Ni no Kuni II: Revenant Kingdom is so pure it hurts. In this second outing to the magical land of Ni no Kuni, players take on the role of Evan, a young king deprived of his kingdom who swears to build a new, better one. Along the way, he encounters loyal companions, colorful characters, fearsome beasts, and a formidable Big Bad. Evan's journey may be brief--the main story can be finished in 20 hours or so--but it's worthwhile and deeply satisfying.
I was initially quite cynical when I started playing. Everything seemed too easy and on rails. For example, at the start of his journey, Evan is joined by Roland, a man transported from our reality. Roland is pretty blasé about it, and immediately demonstrates sword skills to defend Evan. Okaaaaay. Then, when I got to the world map, I bristled at its limitations. This is the age of The Legend of Zelda: Breath of the Wild, why can't I go wherever I want, whenever I want??? Finally, by the time Evan gets involved with sky pirates who end up being key allies, I was rolling my eyes at the predictability of it all.
But the game's relentless focus on Evan's goodness and growth eventually won me over. His dad got murdered, his kingdom stolen, and his response is to create a new nation where everyone can be happy. Evan's character development is inextricably linked to the gameplay, which has four main elements: sidequests, administration (!), skirmishes, and combat.
Players can gain levels, valuable materials, and even citizens for Evan's new kingdom through 200+ side quests--mostly of the "fetch this" or "exterminate those" variety--and there's no time limit for completion. (Take note, Trails of Cold Steel series! Missable = miserable!) Ni no Kuni II makes things easier for busy players via the trip door mechanic, aka teleportation to places previously visited. Sure beats walking around on the world map, given Evan's glacial pace.
That's where administration comes in. Evan and his first subjects establish a small outpost that eventually becomes a sprawling nation-state, based on how much players level it up. In Evermore, facilities can be built to sell items, cook meals, make weapons, armor, and accessories, gather materials, and conduct research. Research topics include boosting experience, speeding up facility upgrades, learning new spells, improving weapons development, etc. Crucially, one of the earliest topics is improving walking speed on the world map. But facilities need personnel, so going on a recruiting spree is always an excellent idea. Naturally, most new would-be Evermorians have conditions for joining, thus the very high number of sidequests.
All this kinging costs money, and players can expand Evermore's coffers to accommodate their ambitions. Meanwhile, leveling up the kingdom opens up new facilities for building. Citizens can also be leveled up, which took me a while to realize, because it involves pressing the hated "Options" button, which is the size of my pinky fingernail. Speaking of hate, I'm not a huge fan of the Manage Your Kingdom menu. For instance, when the game alerts you that a new research topic has been completed, and you were researching multiple things, you have to slog through the entire list to find it, jump to the appropriate facility, then click "Complete Research." An easier way? Just tell me what was completed, thanks!
Apart from that minor quibble, administering my new kingdom was fun and easy. Just like in real life!
Moving on: skirmishes, which happen when Evan needs to use chibi-fied battlefield units to wipe out opposing forces. Battalions are armed with specific weapons--swords, spears, axes, crossbows, guns, wands, and shields--and there's a rock-paper-scissors aspect to the whole thing. There aren't too many skirmishes, and story-wise, they only take on actual importance in the beginning and at the end of the game. That said, it's a good idea to participate in a number of them, for levels and practice.
Finally, combat, which in Ni no Kuni II is an unremarkable mix of button mashing for melee and ranged attacks, casting spells, or activating skills. I would enjoy fighting a lot more if the characters didn't move like geriatric octopi. It's painful to watch Bracken slow-mo run toward an enemy, especially one who can teleport across the screen. And the higgledies--little elemental helpers who signal their awakened abilities with circles of light--are sometimes so far away from the action that they get scattered by the enemy before my main can reach them so I can press the "X" button and trigger their skill.
But sometimes combat can be challenging and engaging! For instance, I really enjoyed the kingmaker battles. And the final boss was BOSS. I hope you realize I'm referring to the final final boss, because Ni no Kuni II is a JRPG! That means, at minimum: a ship and/or airship, a lost ancient civilization, and the Power of Fwendship! And of course, outstanding music! I especially grooved to Broadleaf's wicked tunes, which are a departure from the typical symphonic arrangements offered by this game.
In closing, two notes: (1) Fragrant Husband commented, "This game is a love letter to furries" and (2) Leafbook, ugh. Re: (1), I would have to agree, as Evan is half-grimalkin, so his dad is a full-on walking lion and his mom is a human woman, plus a lot of NPCs are upright dogs, cats, and mice (and okay, fish). So inclusive! As for fucking Leafbook, pardon my French, (a) it's a time waster, just like its real-world counterpart, and (b) the comments all have correct spelling and grammar, so it's not even a believable simulacrum. Would've been nice if Level 5 programmers instead devoted their time to develop a dash button so Evan could run through dungeons instead of jogging at a leisurely pace!
While the ending tied up all story elements in a too-neat, occasionally surprising bow, overall, Ni no Kuni II is a bright, beautiful JRPG with a solid protagonist, generally great gameplay, excellent soundtrack, and a simple, wistful message: wouldn't it be great to live in a peaceful, unified world?
TL;DR: Highly recommended, if only because it's the only video game my mom has ever complimented: "It has very nice colors and character designs."
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This post brought to you by Magnolia's banana pudding!
I was initially quite cynical when I started playing. Everything seemed too easy and on rails. For example, at the start of his journey, Evan is joined by Roland, a man transported from our reality. Roland is pretty blasé about it, and immediately demonstrates sword skills to defend Evan. Okaaaaay. Then, when I got to the world map, I bristled at its limitations. This is the age of The Legend of Zelda: Breath of the Wild, why can't I go wherever I want, whenever I want??? Finally, by the time Evan gets involved with sky pirates who end up being key allies, I was rolling my eyes at the predictability of it all.
But the game's relentless focus on Evan's goodness and growth eventually won me over. His dad got murdered, his kingdom stolen, and his response is to create a new nation where everyone can be happy. Evan's character development is inextricably linked to the gameplay, which has four main elements: sidequests, administration (!), skirmishes, and combat.
Players can gain levels, valuable materials, and even citizens for Evan's new kingdom through 200+ side quests--mostly of the "fetch this" or "exterminate those" variety--and there's no time limit for completion. (Take note, Trails of Cold Steel series! Missable = miserable!) Ni no Kuni II makes things easier for busy players via the trip door mechanic, aka teleportation to places previously visited. Sure beats walking around on the world map, given Evan's glacial pace.
That's where administration comes in. Evan and his first subjects establish a small outpost that eventually becomes a sprawling nation-state, based on how much players level it up. In Evermore, facilities can be built to sell items, cook meals, make weapons, armor, and accessories, gather materials, and conduct research. Research topics include boosting experience, speeding up facility upgrades, learning new spells, improving weapons development, etc. Crucially, one of the earliest topics is improving walking speed on the world map. But facilities need personnel, so going on a recruiting spree is always an excellent idea. Naturally, most new would-be Evermorians have conditions for joining, thus the very high number of sidequests.
All this kinging costs money, and players can expand Evermore's coffers to accommodate their ambitions. Meanwhile, leveling up the kingdom opens up new facilities for building. Citizens can also be leveled up, which took me a while to realize, because it involves pressing the hated "Options" button, which is the size of my pinky fingernail. Speaking of hate, I'm not a huge fan of the Manage Your Kingdom menu. For instance, when the game alerts you that a new research topic has been completed, and you were researching multiple things, you have to slog through the entire list to find it, jump to the appropriate facility, then click "Complete Research." An easier way? Just tell me what was completed, thanks!
Apart from that minor quibble, administering my new kingdom was fun and easy. Just like in real life!
Moving on: skirmishes, which happen when Evan needs to use chibi-fied battlefield units to wipe out opposing forces. Battalions are armed with specific weapons--swords, spears, axes, crossbows, guns, wands, and shields--and there's a rock-paper-scissors aspect to the whole thing. There aren't too many skirmishes, and story-wise, they only take on actual importance in the beginning and at the end of the game. That said, it's a good idea to participate in a number of them, for levels and practice.
Finally, combat, which in Ni no Kuni II is an unremarkable mix of button mashing for melee and ranged attacks, casting spells, or activating skills. I would enjoy fighting a lot more if the characters didn't move like geriatric octopi. It's painful to watch Bracken slow-mo run toward an enemy, especially one who can teleport across the screen. And the higgledies--little elemental helpers who signal their awakened abilities with circles of light--are sometimes so far away from the action that they get scattered by the enemy before my main can reach them so I can press the "X" button and trigger their skill.
But sometimes combat can be challenging and engaging! For instance, I really enjoyed the kingmaker battles. And the final boss was BOSS. I hope you realize I'm referring to the final final boss, because Ni no Kuni II is a JRPG! That means, at minimum: a ship and/or airship, a lost ancient civilization, and the Power of Fwendship! And of course, outstanding music! I especially grooved to Broadleaf's wicked tunes, which are a departure from the typical symphonic arrangements offered by this game.
In closing, two notes: (1) Fragrant Husband commented, "This game is a love letter to furries" and (2) Leafbook, ugh. Re: (1), I would have to agree, as Evan is half-grimalkin, so his dad is a full-on walking lion and his mom is a human woman, plus a lot of NPCs are upright dogs, cats, and mice (and okay, fish). So inclusive! As for fucking Leafbook, pardon my French, (a) it's a time waster, just like its real-world counterpart, and (b) the comments all have correct spelling and grammar, so it's not even a believable simulacrum. Would've been nice if Level 5 programmers instead devoted their time to develop a dash button so Evan could run through dungeons instead of jogging at a leisurely pace!
While the ending tied up all story elements in a too-neat, occasionally surprising bow, overall, Ni no Kuni II is a bright, beautiful JRPG with a solid protagonist, generally great gameplay, excellent soundtrack, and a simple, wistful message: wouldn't it be great to live in a peaceful, unified world?
TL;DR: Highly recommended, if only because it's the only video game my mom has ever complimented: "It has very nice colors and character designs."
---
This post brought to you by Magnolia's banana pudding!
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