Showing posts with label Studio Ghibli. Show all posts
Showing posts with label Studio Ghibli. Show all posts

Tuesday, 26 February 2013

Video Game Review | Ni No Kuni: Wrath of the White Witch, dev. Level-5


When I blogged about the release of Ni No Kuni: Wrath of the White Witch a couple of weeks ago, I discussed the difficulties I'd had with JRPGs in recent years—a bad start—still, I swore to give the genre at least one more go before abandoning it entirely. A happy ending, then?

Well... let's not jump to conclusions.

I had a fair bit of fun with Ni No Kuni, to be sure. The fifty-odd hours I spent playing it—beating it, indeed—speak to that simple fact. Alas, I'm afraid the very best moments of the experience were behind me five or ten hours in. Things certainly pick up again at the end, but the intervening tedium—especially the text-only story sequences and the endless fetch quests—nearly ruined Ni No Kuni for me. 

So it's fitting, I figure, that the story, such as it is, is all about acceptance. At the outset, the thirteen year old player character, Oliver—who lives a quiet life in Motorville: a very Ghibli village full of 1950s kit cars and an ensemble cast of charming inhabitants—Oliver loses his mother, Alicia, in a tragic accident.

That night, as he cries, a few of Oliver's tears fall on his doll... when suddenly, wonderfully, Drippy comes to life, and introduces himself (in an adorable Welsh accent) as Lord High Lord of the Fairies. He entreats Oliver to accompany him to the world of his birth, to save a once-great kingdom from the clutches of Shadar, the Dark Djinn, not to mention his master, the titular White Witch.


At first, never mind that he's talking to a doll of all things, Oliver says he isn't interested, but when Drippy suggests that the orphaned boy might be able, somehow, to save his mother—because everyone in our world has what's called a "soul mate" in Drippy's, and if Oliver can help Alicia's, then perhaps the fate of her counterpart will altered also—there's no longer any question that he'll help.

So begins an epic adventure in a world of wonders. Here be dragons! As well as cat kings, cow queens, evil genies and a few hundred heartbroken humans, through whom we glimpse Ni No Kuno's gameplay. Your task, as your party travels from place to place, is to help heal these people, and thus this land. You'll do this by finding individuals with an overabundance of one feeling—for instance courage, or ambition—and gifting said surplus to someone in need. Someone with an item you require to progress the story, say.

There's no getting around a number of these fetch quests, but though most of them are optional, Ni No Kuni is (despite endearing appearances) a rather challenging JRPG—with not a few unforgiving fights and a difficulty curve that goes off the deep end in the last act—so the more crap you collect, the better. Unfortunately, by the time I'd filled Oliver's locket for the twentieth time, I wanted nothing more than to sell the wretched thing to a vendor.


Same goes for the familiars you inherit as you adventure around the world. Initially, caring for the loveable little monsters which do the vast majority of your fighting for you adds an addictive Pokemon-esque element to the player's progression through Ni No Kuni, but by the time you're entrenched in the game's flat, protracted middle act, the mechanic has become so much busywork.

The various other systems in play in Level-5's latest are in the long haul markedly more engaging, but they're also par for the course in any decent contemporary JPRG. There's magic, crafting, questing and a whole lot of levelling as well—of you and your familiars. And though they can be unaccountably tough at times, most enemy encounters are as rewarding as they are demanding. Meanwhile, while the world seems kinda sorta small, exploring it is a real treat... especially considering how beautiful it looks: you really do feel Studio Ghibli's influence here, and in the cutesy, colourful character designs too.

Studio Ghibli's involvement can also be seen in Ni No Kuni's story, which sacrifices the melodramatic bombast of most JRPGs for a quieter, softer, sadder narrative. There's the makings of a fine feature-length film herein, but remember: this iteration of the tale takes fifty hours to tell, and drawn out to such an incredible extent, I'm sorry to say it seems insubstantial.


Furthermore, what little story there is is well written, evidently well translated, and well performed whenever an actual voice actor is involved... which is to say rarely, I'm afraid. Most of the story is communicated through text boxes. And there's an almighty lack of actual animation. Studio Ghibli have contributed a few minutes here and there, but most of Ni No Kuni's best moments are rendered in-engine.

Which is fine. Perfectly fine. It's an excellent engine, especially considering its modest origins. All the same, the legacy of Ni No Kuni as a handheld game conceived early in the generation that's now ending shows through in so many ways that those things the developers at least try to do differently—for which effort I applaud Level-5—are at loggerheads with the many traits this JPRG simply apes.

But you know what? I didn't dedicate fifty hours of my life to Ni No Kuni so that I could complain about its failings. Sure, it has a fair few, yet this is the first time I've finished a JRPG in years, so it has at least as many redeeming features, including but not limited to the look, the mood and the music. At the end of the day, I'm happy enough to have had this experience that, on balance, I probably would play a Ni No Kuni 2.

So the story has a happy ending, after all!

Wednesday, 6 February 2013

But I Digress | Niall no Kuni

It's hard to say whether or not the Japanese RPG has any place in the gaming industry today. 

In the nineties they were the in thing, and in the naughties they got bigger, better-looking, and somewhat more modern—albeit alongside every other genre that joined the HD generation. Yet despite massive investment and a fever pitch of interest, the JRPG simply couldn't keep up with the major new players in gaming, to the point that within weeks of its release, the last Final Fantasy vanished with nary a trace it had ever even existed. And let face it: there is no bigger name in the game than Final Fantasy.

Never one to learn its lesson, however, Square Enix is set to unleash a second sequel to Final Fantasy XIII this year. And who knows? Maybe the third time's the charm. But I doubt it. And speaking personally, I could care less. Not once but twice I got around 20 hours into Lightning's life, only to lose interest lest I lost the will to live entirely.


Granted, my interest in the genre had been flagging beforehand. And it's continued to do so since: the only JRPG I played in 2012 was Tales of Graces f, and again, I got about 20 hours in, looked at a FAQ to see how much more game I still had to play... and admitted defeat. I watched the end of the affair on YouTube. And I don't feel like I lost out on anything.

Be that as it may, I'm not quite ready to give up the ghost on the entire genre. I have at least one more attempt in me before I sign off once and for all: namely Ni no Kuni.

I've been holding out hope for this rare collaboration between Level 5 and Studio Ghibli (of Spirited Away fame—the very same!) since it was announced in 2008, and the copy I pre-ordered way back when finally arrived on Saturday. Despite having a hundred other things to do, I fed it to my PS3 immediately.

I'm 10 hours in already, and over the moon that I can say the time has flown by so far. So maybe Ni no Kuni is the game which makes the genre meaningful to me again. Or perhaps 10 hours from now I'll hit a wall that leaves me with no other option than to grind my life away, or give up on the JRPG after all. 

I so hope it doesn't come to that. I feel like I'd be killing a large part of the kid I once was, and I believe it's important to stay in touch—to a certain extent—with the things we loved when we were young.


I'll report back on my progress through Ni no Kuni even if I don't make much more. Why, if I finish the thing, and there's interest, I might even review it!

But for the moment, the floor is yours, folks. Do you think the JRPG has a place in the gaming landscape of today, or it is as long in the tooth as I suggested earlier? Does the prospect of Lightning's return in Final Fantasy XII-3 excite anyone at all?

And if any of you have been playing Ni no Kuni, I'd love to hear your thoughts on it. Do tell, too, if for whatever reason you've opted not to.

Tuesday, 20 July 2010

Castles In The Sky

When it rains, as I've had occasion to find out these past few months, it pours. The obnoxious, if not quite record-breaking heat shows no sign of letting up, but at least it's not dry heat any longer: the skies have deigned to crack open, the better to vent all the perspiration they've cunningly repurposed as rain.

It has rained, and rained some more. It has since, to no-one's surprise, continued to rain. Maddeningly, while we've been suffering through a seemingly endless onslaught of piddling and spitting and showering, two weeks of Wimbledon have been had in the baking sun without interruption - the first time this century rain hasn't stopped play at least once, for that matter.

But we're not talking tennis. Nor, indeed, do I mean to grumble about the weather. In this case, appearances can be quite, quite deceiving: this is a post about Studio Ghibli, of all things. All that burbling there was just context for me to awkwardly segue from, see? Wait for it.

Wait for it...

Because - here we go - just as you can spend ages waiting for rain, years can go by without word one from the Japanese animation studio to rule all Japanese animation studios. And yet, within a few weeks, there's been news of not one bit of new Ghibli goodness to look forward to, but two. Here's the first:


The Borrowers Arrietty is set to be released in Japan just a few weeks from now. Lucky buggers. It's coming from Hiromasa Yonebayashi, the key animator of Princess Mononoke and Spirited Away - two of the studio's best, at least of late - and sure, he's not Hayao Miyazaki, but then, Miyazaki hasn't always been at the helm of Ghibli's incredible creations; and given that the man announced his "retirement" a few years ago, we'd best make peace with what talent there still is at the fan-favourite production house sooner rather than later.

Saying that, The Borrowers aren't exactly my favourite thing ever. I still remember that painful live-action movie from a decade and change ago, with Ian Holmes' would-be Bilbo Baggins as the micro-family's dear ol' Daddy. But this is Ghibli, people. Dodgy subject matter or not, magic will be made. Even the least notable of this studio's output could stand shoulder to shoulder with Disney's best and come out the better for the comparison.

But who knows when we'll see The Borrowers Arrietty here in the UK. What I'm really excited about is Studio Ghibli's other big project at the moment:


Ni No Kuni, transliterally "The Another World," was announced as a DS game first of all. At some point, however, Ghibli must have glimpsed the horrifying compression all their gorgeous animations would suffer on Nintendo's low-rent handheld, and thanks be to the video-game deities, Ni No Kuni wasn't so far along the production pipeline that Level-5 couldn't trade up a platform. No, not even to the Wii. It's coming to the PS3!

After my abbreviated experience with Final Fantasy XIII, I have a sneaking suspicion that I may just be over JRPGs - breaks my heart a little to say as much, but there it is. With story and design from the incomparable Studio Ghibli, though, and the makers of Dark Cloud and the Professor Layton puzzle games doing the legwork behind the scenes, Ni No Kuni should be a hell of a game whether I play it or not.

Oh, Ghibli. Ghibli, Ghibli, Ghibli...

Clearly it's time for a Totoro rewatch, am I right? :)