Ni no Kuni: Wrath of the White Witch Hands-On: Level-5 & Studio Ghibli Do The Genre Proud


I’m not at all sure just how many copies of Ni no Kuni: Wrath of the White Witch will sell when it finally slides into stores on January 22, 2013, but if there’s any JRPG that deserves to fly off the shelves, it’s this one. Namco Bandai is handling the publishing of this Level-5/Studio Ghibli gem that’s bound to be an instant classic and remembered for its stirring story, outstandingly gorgeous visuals and really interesting take on the active time battle system originated in the Final Fantasy games.

My hands-on with the English demo made me wish for a time machine so that I could finally dive right into the story and lovely game world that’s going to be one of the best-looking you’ll see on the PS3.

Seriously, this is one of the loveliest games in any genre on the console, thanks to the double-teaming of a few studios’ worth of talent dedicated to crafting something for the ages in terms of story, while making an accessible game entry level to advanced players can fully enjoy.  The design philosophy for the game seems to have been “make all of nature move” or something like that, as there’s life to the environments that adds a true emotional element to the experience. While the backdrops look hand-painted (and in screenshots, static), as soon as you start moving Oliver and looking around the environments, you’ll practically feel the wind at your back as plants sway in the breeze and you’re gently guided from point to point where exploration and combat come into play.  While you’re restricted by natural borders like rocks, streams and high walls, the overall impact is of a rich fantasy world that has a lifelike feel much like Studio Ghibli’s classic films.

Battles are fast-paced and Oliver can take on enemies himself or summon a minion to hop into the fray. the battle timer affects things like when you attack, defend, use magic or healing items, so paying close attention to when you take actions is key. This system is a lot more rewarding that the old-school method where you could walk away from combat, go get a snack and a RPG nap, then wake up to complete bopping that slime or gnome on the noggin. In fact, there’s a nice amount of learning to do here, but the system is overall easy to grasp, yet tricky enough that it rewards those who like to play a bit risky. I actually messed up my timing and got waylaid by the demo boss (oops!), but he had a sliver of health left and was a fire spell away from going down for the count.  I’ll blame my failure on being up all night previously working on a few projects, but I never can sleep before these press events, so there’s that to consider. Ah well, I do better at home on the couch anyway…

Interestingly enough, while gamers will have the choice of standard or the hefty (and outstanding) collector’s Wizard Edition of the game, Namco Bandai is actually running a crowdsourcing-like pre-order promotion called Ninostarter where fans can determine what other goodies go into the collector’s edition. The big box is already a great deal, but it’s nice to see Namco Bandai allowing fans to have a final say on what other goodies make it into the package. Heck, even though I’m not huge on collector’s editions (almost no room in the library here!), this is one I want because everything in it is so cool. You can jump into the Ninostarter party yourself by pre-ordering that Wizard’s Edition through Club Namco and keeping your eye on your inbox so you know when the game is ready to go. Even if you don’t pre-order and wait for the game ti hit stores, your 2013 is going to get off to an incredible start with possibly one of the best games in the genre you’ll play.

Back with more in a bit… stay tuned.

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