Ni No Kuni is a collaboration project between Level 5 and Studio Ghibli and supposedly the savior of JRPGs, but is this really true?
The game starts off with Oliver in Motorville. He lives with his mother and is best friends with a kid named Philip. Oliver sneaks out one night after his mother goes to sleep to test drive a vehicle his friend Philip made. While driving the vehicle, because of the White Witch, a tire falls off and Oliver falls into the water, saved by his mother who woke up in the middle of the night and started looking for him, but then dies of a heart attack shortly after. After bringing a doll his mother gave him to life because of his tears, the doll, Drippy, tells Oliver that his mother can be brought back by saving her in the world where he's from and that Oliver is the chosen one, a wizard that's destined to save their world. Ni No Kuni's story has every cliche in the book, but it's decent. It's not anything special, but The dialogue is written well enough during story events that it's just good enough not to skip. Side quest events are a totally different story.
When getting to Drippy's world, you learn that the people in the world have been brokenhearted by Shadar. While it's a main portion of the story, most side quests you'll speak to someone who has a broken heart and they're missing a certain piece of their heart. Whether it's kindness, enthusiasm, love, etc, you'll read some dialogue about what's wrong with that specific person, and then you'll need to take heart from one person who has more than they need and give it to that person to complete the quest. Other quests will have you getting certain items, getting certain monsters, or defeating a required number of monsters, but 95% of them consist of healing people who have a broken heart. The dialogue between these sidequests gets really repetitive between the people who have a broken heart as well as those who have too much. It'll get to the point that you just start skipping the text boxes and then give them the required feeling that they're missing. You'll want to do the quests though as you'll get bonus' like running faster on the world map, more experience per battle, etc.
When Oliver first learns how to use magic, he'll acquire the Wizard's compendium. The further into the game you get, he'll learn new spells at certain points in the game. Spells that are used more frequently and will allow Oliver to cast attack or defensive magic, unlock locked treasure chests, find hidden treasures on the world map, and use magic that's required to progress in the story. It really gives you a lot of useless magic in the list, because some spells you'll use once in the entire game, while other spells you'll use in a single area, then one more time later in the game kind of like a way for Level 5 to say "see, we didn't forget about every spell."
Another feature about the Wizard's Compendium though, aside from the spells, is that it's somewhat of a strategy guide and that it also gives a large amount of back story to the world. The Wizard's Compendium is 360 pages in length and is literally jaw dropping in detail put into it. Black and white as well as color drawings and very text heavy. Think of it as a novel with pictures. Alchemy ingrendients, spells, monster species, maps and locations in the world, etc, with everything being described in detail. There are even short stories that you'll receive when completing main quests, side quests, and sleeping at each inn that further detail the game world. The game even has an alphabet written in runes, so those of you who learned al-bhed have another useless language to memorize if you want.
As a Wizard, Oliver can fight for himself or he can summon familiars to fight with him. He gets friends along the way that will join his party and they can also use familiars. If a character summons a familiar, then they'll be on the sidelines while the familiar takes their place in battle. Any HP damage received or any magic used will remove from the characters pool of HP and MP as the familiars have none of their own. If the character gets knocked unconscious then the familiars will also be unusable. Each familiar has three different class tiers, with the final tier being two different types. Getting the first tier familiar and leveling it up, upgrading into the further tiers, the familiar will keep every skill it has learned.
The games biggest problem is the battle system itself. While you can attack and have magic, there are very few skills in the game for your familiars and the more powerful magic and skills, except late game magic that Oliver acquires, uses too much MP for the damage it does. Most of the time you'll keep hitting the x button for your familiar to attack since that'll be the most damaging. There's no reason to move around in random battles unless to position yourself to attack a different enemy after changing targets because you're not going to dodge regular attacks and skills from random battles are useless to defend against. With three enemies each being in a random battle, each using skills at a different times, you'll waste time defending on a skill that might be aimed at another party member. The game is easy enough to not even require defending during normal battles.
So while the combat is monotonous, that's not even the half of it. There's no efficiency in the combat system. Just about every RPG that has an action style combat system with multiple characters, whether it's Tales of, Star Ocean, etc, you can switch to a different character to cast a spell, or open a menu to have them cast the spell while you retain control and do something else with your other character. On Ni No Kuni, Let's say that one character has a familiar out that you want to switch to. You have to switch to the character which will pull the familiar back from where it was at, then you'll have to send the familiar back out. During all of this pulling the familiar back and sending it back out, and then waiting a second until you can actually control it and choose an attack or skill, the enemies can attack during that time. The character might also be in a different location than the familiar was at, so more time is wasted to get the familiar closer to the enemies. What if you want to cast a spell and then switch characters though? If you use an item, cast a spell, etc, you are stuck as that character until the spell is fully cast. There are some spells that are fully cast but don't damage enemies until a few seconds afterwards, sometimes even between 5-10 seconds, including the most powerful single targetting spell. Let's say that the enemies or one of your characters use a spell or skill that plays a cutscene, the spell you cast is cancelled out, regardless if it was about to cause damage, about to heal, whatever, and if it went past the point where you actually cast it, then you lose the MP and get robbed of the effect.
It wouldn't matter so much if the AI of your allies weren't dumb as bricks. About the only way you can make the AI competent, is remove all but the lowest costing MP skills from the familiars, and then tell them to do whatever they want, giving the AI a familiar in the second or third slot one that is a healing familiar. They'll do alright when it comes to recovery, but you give them any skills that happen to cost a decent amount of MP and it'll be gone within two battles. The other problem with the AI is that when not healing or wasting magic, they're also not attacking often. It takes a second, but you can cancel attacks automatically by hitting o incase you need to defend against a boss. With your allies though, you'll see them attack one time with their familiar, and then you'll see the familiar back off, meaning they cancelled the attack after a single strike and moved backwards. This happens all too frequently, so the majority of the time, you as the player will be doing all the work with a single familiar. If you switch to another character or familiar of your own to heal with, you'll notice it doesn't get anything done in battle. The AI is useless when it comes to actually dealing damage. When you tell the AI to defend in boss battles, using the party defense commmand, there's a lot of times they'll defend, then cancel the defense out.
So Ni No Kuni has a poor menu system you're required to use in combat, an innefficient way of controlling allies, some horrible bad AI, with a combat system that is mainly mashing x in random battles. Bosses are really the only highlight of combat, and even then, the flaws within the game hold those back from really being enjoyable.
The graphics are good, but Level 5 has had other offerings that have looked better in many ways. All characters and monsters are cel shaded with very good animations, the towns are colorful and well designed, and the world map looks good, but it's all a bit disappointing when Dragon Quest 8 looked better in some aspects and not too much worse in others others, or their other PS3 title, White Knight Chronicles looks far better in all aspects. The game also has good music, even if lacking in variety, though being fully orchestrated certainly helps.
Ni No Kuni did have the potential to be atleast a good game, but it's marred with an awful battle system. The combat takes up most of the game so it's hard to recommend based on just everything else, but if you can look past the combat, everything else is atleast decent.
Gameplay 3/10
Design 7/10
Presentation 7/10
Balance 2/10
Overall 4.75











