TheKingdom Heartsseries has been an action RPG since its debut, setting itself apart fromFinal Fantasy, which originally relied on turn-based combat. However, withFinal Fantasy 16adopting a full real-time action system that feels similar toKingdom Hearts, the idea of the two franchises reversing roles becomes an interesting concept. WhileKingdom Hearts 4has already revealed gameplay that continues its action-heavy roots, an alternate approach where it experiments with turn-based mechanics could be worth exploring.

UnlikeFinal Fantasy, which has reinvented itselfunder different directors and evolved its gameplay with each mainline entry,Kingdom Heartshas largely remained consistent in its approach. While a complete genre shift is unlikely, incorporating turn-based elements into a side game, a specific world, or a future experimental project could provide a fresh perspective on the series’ mechanics.

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How Kingdom Hearts Could Use the ATB System

IfKingdom Heartswere to integrate turn-based mechanics, one logical approach would be to use theActive Time Battle (ATB) system found in classicFinal FantasygameslikeFinal Fantasy 7, 8,and9. This system balances strategy and action by requiring players to wait for a gauge to fill before executing commands.

In aKingdom Heartssetting, this could translate into a system whereSora, Donald, and Goofyeach have an ATB gauge that dictates when they can attack, use magic, or summon allies. The real-time movement could still be present, allowing players to position themselves strategically while waiting for their next turn. Boss fights could emphasize defensive maneuvers between turns, rewarding players for timing dodges or blocks rather than constantly attacking.

A game using this system could be positioned as a spin-off rather than a mainline entry. Side games in theKingdom Heartsseries have often experimented with mechanics, such asChain of Memories, which introduced a card-based battle system.

A Turn-Based World Could Reinvent Kingdom Hearts

Rather than overhauling an entire game’s mechanics,Kingdom Hearts 4or a future entry could introduce turn-based combat within specific worlds. This approach would allow Square Enix to experiment without disrupting the established gameplay formula.

The series already has a designatedFinal Fantasyworld—Radiant Garden, formerly Hollow Bastion—which has historically served as a hub for characters like Cloud, Tifa, Sephiroth, and Cid. WhileKingdom Hearts 3reduced the presence ofFinal Fantasycharacters, reintroducing them through a turn-based combat system within Radiant Garden could create a unique experience. The ATB gauge could define how battles unfold in this world, bringingFinal Fantasy’ssignature mechanics intoKingdom Heartsin a way that feels organic.

Beyond Radiant Garden,Kingdom Heartscould apply turn-based mechanics to other worlds as a narrative device.Olympus Coliseum has already established itself as a place where different combat styles exist, making it a fitting location for an arena-based turn-based challenge. ATron-inspired world could use a digital battle system where commands queue up in a strategic order, mimicking a turn-based experience. A classic Disney world likeThe Sword in the Stonecould feature magic-based combat where players must wait for spells to charge, integrating a turn-based system into the lore.

This would also serve as an opportunity to reintegrateFinal Fantasycharacters in a meaningful way, especially since they’ve played a neutral role in multiple locations like Destiny Islands, Traverse Town, and Twilight Town in past games. It would be a step in the direction of addressing criticisms that theSquare Enix element of the series was largely ignored inKingdom Hearts 3. For some fans, seeing these characters would be just as nostalgic as seeing Disney characters.

Never Say Never to a Kingdom Hearts Combat Shift

WhileKingdom Hearts 4is maintaining the series’ signature action combat, that doesn’t mean a turn-based future is impossible. Square Enix has shown a willingness to experiment with the series, fromChain of Memories’card-based battles toKingdom Hearts 3D: Dream Drop Distanceand its Flowmotion mechanics. Even if a full-fledged turn-basedKingdom Heartsnever happens, hybrid mechanics could emerge in unexpected ways.

TheFinal Fantasyfranchise has proven that change is possible, shifting from turn-based to real-time over the course of multiple generations. IfKingdom Heartswere ever to take an opposite approach, it could offer a unique experience that pays tribute to the series’Final Fantasyroots while delivering something entirely new.