Only a couple of years after the release ofKingdom Hearts 3,Kingdom Hearts 4has been confirmed to be on its way. It’s still a while off, but considering how smoothly Square Enix projects are going nowadays, fans don’t expect to be waiting as long as they did for past entries. WithKingdom Hearts 4comes the start of the Lost Master Saga, the second major story arc for theKingdom Heartsfranchise. The mobile games chronicling distant prequels arguably make up their own phase ofKingdom Hearts, but they are meant to feed into both the Xehanort Saga and the upcoming tale involving the Foretellers' return.
Though the old Keyblade Masters may have reappeared in a familiar world, series protagonist Sora has found himself in a brand-new one. The realistic city of Quadratum lies on the other side of unreality, beyond even the realms of sleep and death. DespiteKingdom Hearts 4’s firm connectionstoKingdom Heartslore, the game will still mark a departure from the usual setting and characters. No one knows what this means for the standard assortment of Disney worlds, but Square Enix can be trusted to adapt just about anything intoKingdom Hearts. WithKH4potentially going for a lower world count, distinguishing what is there should be a priority.

RELATED:Kingdom Hearts 4 Should Bring Back Drive Forms
Certain Kingdom Hearts Worlds Stand Out
The most common format for a world inKingdom Heartsis a linear series of areas populated by enemies, treasure, and sometimes platforming. This formula has gone unbroken since the beginning of the franchise, with every game sporting a cast of worlds that unfold in largely straightforward manners. Some areas are especially large and open, with examples again dating back to the first game, but players know that they’ll probably befighting through waves of Heartlesson their way to a boss. It fitsKingdom Hearts’ action-oriented gameplay, but there have been attempts throughout the series to break up the monotony.
Kingdom Hearts 2is well known for having a high density of gimmick fights, with unusual objectives even permeating the final boss fight. These are spread throughout the game’s worlds, but some worlds break away from typical gameplay entirely.Kingdom Hearts 1and2share such a world, that being the underwater kingdom of Atlantica.KH1uses a unique swimming system for free-range movement, whileKH2just makes Atlantica a musical minigame. The Pride Lands inKH2coupled Sora’s lion form with a new style of movement, and The Caribbean fromKH3features both improved underwater gameplay and extended sailing sequences. How much these atypical worlds impress players has varied, but they all serve the essential duty of breaking upKingdom Hearts’ routine.

How Kingdom Hearts 4 Can Implement Different Types of Worlds
FutureKingdom Heartstitles should take care to follow this example. With so much ground to cover and so many radically different locales to visit, shaking up the action every once in a while is important.Kingdom Hearts 4ought to have at least one world that features a different gameplay experience from other worlds.Star Warsor Marvel areaswould be perfect for extended flight sequences, whether it’s in the cockpit of a starship, in rocket-powered Keyblade armor, or using a grappling hook. These would be similar toKingdom Hearts 3’s Gummi Ship segments and San Fransokyo, but the ideas present in those areas are worth exploring further.
Building off of the San Fransokyo example, a world that features more platforming than combat would be interesting. Despite FlowMotion being worked into much ofKingdom Hearts 3Dand3, there hasn’t beena dedicated platforming area inKingdom HeartssinceKingdom Hearts 2 Final Mix. Through the use of tools, vehicles, transformations, or Sora’s already impressive movement abilities,Kingdom Heartscould easily fit alternative gameplay experiences into larger games.Kingdom Hearts 4should make a point of realizing that potential, keeping the trend of unusual worlds alive.