Japanese publication Game Watch have conducted an interview with Tai Yasue, the co-director of the Kingdom Hearts series, to discuss Kingdom Hearts HD 2.5 ReMIX following its appearance at E3 2014, along with a small mentions of Kingdom Hearts III.

A lot was discussed and revealed in this interview, including, but not limited to:

- Work on HD 2.5 ReMIX started in Spring 2013

- Mirage Arena (now single player) has had its battle movements and AI regulated, plus a challenge mode component added, where you can receive medals and bonuses for clearing

- A "secret episode" was added to the Re:coded movie (which is 3 hours long), which will connect the "missing links" of the other Kingdom Hearts titles

- You will receive a custom PS3 theme for each title cleared

- You will receive "additional things" for continuing on from KH1.5

- When asked about the possibility of the HD collections coming to PS4 or Vita, Yasue said that it's hard to comment, and right now it's only for PS3-- but since 1.5 and 2.5 are first developed on the PC and then for other platforms, it is technically possible, and they will keep listening to fans

- The KH3 teaser shown at the end of the E3 2014 HD 2.5 ReMIX trailer is the beginning of KH3, and talks about the Keyblade War. It is central to the story of KH3

@sqexgal has posted a full translation of this interview, and thanks to her, it can be read below.

- Following Kingdom Hearts 1.5, Kingdom Hearts 2.5 is in it’s final stages of development. With the know-how acquired with KH1.5, was developing KH2.5 that different? Was it easier? Or on the other hand, was it more difficult?

Yasue: When we started KH1.5, we had trouble figuring out just how we were going to HD-ify it, but by the time we approached KH2.5 we had it figured out. Technically it’s better, but the staff themselves feel more reliable too. (Laughs) I feel like the team is accustomed and I don’t have to worry too much. Things went smoothly.

However, as a creator there are things that I want to see happen too. If time allows, there are parts I want to elaborate more on. As a result, KH2.5 feels more extensive. As a whole, programmers, designers, UI designers, effects people, etc., basically everyone did their part in carefully remaking it. We really pushed each other. (Laughs)

- It sounds like you had an “if we can do it, we will” kind of attitude.

Yasue: You could say that. We pushed the textures to the limit of the PS3’s capabilities. It really made the programmers crazy. We HD-ify to the max of the PS3’s potential.

- Were there things that you fussed over specifically?

Yasue: Well to start, both KH2 and BBS are games with good reputations, so I figured we’d work without changing their charms. I wanted to leave what you see on screen the same, but prettier. The original KH2 had a screen ratio of 4:3, but now with a 16:9 ratio it feels more open.

BBS was for PSP so it already had a 16:9 ratio, but we made a lot of necessary adjustments to the polygons and textures. For example, Keyblades seem kind of thin in the PSP version, so we made them appear thicker. Being fastidious like this really improves the quality. We especially spent a lot of time making all three playable characters, Aqua, Terra, and Ventus, look their best.

- Under what kind of structure does development take place?

Yasue: The Osaka team does the mother lode of work relating to KH2.5 and KH3, while cooperating with Tokyo staff. They are working on KH3 while working on KH2.5. There are staff working on KH3 that are pretty involved with KH2.5 as well. Programmers working on KH3 and KH2.5 are completely separated, however designers and planners related to cutscenes etc. work on both.

- It sounds like they work fluidly for such a large team.

Yasue: They do. It’s more efficient to make titles in the Kingdom Hearts series as a team since many people have inherited know-how they can share with each other.

- Do you feel like it’s a unique structure or rather, a better way of doing things?

Yasue: I think that it’s good since everyone motivates each other to keep busy in high spirits. You could say that working as a team keeps productivity consistently high. Normally when one thing ends, that’s one conclusion, but I feel like this isn’t the case, we keep moving. In that sense, no one ever rests. (Laughs) Lately whenever I talk to the character section leader, he stares at me like a deer in the headlights. (Laughs)

Also, when we’re making KH3, it’s pointless if we don’t understand where the series’ merits are. It’s why the new people added to the team come along knowing the merits of the first KH and KH2 as well as what was good about BBS. It’s an environment where they can inherit invaluable skills and knowledge.

- It seems in many cases specifically planners are working on both titles, must they have a good grasp on the details of the storyline?

Yasue: Of course that’s necessary. Since Nomura depicts such a terribly grand storyline, even members of the development team sometimes have trouble keeping track. Therefore KH1.5 and KH2.5 are being put together is so it’s easy to get a good grasp of what’s going on. We wanted players to relive these titles on the PS3 so they could easily grasp the foreshadowing presented in the past works.

- Obviously KH1.5 and KH2.5 are considered prerequisites for players of KH3, are they necessary for the development team too?

Yasue: When we started the KH3 project, we were also starting the plans for KH1.5 and KH2.5 too. There are staff who haven’t played the series, as well as those who haven’t played since their original release, so the remixes are a refresher for the team too.

- KH1.5 and KH2.5 envelop 3 games each, and if you include the 3DS title, Kingdom Hearts 3D Dream Drop Distance, that’s 7 titles total. You don’t see stories that are spread over so many titles very often.

Yasue: It really is expansive, so it’s tough to grasp. But, that’s also one of it’s merits. The more you see of the past, the more you’ll understand why things happened in the present. I think it’s fun to put everything together in your head. I think it’s something player’s enjoy together.

- About how long has KH2.5’s development period been?

Yasue: Programmers started working spring of last year. We started with researching the data and structure of KH2 and BBS, and then we built the foundation for the remake. Around fall the designers and planners were working on it too and we were in the flow of HD-ifying.

- Was it easy to prepare the original KH2 data for use on the PS3? Did mishaps happen like losing original data or it being unusable on other hardware?

Yasue: Regarding that, we were able to use KH2’s data. The original data had been made extremely detailed. However, it’s still necessary to treat it before putting it on PS3, adding details to the characters, background scenery, and textures. I think in comparison, KH2.5 looks exceptionally beautiful. Like I mentioned previously, the screen is wider, so the gameplay has inherently improved, for example it’s easier to see an attack approaching from the side in battle.

- I had a chance to play it, and I felt like the redone textures look fantastic.

Yasue: If we’re talking about BBS, the texture data of the characters is about 4 times the original. The data for KH2 isn’t that different, but nevertheless all of the textures were retouched.

- I’m sure that when you HD-ify a game, the impressions about the original version are bound to change. Things like, “I can see too much now!” or “I can see that the facial nuances have changed somewhat.” What do you think about that?

Yasue: We prepared in anticipation for that kind of response. Particularly regarding the character’s faces, we were very careful to retouch without changing their expressions. Part of Kingdom Heart’s charm is the non-realistic graphics and Disney animation type depictions. Even when we raise the graphic quality, our concern isn’t to make things more realistic, but rather we aim to have smoother gradations, brighter colors, and keep the Disney-esque merits.

- We talked about the screen ratio changing in the HD version, but one of the other issues that cropped up was that since more of the screen was visible on the sides, the cutscenes unintentionally showed things they weren’t supposed to. How was that handled? Were there a lot of scenes like that?

Yasue: Yes, since the screen ratio change in KH2 was a big difference, there were plenty of spots we needed to change. Spots where the effects were lacking, animation was suspended, or the menu didn’t appear at all, etc.

- How was working on different hardware? Speaking from the programming side, were you able to transplant the shaders smoothly?

Yasue: We were able to inherit the structure itself as is and we made it with the intention of retouching things in detail rather than just boosting the original presentation. For example, the KH3 shaders being made for the PS4/Xbox One are altogether different, we didn’t add a lighting mechanism to KH2.5, the original data is reproduced and retouched.

- I’m sure when you brought BBS, originally a PSP game, to the PS3 there was a lot of spec room for improvement. Did you come across any hardware restrictions with this HD remix? Or were you able to improve the PSP quality base to the utmost?

Yasue: That’s right. Like with KH2, we aimed to use the PSP data as a base and then increase the resolution and amount of texture data. We retouched as much as the PS3 could handle. While the fundamental structure didn’t change, we increased the quality as much as possible within the PS3’s limits.

- How about the loading timing and frequency?

Yasue: That hasn’t really changed compared to the original. Just like the original version, the loading time exists while the PS3’s memory is being maximized to create the best quality image.

Back when we were doing trial and error on KH1.5, the programmers were really troubled by this. This time the know-how acquired from that experience helped work go more smoothly, so to that extent it was easier and allowed designers to do more within the limits.

- Have the game controls and systems become easier to use than the original?

Yasue: BBS certainly changed, since it was originally on the PSP. We arranged the controls to suit the PS3, making the camera easier to use, etc. The PS2 and PS3 operability are close to each other, so there aren’t any big changes to KH2.

- BBS had a world called “Mirage Arena” where players could use multiplayer, is that still the case?

Yasue: We’re redone the Mirage Arena so it’s an enjoyable place in singleplayer mode. We’ve regulated the battle movements and AI as well. We’ve also put in a challenge mode component, where you can receive medals and bonuses for clearing.

- The Nintendo DS title Kingdom Hearts Re:coded is being remade into an HD cutscene compilation like 358/2 Days was in KH1.5, could you tell us more about that?

Yasue: Compared to 358/2 Days, there is more footage in this compilation. 358/2 Days had about 2 hours worth, but Re:coded is about 3 hours long. We had originally planned for it to be shorter, but.. it just kinda grew and grew. (Laughs)

One of the features in this compilation is the inclusion of new cutscenes that were once battle scenes in the original. Including the battle scenes in between intervals makes the story easier to understand. Voices were added to the story outline cutscene as well as all the new cutscenes. The camera production was improved as well, as fit for an HD version of Kingdom Hearts.

In addition, we added a “secret episode” thing, though I can’t talk about it’s contents. When you watch it, it’ll connect the missing links of the other Kingdom Hearts titles and deepen your understanding of the story.

- I see. Are there any other new elements?

Yasue: You’ll receive a custom theme for each title you clear, as well as trophy content and additional things for continuing on from KH1.5. As for game content, the original version is popular enough so we didn’t change anything. We devoted our power to making it look as beautiful as possible.

- Most of the staff must have a deep fondness for the series, has there ever been occurrences where out of that fondness, they’ve become too nitpicky?

Yasue: Heh, well. (Laughs) There are character designers on the Tokyo team that have been working on the series since the first Kingdom Hearts, they definitely love Kingdom Hearts. They did amazing retouching work on the characters this time, but they also said, “There’s not enough memory for this.” (Laughs)

All the staff on the team really love Kingdom Hearts. When they get picky, it’s hard to compromise with the PS3’s specifications. I did my best, shouldn’t they be happy?

- Speaking of discerning refinement, have you ever looked at an enhanced scene and said, “Oh this scene looks beyond recognition…”

Yasue: Honestly, I feel that way as a whole whenever I see the enhanced scenes. Recently, when I watched the scenes in the Pirates of the Caribbean world, I really noticed how pretty it was with the wide screen, the enhanced details, and vivid colors. The KH2 fight with Roxas is really good too. Even the gummi ship menu looks really nice. I feel like as a whole it’s generally beyond recognition. My first impressions are how striking and clear it is. I think anyone who sees it will understand.

- You’ve worked on both HD compilations, KH1.5 and KH2.5, as well as Kingdom Hearts 3D, so from your point of view, what is the being reflected in the Kingdom Hearts tites?

Yasue: That’s a tough question. (Laughs) Especially since it’s such a grand story and we’re approaching the ending point of the Dark Seeker chronicles. We’ve been foreshadowing since the beginning and adding new things as well. When Nomura says something new about the Kingdom Hearts universe or story, even sometimes I am surprised by what he reveals.

Since old things from the past titles are important and pop up somewhere new, they don’t feel old. The titles are always fresh. Especially since we work with Disney, who is also putting out new content as we go along. There’s steadily more to work with. You never grow weary working on Kingdom Hearts titles.

- Among the titles that you didn’t work on the original versions of, are there parts that you were particularly impressed with or surprised by?

Yasue: There’s a fair amount to be impressed with. Right now, just about everyday I’m working on KH2 boss fights in KH2.5, and I am really impressed with how well the Organization XIII members were done. If you don’t figure out how to fight them, you’ll definitely lose. I think that a really good job was done on them. When I win, I really savor the feeling of achievement.

Also, even on things that I worked on in the past, I’ve completely forgot about since so much time has passed, When I’m replaying, I remember the schemes and think, “Oh, you’ve got to go about it like this!” Especially in BBS. Most recently I was playing Ventus’ chapter in the Cinderella world, checking how the enemies flew about when you ride on the ball of yarn, and got the urge to play for real. BBS was my first title, and developing a game system with new elements was really stimulating. On that point, KH2 is very refined, it’s something that anyone can be deeply moved by. Even people who aren’t heavy gamers can enjoy it.

- A wide variety of gamers are Kingdom Hearts fans, it must be important for the games not to be too simple but not too complicated as well. On the other hand, I think there’s a gap when often you are pitted against a challenging boss.

Yasue: That’s how it is. There’s always a scene with a boss that appears offering some resistance. I think as a whole there is an impression that the series is for light gamers, but if you play it you realize that’s not the case. Those kind of challenges are one of the content’s charms that I want to exploit, the challenges give players a chance to savor their victory. It’s something that I don’t plan on changing from hereafter.

By the way, that kind of battle balance hasn’t been changed in KH2.5. The original versions of KH2 and BBS are popular among players so we didn’t change anything. We progressed there without tampering with anything.

- I see. How is the current development status?

Yasue: Right now each part is just about finished up, one of the last things we’re doing is embedding the cutscenes. After this we’ll be debugging. At this rate we’ll meet the sale date without any problems.

- This time at E3 there were demo’s for KH2’s Halloween Town and Beast’s Castle as well as BBS demo’s of Ventus’s cute search in Castle of Dreams, Terra’s battle in Enchanted Dominion, and Aqua’s chapter from story to boss in Radiant Gardens(this report orginally said Dwarf Woodlands, but that seems to be a mistake). Was there a reason for picking these specific settings?

Yasue: Well, they’re all settings that I particularly like. I like the atmosphere of the Halloween Town and the Christmas costumes, and I really like the boss fight at Beast’s Castle.

As for the BBS scenarios, in Aqua’s demo you see a good glimpse of the story as well as how the 3 main characters are connected. Also the boss in her demo is one of the fairly powerful ones in the whole of BBS. In Terra’s demo we see a somber cool man in a tough spot make a choice, and in Ventus’ demo we see a cute pop atmosphere setting. Those worlds were some of the first ones that were planned, so they are unforgettable places.

- Speaking of E3, do you pay attention to how many overseas fans the series has? Or how excited they are for the series?

Yasue: There are a lot of fervent fans overseas as well. It’s also a Disney title but on it’s own it’s really loved. When it’s time for E3, you can really feel it. When we announced KH3 we streamed the trailer online, and the overseas fansites exploded with excitement. You might say that seeing that kind of reaction gives me strength as a developer. It made me want to do my best for the fans.

Contrary to thinking that most people who play the Kingdom Hearts series are just playing for fun and take it lightly, there are a lot of people who feel a deep enthusiasm for it. The same is the case in America.

- It seems there a lot of people who don’t really play games, but when it comes to Kingdom Hearts, they become hardcore about it.

Yasue: Indeed. There seem to be quite a few people who are strictly Kingdom Hearts fans. They’re very special players, I don’t want to disappoint them.

- With so many people who are passionate about the series, the pressure must be terrible.

Yasue: I guess. But when I look at the comments online, they’re mostly warmhearted. I’m terribly thankful for it.

- Speaking of the fans opinions, this time the HD releases are on PS3, but I feel like a lot of fans might have wanted them on a different platform. For example, on PS4 or PS Vita. What do you think about expanding development onto other platforms?

Yasue: Immediately, it’s hard for me to comment about that. Right now it’s only on PS3. Since KH1.5 and KH2.5 are first developed on PC and then onto other platforms, I think it’s technically possible, so I’ll keep my ears open to the fan’s voices.

- There was a profound scene at the end of the new trailer presented at E3, what’s the significance of it?

Yasue: That is a portion which also becomes the beginning of KH3, talking about the time of the Keyblade War. How long ago was it compared to the current point in time? (Wry laughter) It’s important and becomes central to KH3. Nomura was really picky about that scene. Even though this time we’re showing just a teaser, the scene and atmosphere have been determined.

- It’s because it connects KH2.5 to KH3, right? I feel like the scene demonstrated the merits of the teams working on both KH2.5 and KH3 moving from one work to the next. The Kingdom Hearts series is extensive, I imagine that it must be truly hectic making titles for it.

Yasue: I don’t think it’d be possible without the team continuing on as a group. We’re always continuing, and when new people are added, they’ll inherit the base knowledge from their peers. If the staff isn’t familiar with Kingdom Hearts’ merits and tastes and they don’t become experts about the series, we couldn’t make the series.

As a series it’s huge, so I think that engaging in development would be difficult without flexible people. You have to be particular about the series and the direction of the game’s nature, but also be particular about the Disney titles too. Each Disney title has specifics that need to be adhered to as well. You have to make something new while paying respect to the original and exceptionally flexible correspondence is required.

Regardless of what I say, it’s because the creator Tetsuya Nomura is firmly fixated himself. He’s very easy to work with, and he doesn’t stir. He’ll clearly suggest something and say, “This goes like that.”

- Lastly, a word to the fans please.

Yasue: Without bending to the self-satisfaction of developers, we enhanced KH2 and BBS as a whole for the fans who loved them. The quality has improved greatly thanks to the time and labor of over 70 staff. I think it’ll be a fresh experience for those who haven’t played the originals before and for those who replay it, I hope that they appreciate how beautiful it’s become.

Right now the details are being steadily tweaked and finished up very, very carefully. An ending point is reached in Kingdom Hearts 3 and I think if you play KH2.5, you’ll be able to enjoy KH3 even more.