Tag Archives: Ni no Kuni

Some JRPGs demand you grind from the get-go

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I finally got around to trying out that free and standalone-like 3DS demo for Bravely Default: Flying Fairy last night, but this post is not going to be explicably about that game. I need more time with it to both figure out my thoughts and overall opinions, as well as to decide on whether or not I’ll pick up the full retail copy, which drops today. I suspect I will, whether I love or loathe the demo to pieces, because these kind of strange JRPGs are far and few between, and my thinking is that by supporting it with a purchase, I’m helping to make strides towards a North American release for Fantasy Life. Wishful thinking, sure…but it’s better than doing nothing.

But Bravely Default got me thinking about the various RPGs and JRPGs that really make you grind for levels and money from the very start, because, at least in the demo, it downright demands you do it. The very first fight outside of town resulted in one character in my party of four dead, two badly hurt and poisoned, and the remaining member okay at half of his HP. I’m on the default–pun intended–level of difficulty, and I’m pretty good at turn-based combat, but I don’t think I have the whole brave and default techniques down just yet. That said…yowzas. The combat is brutally tough, and so for my first hour and change with the demo, I’ve just been going back and forth to the inn to heal up, fight monsters in the desert, and rinse and repeat until my eyelids grow too heavy to keep playing. It’s honestly not terrible, as I’m used to grinding, but I always find it strange when a game makes it impossible to progress without it at the very beginning of the journey. Let me list a few other examples.

One of my fondest gaming memories, just in general, always comes back to Dragon Quest VIII: Journey of the Cursed King. See, when I moved out of my parents’ house and up to northern New Jersey for my newly acquired post-college job, I lived off the grid for several months, relying on previously purchased videogames and DVDs for nightly entertainment while I held off on getting cable and Internet. DQVIII filled that space greatly, but it’s a slow game, and you do have to grind for a little bit in the very beginning at the Waterfall Cave section, otherwise the final boss of that area can wipe your party out quite quickly. If I recall, there’s a small section of healing water you can keep drinking from to restore your team’s health, making this place perfect for grinding, and, at the time, it certainly seemed necessary.

Dragon Fantasy (Book 1) is made up of three different storylines and a strange one-off inspired by all things Minecraft. Ignoring the latter and focusing on the former, of the three separate but connected plots, one storyline, by its very design, requires you to grind a whole bunch before you can even get to the first dungeon and safely explore it at a decent clip. In Ogden’s storyline, he is an old, washed-up man out to make a name for himself again, but that means fighting all the battles by himself, which is slower and more grindy than the other two campaigns. It meant fighting battles until Ogden was nearly out of health, run to the nearest inn, spend some gold to heal, and go back out to do it all over again. Not the most exciting time, but I ended up playing a lot of Dragon Fantasy (Book 1) while watching Netflix or Giant Bomb videos.

The first hour or so of Ni no Kuni: Wrath of the White Witch is both magical and devastating, and not just because something terrible happens to Oliver’s mother. I’m talking about the area just outside the Golden Grove. It still gives me the shivers to this day. The monsters here are so powerful and aggressive that your small team of nobody really doesn’t stand a chance, and so you have two options: run and hope to avoid every fight, or go back into the woods and grind a bit for levels, money, and health-restoring items. Naturally, me being me, I ran for it. Which was not very successful for the first few attempts, though I did eventually get out of the area, only to find myself in an even more dangerous spot, though much more suited for grinding.

Oh boy. Now, truthfully, I only stopped playing Phantasy Star II because the cold weather is here, and the Xbox 360 is in the living room, which gets no heat for the whole horrid season, and so it must wait until the snow melts before I can get back into it. And by it, I naturally mean grinding for levels and much-needed moolah while trying to figure out exactly where to go next. Thankfully, the music is so good that it makes grinding more pleasant than not, but it took me forever just to reach the first Bio-Systems Lab areas.

Hey, remember Eternal Sonata? I sometimes do. Beautiful grass in that game, and it’s not every day you come across an RPG so heavily themed and dedicated to that theme. I mean, really…Polka is a terrible name for a young girl. But whatever. Every now and then, I think about going back and playing it some more. But that would mean starting over because I got to that ghost ship section and found myself severely under-leveled with no hope of gaining enough levels quick enough to defeat…uh, the boss Captain Dolce. From reading up some walkthroughs, it sounds like I messed up and didn’t spend enough time aimlessly grinding when I could. Oh well.

I’m sure if I spent some more time looking through my collection I could come up with another five to ten RPGs that are grind-heavy early on, but I need to end this post somewhere. If you have one I missed talking about, let me know about it in the chat! That is, if you can spare some time away from your efficient, but meticulous level-gaining strategy.

Mixing items with items to make more items in Ni no Kuni

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Of all the videogame-based alchemy systems, I can confidently say that I like the one in Ni no Kuni: Wrath of the White Witch the least. Which is a shame, as Level-5 generally knows what its doing with its item synthesizing mechanics, a gameplay element that warms me greatly. Seriously, I love it. You take one item, mix it with another, and get something–more often than not–greater than the sum of its parts. My feverish appreciation probably all dates back to mixing herbs together for stronger health potions in Resident Evil 2, but if a game has any kind of alchemy element, I’m in. Heck, I bought Atelier Iris 2: The Azoth of Destiny solely on this reasoning, even though its very name scares the life out of me and I’ve not played it yet.

In Dragon Quest VIII and Dragon Quest IX, you have a magical pot for all your brewing needs. In the former, it travels with you, riding on the princess-drawn carriage with her goblin father. In the latter, it stays put at the Quester’s Rest inn, which you must visit to do your mixing thing. Either way, you put items together and hope for the best, or you can pick up recipes (or clues) along your journey for killer gear. In VIII, you had to wait a bit for the pot to create the item–maybe about ten or fifteen minutes–which made grinding more bearable, as you battled for XP while waiting to hear that salivating ding that indicated your item was done. They took this away for IX, probably because it was on the DS and meant to be played in short, portable bursts, so waiting was not an option.

In Rogue Galaxy, you have two different ways to create new items: Weapon Fusion and the Factory. Basically, all weapons gain XP from battle until they are maxed out, wherein they can then be synthesized along with a similar weapon to create something new. Toady, a strange frog monster, helps with this by swallowing both weapons and spitting out something new; one could argue it is an alchemy pot. However, you don’t really know if something is going to turn out great and just have to chance it, though Toady will also warn you if the results are really negative. For the Factory, it’s more of a puzzle system, where you have to line up machine parts to get it running properly to create a special item from a set of blueprints.

For non-Level-5 joints with alchemy-based systems, it’s a mixed bag, with most alchemy systems fairly uninteresting or just bad altogether.

Odin Sphere has the player combining two items to generate a new item during gameplay, which is then stored in a “Material” bottle. These bottles can be improved as well by alchemizing two of them together to get a material bottle valued at the multiplicative product of the two original bottles (e.g., Material 2 combined with Material 3 results in a Material 6 bottle). It’s a bit complicated, and I don’t even remember getting to it during my first hour with the game, and I’ve not gone back since. I remember more about various plants you grow during battle than the alchemy, which says a lot, I guess.

And then there’s Kingdoms of Amalur: Reckoning, Elder Scrolls V: Skyrim, and Dragon’s Dogma: Dark Arisen, all of which with systems that are nothing more than perfunctory.

However, in Ni no Kuni, the alchemy system is unnecessarily clunky. You have two options once you obtain the alchemy pot and its genie master Al-Khemi in Castaway Cove: use a recipe or mix and match. If you have all the right ingredients, simply click “use a recipe” and Al-Khemi with automatically take care of it for you. For mixing and matching, you are either guessing or looking up the select few recipes available in your Wizard’s Tome, a tedious process that involves you backing out of the alchemy menu, into the tome menu, zooming down on the page for alchemy, zooming in more to find the recipe you want, mumble it to yourself a few times so you don’t forget, exiting back out to the main menu, back into the alchemy menu, and trying to create something based off of what you were mumbling to yourself.

The sad part of all that? Even if you are successful and create an item, the recipe does not appear in your list of “acquired” recipes; you can only get ones added there from completing errands or earning ’em as the story progresses. That means, even though I successfully made a Fishburger from White Bread (x2), a Dumbflounder, and Crispy Lettuce, I can’t quickly select it again down the line from my recipes list; I have to either remember how to do it from scratch or go back into my tome to remind myself of what is actually in a Fishburger. In short–I really don’t like this. All it means is that I now have to play Ni on Kuni with my laptop next to me open to some recipe wiki page, instead of staying immersed in the game.

What a bummer. At this point, I’d rather just have a repeat of Dragon Quest IX‘s system.

inFamous 2 is decent fun, but no shock to the system

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So far, inFamous 2 really makes me want to go back to free Nazi-controlled terrain in The Saboteur or stop kicking dirt around and finally pick up Sly Cooper: Thieves in Time, y’know, the game I more or less got a PS3 for. Well, that and Ni no Kuni. That’s not to say that inFamous 2 is not worth playing, as it totally is…it’s just that the best elements within itself are the ones I’ve already cherished and loved in other videogames. But before I get to all that, I have a wee announcement.

I got a new TV. Now, now, hold on. I have to assume that, for many of you, the TV I got will be No Big Thang™, but you have to realize that all my teenage-into-adult life I’ve learned to live with or live without, and so I’ve been using a large, clunky television from 2005 that does not have all the fancy features one can get with stuff being made some eight years later. And because of this, many videogames I play on it suffer from tiny text syndrome, and unfortunately, that’s going to continue to happen. See, I didn’t get a replacement TV for the living room; instead, I got a wee 19 inch flatscreen for my art studio, which is set up next to where I draw and use my laptop. So now I can watch Netflix while I forever tone bad comics. However, since Tara and I don’t have cable, I needed to move the PS3 over to my new wee TV for all that hot action, which has a bonus effect in that I’m using it a lot more now. I mean, now it just sits there, looking at me, demanding I turn it on and play. Which is probably a good thing for my PlayStation Plus backlog.

Anyways, this is what my new wee TV looks like:

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I’m pleased to say that it does the job more than adequately, both for streaming movies/TV shows and playing games. Well, at least the handful of games I opened on it to see how they fared, which consisted of Joe Danger 2: The Movie, Ni no Kuni, and inFamous 2. At some point, I want to switch the PS3 and Xbox 360’s places, to see what Torchlight and Dragon Age: Origins look like, as they were the games I found to have the smallest text in my collection. No real rush on that though.

Right. So, inFamous 2. Never played the original, but it always looked neat, like a modern dark spin on being a superhero, with legit superhero powers. Lightning bolts a-way! The second game seemed to sum up a little from the previous adventure via some cool comic book cutscenes, but it’s not all really clear to me. Something about a Beast (or maybe it’s The Beast) hunting Cole down…I don’t know. I just like climbing buildings, collecting blast shards, and squirrel-gliding from roof to roof like a kid with no restrictions. And you can totally do that, for as long as you want, which is really nice. Morality-wise, I’m going down the righteous path, though I have–on accident, I swear–murdered a few civilians while trying to stop attacking monsters and such. Because it can get hard and chaotic and somewhat confusing once the lightning and bullets begin to fly. Basically, any time there are four or five enemies at once, Cole goes down fast, and I don’t know if it is my fault or not. I’d like to believe I have a decent handle on firing shock grenades and tossing cars, but maybe I don’t. At least the checkpointing is very forgiving.

But yeah, climbing up those towers reminds me of the clunky, but still satisfying climbing from The Saboteur. The way Cole just kind of magnet-like sticks to poles and ledges gets me all jittery for more Sly Cooper tales of thievery (old and new). I’ll probably burn through inFamous 2 rather fast over the next few nights–as I previously mentioned, now that the PlayStation 3 sits right next to my work desk, I’ll be more inclined to use it–but maybe then after I’ll dip back into some old favorites. We’ll see. Probably not. I guess I just like dreaming about this stuff openly.

Owl Creek has been invaded by ghosts in Phantasmaburbia

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Well, I’m back for round 2 of digging into Box in a Bundle‘s latest package, which I covered previously in a post about the non-game Dinner Date. This time, I’m most definitely playing a game, and I know that because after two hours I’ve switched between three different playable characters, gained levels, equipped special items, killed ghosts and skeletal rodents and unshapely shades, and died during a particularly tough boss fight. If that doesn’t summarize me playing a game, well…no, that’s it exactly. I mean, I literally did mostly the same thing over the weekend in Ni no Kuni, calling it quits when Moltaan, the Lord of Lava, wiped Oliver and friends off Old Smokey.

So, with that, I’m here to talk about Phantasmaburbia, a long-name game that appears capable of going the distance. To summarize, the year is 201X (twenty-X-teen), and the small modern neighborhood of Owl Creek has suddenly been overrun with ghosts. No one knows exactly why or how just yet. Four local kids, assisted by spirits of their ancestors, will group together on a suburban adventure to save the place they call home.

I’ve only gotten far enough in the game–roughly two hours and change–to have three kids in my party. I named the first boy Todd, the goth girl Rayne, and the gun-wielding, blonde-haired kid Drogo. Screenshots from the developer’s website show that the fourth character is another girl, so feel free to leave name suggestions; otherwise, she will be called something dumb, like Jam.

Anyways, it’s an RPG, with all the things you’d associate with the genre present. Its strongest element is its battle system, which is seemingly based around the active time battle model, with no room for pausing or breathing. Best plan your attacks before you even select them or the enemy, which consists of things like Catdavers and Roadents, might slip in an extra swipe. It makes for lively fights, but alas, many are over too soon, and the battle music takes a few seconds to really kick in and sound amazing. There are some other special elements to battles that involve you clicking dangerous tentacles away or loading bursts of light into a spectral gun, all timing-based.

The graphics are perfunctory, if not elementary. This is not a slam against Phantasmaburbia, as its story and gameplay more than carry the title forward, and graphics never are everything. Am I right, Minecraft? Anyways, there’s quite a bit of dialogue here, and the best is between each kid and their respective spiritual assistant ancestor. Everyone speaks in an Animal Crossing-like fashion, just making noise, but don’t take that as a reason to rush through the dialogue. The ghosts are particularly well-written, showing off their unique personalities.

It seems like most of Phantasmaburbia is spent either outside or underground in weird space/time dimension dungeons. These are where the puzzles are, as each ghost can interact here in a different way. For instance, one ghost can highlight invisible panels to walk on, and another can take over animals to move them onto special tiles. I suspect that once all four kids meet up and are one team, a lot of dungeon levels will involve switching between different ghosts to get everybody from point A to point B.

Oh, and one really small touch that I liked are the garage door motion sensor lights. You go near them, they go on. You walk away, they go off. It’s especially great when you’re nearby and see a wild animal trigger them. I don’t know. It’s the small stuff that can make a world feel big, and despite its rather generic look at times, Phantasmaburbia seems like a fully realized place, one I look forward to exploring more. Though that means I have to figure how to properly use Todd and Drogo to beat the current boss I’m stuck on. But for this sleek and somewhat goofy RPG, trying again is a must.

Experiencing the swift smack of death in Ni no Kuni

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I died three times last night in Ni no Kuni, and I’m only four hours into the game. To say the uptick in the combat’s difficulty caught me by surprise would absolutely nail it. I mean, yeah, Drippy warned me to avoid fighting monsters in the new area we just got to and simply make a bee-line for Al Mamoon out in the desert, but I didn’t think he actually meant that. Plus, with a Save Stone sorta nearby, I figured I could do a little bit of grinding and heal up for free before moving on. Um, that’s not how things went.

First, just like in Dragon Quest VIII and IX, death is not final in Ni no Kuni. There is no perma-death for Oliver and his familiars, and the Game Over screen offers you a choice: return to the main menu to load your last hard save, or lose 10% of your money, called Guilders, and pop back into the game wherever it last auto-saved. For me, that place was upon exiting the Golden Grove. And at this point in the game, I did not have much money, and 10% of not much is, shockingly, not that much, and so I chose to pay the pauper and restart each time. I wonder if you’ll be able to visit a bank later on and safekeep your earnings while you go out and live dangerously. It’s either that or spend a lot of it before you fight in dangerous locations since there’s a good chance you’ll lose a slice or two of your earnings.

Let’s talk about the reason behind Oliver and company’s unexpected crumbling: the monsters. Now, sure, I was feeling fairly confident leaving the Golden Grove, as I had just defeated a–well, in my eyes–fairly tough boss called the Gladiataur, which required a lot of switching between familiars and eating of sandwiches for HP regeneration and the heavy use of the Defend button. I can’t say for sure what level the non-boss monsters in the Golden Grove were, but I feel like they were around 8 or 9, which is level with where I had Oliver and two out of three of his familiars. However, once you exit the Golden Grove, you’ll find monsters seemingly around level 12 or 13, and they can completely take out the team in a few hits, especially if symbol alignment is in their favor.

The very first monster we ran into killed us. Maybe two or three hits to my level 10 Mitey. Then, heeding the words of the Lord High Lord of the Faeries, I avoided monsters until I couldn’t, as there is a sort of hound-like beast in the desert that is too fast for Oliver to avoid. It killed us fast. The third time saw me trying to take a new path over to Al Mamoon, only to have that hound-like monster stomp us flat. My fourth attempt at making it to the city proved successful, with no encounters at all, but now I’m seemingly stuck in Al Mamoon, and hopefully there are some ways to level up before I have to head back out into the wild. Otherwise, things don’t look good for the future. Sorry, Oliver’s mom.

I’m not sure if the appearance of these super strong monsters is deliberate from Level-5/Studio Ghibli or my fault. Should I have leveled Oliver up to 12 or 13 before proceeding on with the story, thus making these monsters more balanced? Though that might have then made the ones in the Golden Grove severely underpowered. And there wasn’t too much left to do in terms of side-quests in Ding Dong Dell or near it (from what I explored), so I felt it was time to move on story-wise. It’s hard to say, really. But now I expect Oliver and his battle-loving critters to succumb to Death’s call many more times; I just hope I won’t have to pay too high of a price to try again.

The first hour of Ni no Kuni: Wrath of the White Witch spirits you away

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So, I made some time this weekend and played a wee bit of Ni no Kuni: Wrath of the White Witch, covering the first hour of gameplay for, naturally, The First Hour. Click that link to find out how everything went.

Since then, I’ve gotten to give Studio Ghibli/Level-5’s JRPG about two more hours of my time, and it’s been pretty dang delightful. The story is nothing astounding, but it plays by many of the same rules as fairy tales do, naming the key players and letting magic live without scrutiny. Running around the world is an experience that is very hard to describe, as it is both videogame-like and surreal, with all credit to Studio Ghibli for the way everything looks and moves. Oliver and Drippy’s animations are charismatically fluid, and the way the game breaks down every system shows the level (pun intended) of deepness one can fall into. Evidently, there will be alchemy. Oh yes. That said, I’m still having some trouble either getting into the combat or understanding it completely, and it’s mix of menu managing, character swapping, and moving around the battlefield in real time is something that I’m going to have to quickly master if I’m ever to take on a real boss or more than three enemies at a time.

So, I’ll be back later on with more thoughts as Oliver progresses forward on his journey to save his mother.

Take me away on a voluptuous Jetpack Joyride

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So, yeah, I did it. Bought a PlayStation 3, specifically the new “Classic White” bundle, which is a pretty stellar deal overall. You get the top-loading console, a controller, 500 GB of storage, and a free year’s worth of PlayStation Plus, which is a service that seems, so far, heads and tails above Xbox Live. Alas, the GameStop I was at did not have any copies of Ni no Kuni, and neither did any other local stores. My time for JRPGing will just have to wait, as I’m working on some art projects for MegaCon 2013 that I should get done sooner than later as time is ticking down. So I returned home without any physical game discs to stick in my system, but no worries–with PlayStation Plus’s wide offerings and a number of free-to-play games to download, I had more than enough to try out on the new console for the first time.

And so, yes, the first game I downloaded and played was…Jetpack Joyride. And I kept playing it. Over and over and over again. For the folks that don’t know, I’m generally late to every party–hence me getting a PS3 at the end of its “life cycle”–and so I’ve never used an iPad or iPhone (or any kind of advanced iOS phone) before, missing out on all those popular touch games that are free or like a buck and instantly addicting. Sure, I hear about them a lot, like Temple Run, Space Team, and Canabalt, but that’s as far as it goes. This was my first experience with the cartoonish and silly runner, and it’s pretty great.

Basically, you are a dude named Barry Steakfries and you steal a jetpack from some scientists, trying to fly as far as you can, avoiding electrical charges and missiles. You can never stop moving, but you can change how you move, with different items equipped, new types of jetpacks, and special vehicle pickups. My favorites are the dragon and bird mobiles. As you go and aim for a new distance record, you earn coins and slot machine tokens, as there is a store to buy lots of items, like costumes and new jetpacks and one-use power-ups. To level up and earn coins faster, you always have a trio of missions to complete, and they range from silly challenges like high-fiving 15 scientists to mobile-based, and everything is tracked as it happens, which is really nice. It keeps the not-yet-monotonous running alive with new ways to play, such as not picking up any coins. Now, you can totally spend real money to buy more digital coins to then buy better upgrades, but that’s not me–I’m enjoying this as a free thing, which I will play until I feel I’ve experienced enough.

As I played Jetpack Joyride like a wide-eyed fiend, I downloaded some other stuff in the background, which I will check out later down the road. Namely, Retro City Rampage, Mega Man 9, Mega Man 10, Ratchet & Clank: All 4 One, and some foosball game. There’s more to download, but the problem with downloading full retail games is that 14 GB does not happen with the snap of one’s fingers. I think Ratchet & Clank: All 4 One took around six to seven hours to download. Fun times there.

So, in short, I bought a PlayStation 3 and am really enjoying this free-to-play game that was clearly built for touch-based devices as there’s only one button in use. Life is strange. Genesis does what Nintendon’t.