Older brother figure Roland isn't thrilling company, but fear not,
you'll soon fall in with louder personalities, including another rowdy
Welsh fairy.
So much of the magic in any magical world lies with how you get
there, how the secret realm reveals itself: the spectral figures who
vanish at second glance, the glisten of bells on the wind at dusk, that
first, breathless step across the glowing threshold. These journeys
between realities are often a question of cathartic redefinition:
something about the everyday world is out of joint, and the other
universe is an enchanted mirror in which the problem takes on a kinder
guise, with familiar objects transported and transformed - cats into
kings, sticks into wands, dolls into fairies.
As you might expect from a game co-developed with Studio Ghibli,
bastion of modern Japanese folklore, the original Ni no Kuni understands
all this intimately. Its first 45 minutes are a masterclass in twinkly
suspense and heartbreak, from a night-time escapade through a tragic
loss to the arrival of the cantankerous Mr Drippy. In Ni no Kuni 2,
meanwhile, somebody nukes a city and an elderly president, Roland, wakes
up seconds later in a world of talking animals. Specifically, he wakes
up in the bedroom of young king Evan Pettiwhisker Tildrum, who is in the
middle of being overthrown by his father's vizier. Any number of
questions present themselves - what was I drinking last night, why am I
suddenly 30 years younger, oh god, what will the tabloids think - but
Roland just shrugs, grabs a sword and starts hacking his way out of the
palace, princeling in tow.
That deflating casualness applies to much of Ni no Kuni 2's 40 hour
tale, which was thrown together without Studio Ghibli's input. It's an
exercise in gathering allies and plundering themed dungeons while
chasing down an ancient evil that is jolly in small doses but seldom
enchanting. Both the old and the new game are essentially grab-bags of
motifs from Ghibli flicks and other JRPGs, but where the first sought to
weave a spell from these materials, the second just dumps them at your
feet like unwanted gear items: casino cities, airships, steampunk
towers, loud but soft-hearted sky pirates, legendary weapons, stuck-up
wizards and magic forests. Funky concepts such as the parallel reality
shebang are toyed with but never seriously developed, key revelations
are often handed to you in passing, and there's rarely any ambiguity or
depth to characters once you've dealt with whatever urgent issue they
have when first you meet them. It's a yarn for incorrigible fans of
save-the-world fantasies that assumes you're on board from the off, and
doesn't really bother to motivate you.
This is a little frustrating, because a) the actual writing is
often glorious, with all the first game's demented fondness for puns,
British dialects and cheeky fourth-wall breaking, and b) deep in Ni no
Kuni 2's heart of hearts there's the hint of something enticingly
horrendous. Much of the story sees you founding a brand new city-state
for Evan, who is hell-bent on creating a Happily Ever After for
everybody after losing a loved one in the prologue. It doesn't take a
student of history to see how this naive ambition might have taken a
darker turn. "If the world is one kingdom," Evan declares at one point,
gazing up at the camera with those cutglass blue eyes, "there will be
nobody left to fight." That's the kind of thing you generally see
written in entrails on the faces of toppled statues - it's as though
somebody had transplanted Alexander the Great's brain into a Furby. The
story does have a crack at investigating what happens when Benevolent
Tyrants Go Bad in the shape of other rulers, who you'll persuade one by
one to join Evan's cause, but none of that bleeds back into the core of
the story. I wasn't expecting Crusader Kings: Princess Mononoke Edition,
but it still feels like a missed opportunity.
Complacency about cliches aside, Ni no Kuni 2 owes its lack of
intrigue to the fact that is more a game about building a world than
discovering one, a premise that harkens back to Konami's venerable
Suikoden series. Its plot is lashed unromantically to the scaffold of a
city management subgame, with key chapters unlocked by expanding your
youthful kingdom's population and enhancing certain facilities.
Fortunately, the subgame itself is gentle good fun, a sunny top-down
diorama of spell factories, lumberyards, inns and armouries, roamed by
perky chibi versions of people you'll encounter in the field. In
addition to filling your pockets with money and resources, and
delighting you with its pint-sized magnificence, the city serves as a
customisation and development hub where you can improve or research
abilities, customise your gear and take on the odd sidequest.
Most importantly, though, it keeps booting you out to the far
corners of the map in search of new subjects - around a hundred of them -
to staff your crafting and production facilities, who'll usually ask
you to fetch or fight something before they'll sign up. Each character
comprises a handful of stats and a trait that corresponds to a certain
building type or research tree; some of them are, again, essential in
order to progress the plot. Recruiting citizens can be a drag if you
chew through a dozen such missions in one go, but each individual
personality is bold and quirky enough to rescue the game from its tepid
sidequest design. Among the oddballs you'll stumble on are a bard whose
voice has been stolen by a witch, a dog soldier who's wasting away for
want of a special omelette, and a snooty outfitter who won't budge till
you dazzle her with your knowledge of flowers. At the more arcane end of
the spectrum, there's a professor who tasks you with collecting dream
fragments from procedurally generated labyrinths, a nod to the Mystery
Dungeon subgenre that could almost be its own game.
If the busywork wears thin, Ni no Kuni 2's battling is excellent
throughout. Where the original struck a balance between real-time
movement and issuing commands as in Final Fantasy, the sequel goes full
arena brawler with characters swinging, rolling, blocking and loosing
spells in a maelstrom of damage numerals and snazzy, swashbuckling SFX.
Up to three out of six party members feature in battle at once, and you
can switch between them at will on the battlefield, lacerating foes with
Tani's spear before tagging in prissy mage Leander to summon a
firestorm. It feels great in the hands, though party-member AI
occasionally leaves something to be desired, and the customisation
elements that underpin it all are gratifying to experiment with - you
can often short-circuit the level curve by equipping the right mixture
of elemental attacks and abilities. There's also the "Tactics Tweaker", a
pleasantly nobbly Fisher Price settings panel that lets you boost
things like resistance to poison or mana recovery speed at the cost of
weakening your party in other respects.
Best of all, though, are the Higgledy-Piggledies, gaggles of
dancing elemental sprites who blow about underfoot like leaves as the
melee unfolds, duplicating themselves and coughing up the odd buff,
debuff or energy projectile. At intervals groups of Higgledies will
briefly form a circle and call out to you: hit X while standing in that
circle, and they'll perform an ultimate move such as a group heal or
conjuring up a water cannon to hose down an elusive boss. They're a
powerful, semi-randomised terrain variable, in other words, and the
consequence is that Ni no Kuni 2's clashes feel surprising and
exhilarating long after you've committed character combos and ability
hot-keys to memory. I won many a bruising encounter by triggering a
Higgledy special in the nick of time with the last person standing.
You can bring up to four Higgedly sets into the fray and there are
dozens to concoct, collect and level up. Matching them effectively takes
a fair amount of science. Higgledies have personality traits like Shy
and Outgoing, for example, performing better when they're partnered with
Higgledies who have the opposing trait. Some Higgledies may also
imitate other groups when they perform their ults, granting you two mega
gravity attacks or mass defence buffs for the price of one. Tactical
nuances aside, Higgledies create a wonderfully silly ambience in combat,
shrilling for attention like stray ducklings only to be sent flying by
some cataclysmic AOE spell.
On top of the party combat there are less frequent army battles,
some mandatory as part of the story, some initiated by strolling up to
war banners on the world map. These see you picking units from four
varieties - spear, ranged, sword, hammers - who form a cross around Evan
as you rove the terrain duffing up opposing forces. The basic trick is
to rotate the cross with the shoulder buttons so that units come into
contact with enemies they have an edge over, while spending finite
Military Might to replenish their ranks and activate special abilities
such as airstrikes or poisoned ammunition. Rock-paper-scissors meets
Total War with a splash of Pikmin, in short. It's skin-deep next to the
baroque frenzy of party combat, but it's a decent palate-cleanser and
later battles put the fundamentals under stress. You'll often find
yourself in situations where rotating a squad to meet its optimal foe
means sending another into harm's way, and there are fortifications and
giant monsters to worry about on top of other units.
With time, Ni no Kuni 2's lavish array of systems grind away any
ennui you might feel about the story. There are the usual JRPG sins of a
world bloated with loot and resources and missions that are essentially
there to sponge up the hours, but most of it feeds satisfyingly into
kingdom-building and the party combat. Is a loss of awe and mystique the
price we must pay for a game that is so ripe with little things to do,
poke at and throw around on the field of war? I'm not sure it is - the
Suikoden games were similarly big-bottomed, and had terrific, gripping
stories to boot - but I can't deny that I've enjoyed the ride.
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