together, and each color performs a certain action. First accessible are the Blue Trinity Marks, which signify the Trinity Jump. Like the name suggests, the three jump, which can either summon a treasure chest, a rain of munny or HP orbs, or teleport you to an otherwise-inaccessible area.

It’s basic, but I love the Trinity Marks for the added level of exploration and interactivity they provide. I don’t enjoy needing this specific trio to use them though, as it usually prevents me from including the world-specific party members in my lineup in case I run into a Trinity Mark.

And one last thing: Leon is very worried about some doggos. You know the 101 Dalmatians? Well, the parents - Pongo and Perdita - are here in Traverse Town, and they’re very sad, because their 99 puppies have been scattered across the worlds, some of them stuffed in… treasure chests? Who the hell is locking puppies in boxes?!

Anyhow, the more puppies you find and return, the more gifts Pongo and Perdita provide for you. It’s a neat way to integrate some Disney stuff into gameplay mechanics. Will say though, I kinda wish that once you gathered all of them, it unlocked a secret boss fight with Cruella de Vil. Imagine her car tearing through the Second District as she tries to run over Sora, like she’s the Hot Rod from KH2.

And as minor as it is, I love that Leon is so deeply concerned for the sad, lost puppies, and how he refuses to admit it as the girls tease him over it. It’s a cute touch that makes me love Leon even more. I love a cool, badass dude who’s a total marshmallow on the inside.

Now without further ado, it’s time to set out.


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