Short answer: it’s a helluva lot easier for them to do this than to create true ports. Even the most recent versions, the collection released on PS4 to coincide with the release of III, would be too much for the Switch hardware. To create a port, they would have to go back and use the old original versions from when they first released on the PlayStation 2 and build the ports essentially from that ground level up. That takes time, immense time that they are not willing to put into it for the sake of games they can release through the Cloud practically instantly. It sucks, but that’s the reasoning.


The one thing is the 1.5 + 2.5 are PS3 games and SE lost he source code to the original PS2 titles. I agree that they likely didn't want to spend more money to make a full native port of PS3 game. PS3 ports on Switch is pretty not too great honestly when you look at the other titles that have been ported.


Extremely true


That’s how I understand this situation too.


I will quote what [someone who worked on the KH 1.5 and 2.5 port on PS3 and later PS4 said in another thread](https://www.reddit.com/r/NintendoSwitch/comments/q69okc/comment/hgcobqr/?utm_source=share&utm_medium=web2x&context=3) that really helped me undertand the process. >I guess it's my time to shine. > >I've worked on KH 1.5 and 2.5 port on PS3 and later PS4. Let me tell you something : those engines are black magic and a nightmare to work on. I'll try to explain and be the least technical I can, for everyone to understand. > >The first problem is Square Enix lost all documentations regarding those game engines, if they ever existed. Usually, when you write some code, you either write some comments on the side to help people to understand your work, or like it's often the case in Japan, you write those comments and how the engine work on paper (yeah...). > >To port those games, we had nothing of that sort. We had to progress in the dark. > >Second, those engines are amazing and nightmarish at the same. They're amazing because from a pure gameplay perspective, KH2 is a technical marvel. The game has sooo many systems and feedback it's crazy, even by nowadays standards. It's built in a very clever way. KH1 is built the same way, but to a lesser extent. So, you end up with very intricate engine, but without documentation, which is pretty much the worse kind of situation you can have while porting a game. > >Third, everything in those engines is hardly tied to the frame-rate and the overall performance of the game. Usually, japan games tend to tie their framerate with certain game's logics (example : Dark Souls and how a blade sharpness wear faster with faster framerate). In both Kingdom Hearts games, everything is like that, even the sound of the game or the logic behind the soft-reset feature of the original version (that we removed). > >That's just 3 points, but there are more, even if they're harder to explain. > >That's why despite being PS2 games, they're offered in Cloud version Switch. PS4/XBOX are just rebranded PC basically, while the Switch is something else entirely and mind you, porting the remasters from PS3 to PS4 was very hard, with a lot of problems we discovered after the release... I didn't work on the PC version, but I've heard there are still problems to this day. Porting those games to Switch would take a huge effort and the sales aren't guaranteed. > >At this point, it would be better to just make proper remake of those games or rewrite the engine from scratch. It's what we partially did with KH2, but it wasn't a complete overhaul. It would have taken way more resources than we had for the project. It would take a huge effort and would need big sales to justify it, just like a Switch native port. > >TL;DR : those games are VERY hard to port despite being PS2 games, probably among the hardest around. It's doable, but you need a full team of very smart engineers dedicated to it for several months.


Native ports take a lot of time to make. As much as fans want it, square clearly has shown they don't really want it. Square apparently said if there is enough interest, at least 1.5+2.5 will be ported. KH3 and 2.8 likely wouldn't be able to run on Switch hardware without streaming though.


It would be nice if we could at least get dream drop with 1.5 and 2.5 since its just a 3ds game.


>But does anybody have any idea why all the KH games on switch are cloud version?? Because they can't get the games to fit on the Switch without downgrading them. KH1.5+2.5 is 60gb alone. That's double the Switch's storage space. And SE doesn't want to spend the time and money making severely downgraded versions of all of their games just to get them to work on the Switch. Doing that for seven games and three movies would take a huge amount of time and effort. It's most simpler just to make them cloud-only.


To summarize: SE is lazy and greedy.


Lazy, in this case definitely. I don't see greedy though.


They’re pricing these games more than they actually were when they were released on PS4 lulz


They have to keep up with new standards. Blame Microsoft, Sony, and Nintendo. Not square.