great game, great review, but would it hurt them to have more voice acting instead of text for almost the entire game.
Ni no Kuni: Wrath of the White Witch Review
Game Emblems
The Good
A JRPG fan's dream game filled with a beautiful world, music, and an outstanding cast of characters.
The witty, beautiful, and endlessly creative Ni no Kuni is a treasure not to be missed.
Much of the success of a role-playing game hinges on its world, its people, and its story, and Ni no Kuni is thankfully rich in all of those areas. But generally, interacting with the game is as joyous as watching and hearing it. Structurally, the game is much like many RPGs to come before it. Towns and dungeons are linked together by a massive overworld that you first navigate on foot, then by boat. Even later, you navigate by dragon, soaring through the skies with ease from one locale to the next. You also unlock the ability to quick travel to and from places you've already been, but in this world, such conveniences must be earned by dedicating a couple dozen hours first.
You spend a lot of time in combat. Connecting with enemies initiates battle, and Oliver is joined by two other party members on the field. But Oliver and his buddies don't have to do the fighting on their own, though they certainly can if you wish them to. Instead, they usually deploy creatures to do it for them, Pokemon-style. Each party member can equip up to three familiars, which means you have as many as 12 combatants at your disposal during battle, though only three at any given time. You gather creatures by fighting them: every so often, Esther gets the random chance to lull one into submission. You can then name the creature and add it to your stable
The action is typically a lot of fun. During combat, you control only one character/familiar at a time; the AI handles the other two participants. The action isn't exactly real-time, but you still maintain direct control, maneuvering into effective position to attack, defend, or unleash magic or other special skills. In the most challenging skirmishes, you must pay close attention to visual indicators to take a defensive position at just the right time, or to interrupt a creature's attack with a well-timed strike.
Later hours can have you flipping back and forth between characters madly, trying to maintain a proper balance of healing, offense, and defense, all the while being aware of your opponent's weaknesses, and trying to nab the healing and mana orbs they occasionally drop. Such battles are highly entertaining, and once all the systems are in place, you can rarely afford to be complacent.
Familiars level separately from their handlers, so the majority of battles end with a pronouncement that at least one pet or another has gained a level. (Fortunately, your 9 active pets gain experience even if you don't order them into combat.) The constant notifications give you a great sense of progress, which is important given the amount of grinding needed to keep a decent number of creatures ready for battle. Newly-captured familiars are weaklings, and it takes time to get them in tip-top shape. And even after spending significant time with them, some familiars just aren't that effective, rarely (if ever) getting used because there are battle-ready creatures that you've already leveled up. As a result, you'll probably have a number of reliable pets you keep with you at all times, and will switch out a few other slots here and there to take advantage of particular magical skills--or just for the thrill of seeing a new pet in action.
You can set basic behaviors for the AI party members during combat, but you don't have as many options as you do in the Tales game series, whose combat system bears a passing resemblance to Ni no Kuni's. It would have been nice if the game allowed you to set these behaviors outside of combat, but at least you have the option to do so during a fight. Given how quick the AI is to waste its magical energy when given the chance, nudging them in the right direction is crucial to success. Combat exhibits other quirks too: familiars getting stuck against each other or monsters, for instance, or party members whacking on baddies with their puny weapons when a familiar would be the better choice.
The possibility of bringing along an ineffective familiar might lead to frustration if you aren't careful (and sometimes, even if you are). There are some notable difficulty spikes which are compounded by potentially imbalanced parties. Yet even at its most challenging, it's hard not to appreciate the grotesqueries you face, and the possibility of getting to nab one for yourself. You won't add boss creatures to your pen, but that hardly makes the boss battles less rewarding. Bosses require the most party micromanagement, and are often a wonder to look at to boot. Among them are a slithering snake in Egyptian garb, hissing at you with its menacing purple tongue; a horned demon, its obese figure belted by gnarled branches; and a rubbery invertebrate with blinking lights rimming its bell and tentacles, giving it the look of a carnival ride.
Outside of the story quests are seemingly infinite side tasks to pursue, many of them focused on Oliver's ability to siphon excess amounts of emotions like love and ambition from passersby and offer them to brokenhearted citizens needing a pick-me-up. It's a cute and pervasive activity that makes perfect thematic sense within the narrative, though you aren't limited to such simple tasks. You can take down monsters to earn rewards, help a street vendor assemble the most delicious curry you ever did taste, and collect a sun-shaped creature in order to help a plant grow. Throw in a battle arena, an alchemy system, and hidden caves to explore, and you have more than enough to keep you busy for a while to come.
Ni no Kuni is a stupendous game because there's so much to do in it, and because all of it is just so good. The hallmark of the greatest RPGs is that you don't want to stop playing them, and Ni no Kuni proudly joins that elite group of games providing such an enticing world that you can't imagine never having visited it. The only problem, of course, is that you may never want to leave.
Ni no Kuni: Wrath of the White Witch
- Publisher(s): Namco Bandai Games America
- Developer(s): Level 5
- Genre: Role-Playing
- Release:
- Classification Board: PG






