Square Enix gives further news on Kingdom Hearts 3. Tetsuya Nomura, the director who has helped Square Enix develop Kingdom Hearts since 2002 until present on the development of the third Kingdom Hearts version and other related releases, has teased the battle system that the game will use. This is called the Situtation Commands.
Square Enix announced Kingdom Hearts 3 back in 2013. They have been developing the game ever since. Still, the game has no confirmed release date. According to Nomura in an interview with Weekly Famitsu as translated by Gematsu, “While I can’t make a sweeping statement because the development process is different from what we’ve done so far, there are still worlds untouched.”
Nomura assured the fans that the production and development of Kingdom Hearts 3 is already moving. They are already in a state that Square Enix cannot just easily unveil. He also mentioned that even though the game is already in development, it still has a long way to go. This may mean that we won’t be expecting the game anytime soon this year.
Gameplay: How Situation Command Works
In a recent interview with Japanese magazine Weekly Famitsu translated by KH Insider, Nomura unraveled the battle system of Situation Commands. “In [Kingdom Hearts 3]’s battles there are a huge amount of options, so players can actively choose which command they wish to fire off. What we see in [Kingdom Hearts 0.2: Birth by Sleep, A Fragmentary Passage] can be said to be one small part of this larger system,” Nomura said. He also said that there will be variations as seen in the game’s trailer. Sora will fly between enemies if players lock him in between plenty of adversaries. This helps him land blows when he moves from one target to another. Nomura said that we should “expect to see these sorts exhilarating and fun to execute Shotlocks.”
Weekly Famitsu asked Nomura if being able to select which Situation Command to be utilized in propelling the player’s character “gives a feeling of strategy”, Nomura answered that it is limited. He said that through finishing the various goals in the game, players may choose to execute their favored Situation Command but only on a limited time basis. He said that they rooted this concept from the developers’ aim of abolishing a forced Quick Time Event.