- Bad_Gamers83
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There are some light spoilers ahead (Ye be warned!)
Because I've only played the game for five hours, just dipping my toe in the water to check the temperature of this ocean sized epic, I've decided to write a first-impressions entry until I get to the point I can write a review! It will happen, just don't hold your breath. For those who don't know/ care, Ni no Kuni is an RPG from renowned developer Level-5 in cahoots with legendary animation studio Ghibli.
The story follows Oliver, a thirteen year old living in the Japanese interpretation of a quaint 1950's American Town named Motorville. After a freak incident, his mother dies. Caught up in the despair, Oliver locks himself from the world. His tears of sorrow bring to life a doll, named Drippy, who is apparently the High Lord of all Faeries. He tells Oliver a way to bring his mother to life which also requires him to save a magical and parallel world.
So, the vibe from the beginning is pretty dark. Olivers inherent goodness and Drippy's quips balance out the darker tones and bring the charm and emotional depth of most of Ghibli's films (for those familiar). The game looks like you're playing a Ghibli movie. Smart cell-shading and environments that look hand painted helped me get drawn into the game in a personal way I did not expect.
Heart has always been an important element in Ghiblis movies and Ni no Kuni is no exception. After roughly two hours of playing, I was literally mending a broken heart. Olivers goodness seems to play a key role in the story outside of being a strong character trait. Perhaps with his goodness lies the lesson of the journey. Drippy's enthusiasm is contagious and I found myself egged on to continue the journey, even when I lost to a boss a few times toward the end of the five hours.
Animal puns and cute critters (even the ones you fight) keep the game fun and engaging for me. The animals remind me of a cross between Pokemon and other Ghibli creatures, such as Ponyo or Totoro.
Combat is a blast. In the tougher boss fights, micromanaging properly switching between your critter, defending and healing were critical to success. Combat is a mix of real-time elements with turn-based style menus, which I imagine will require a lot more tactics later in the game, per the sub-genre's usual standards.
Ni no Kuni so far hasn't molded the JRPG into something new. Instead, the game feels like a throwback to JRPG's of old, when they ruled the genre. That in itself feels like an important lesson Level-5 and Ghibli wants to press onto us. I haven't felt this way about any RPG since Skies of Arcadia and I can't wait to dive back in and continue this gorgeous, heart felt, journey.



