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Ni no Kuni II: Revenant Kingdom (2018, Playstation 4) Review


BABY'S FIRST JRPG


Also for: Nintendo Switch, Windows


The cover art for Ni no Kuni II: Revenant Kingdom speaks the truth - this is a colorful, cute, big and open fairytale full of Studio Ghibli-inspired art design. It's got a tasteful Joe Hisaishi-composed score similar to the one that made the first game, Ni no Kuni: Wrath of the White Witch, so effective. But the cover also fails to reveal its more unflattering side, namely that the game's JRPG-core is so weak that it cannot hold its many features together.

The tedious exploration loop, naive story and simplistic combat bored me to the point where I started to procrastinate. Instead, I spent hour upon hour in the game's kingdom simulator - one of its two full-fledged mini-games - which does absolutely nothing to advance the story.

I was supposed to liberate the world, but constantly returned home to micro-manage my own little domain. I got caught in a loop of expanding my capital; of building, researching and completing menial sidequests to recruit more loyal citizens. In a deeply story-focused title like Ni no Kuni II, that was devastating. I eventually got out of the loop and forced myself back into the narrative. It never got any better. After nearly 65 hours the end credits started rolling, and I felt sick of it all. In a moment of weakness, I swore off games altogether.


The story is a fairytale with a wishful pacifist agenda. The opening cinematic tricked me into believing the protagonist is a president, named Roland, in a modern-day setting. After the capital of his country gets nuked, and he lies unconscious next to his wrecked limousine, he gets spirited away to another world. He awakens in Ding Dong Dell, the capital city of a lush fantasy realm full of humans, wild monsters and anthropomorphic animals. Oh, and he also somehow becomes a lot younger.

Roland finds himself in a royal palace, namely in the private quarters of a young, newly appointed king, Evan Pettiwhisker Tildrum. The boy explains that his father has just been murdered in a coup d'etat orchestrated by his closest advisor. Now some traitors among the royal guards are coming for Evan, too. The opening tutorial introduces a myriad of systems and mechanics - real-time combat, stealth, loot, abilities, etc - as it takes you through a poorly written prologue where you must escort the boy to safety.


Although I like the concept, Ni no Kuni II contains one of those tired narratives that spells everything out, denying the player any room to cultivate an emotional response of their own. Already 30 minutes in, warning bells started ringing. Young Evan loses a close friend. The young boy cries out her name repeatedly, louder for each time, as he kneels by her side. This weird behavior always has the reverse effect on me, and this time I burst out laughing as Evan called her name so loud his voice broke through the tears.

I find it baffling that some writers still rely on such clichés, hoping that we take them seriously. They don't bother with moments of shocked silence, nor any horrific realisation in its wake. This game just blurts it all out within one single pathetic scene. I realized then that this is just a kid's game, and the developers (Level-5) probably wants to shield its young player base from life's harshest emotional truths.

But for an adult, this is an unconvincing start to a story that hardly gets anything right. It's an unrelatable take on mature affairs, and a boring fable naive enough to put anyone to sleep.


It also demonstrates Level-5:s design philosophy: "If we can't make it deep, let's make it wide!" It prefers quantity over quality. Forget dual-wielding, Ni no Kuni II lets you switch freely between THREE weapons in combat. It contains THREE major gaming subgenres; a JRPG, a real-time strategy skirmisher, and the aforementioned kingdom simulator. All of them are skin-deep.

It also has an absurd amount of sidequests, none of them memorable. You cannot take a piss anywhere without drenching an item pickup on the ground, needed for crafting items you'll soon replace by something better. You can build and upgrade dozens upon dozens of buildings in your kingdom. Every upgrade opens up new research options that adds an undetectable edge to your already superior combat performance.

It takes an absurd amount of time to reach 100% completion, and very little of it really matters. All enemy encounters, including most bosses, are so easy that all the different unlockable combat options - new spells, new weapons, new summons (they're called Higgledies) - become redundant. Standard attacks and dodgerolls let you win most battles without breaking a sweat. The game provides you with sufficiently good equipment by exploring the world map and defeating monsters.


After the prologue, the young exiled king Evan becomes the main guy for the remainder of the game. First, he goes on a quest to find a "Kingmaker" - a majestic being (wait until you see it) that gives him the rights to rule a kingdom of his own. He then proceeds to found his own kingdom, and decides to call it "Evermore". Then he travels the world to unite the other kingdoms in a struggle against a sinister armor-clad dude who instigated the coup in Ding Dong Dell. Of course, new party members - all of them dull and interchangeable - join your noble cause at a steady pace.

After finding the Kingmaker, the hefty kingdom simulator mini-game starts. It is more fun - or at least more addictive - than the main game. This simplified affair theoretically affects all other aspects of the game. The spellworks provides you with spells, lumberyards and mines provide you with crafting materials, the outfitters sells protective armor, etc.


It is a placeholder level progression system that essentially replaces real character progression, which happens automatically behind the scenes. Instead, you get free reins over how to funnel your state tax income. Want more powerful summons? Pool all your resources into the Higglery, then. If you want better armament you can upgrade the weapon store and fund some research. The processes, including income, all take place in real-time, and I often found it worthwhile to wait awhile for a process to complete. 

[ironic remark] Those moments of watching the meters fill were truly the heydays of my history with video games. [/ironic remark]


The problem is that all these efforts get you absolutely nowhere; it's a time-sink distracting you from the main story. Very few capital improvements affect your main game enjoyment and performance in the slightest. At least I was glad to find one part of the game that tickled my RPG addiction. But in this particular case, Level-5 made no effort to hide the fact that it's just that - an addiction - instead of something substantial.

Another major feature of the game is the RTS-skirmish mini-game, where you lead a small army of up to four troops against a mighty horde of enemies. It involves very little strategic thinking, feels far too hectic and every skirmish goes on for far too long. Success or failure depends more on your units' levels than skill. At least this part was a little challenging. But in the end, it's a self-contained system you don't need to, nor shouldn't, delve too deeply into. The rewards only affect future RTS-skirmishes.



What frustates me is how competently every game element is put together on a technical level. You transition in and out of combat encounters smoothly. The controls respond well and there is a nice flow to the animations. The game demonstrates a lot of commendable ideas, and is a feast for the eyes. But the fault lies in the settings. It's like all the sliders are way off the charts. The JRPG-action combat is way too easy and the RTS-skirmishes drag on for far too long. Exploration yields nothing substantial enough to warrant such a vast open world. And although the kingdom simulator is a really cool concept, it's too annoying to constantly travel back and forth. 

But the most fatal flaw is when you mix them all together. It feels shallow and inconsequential; every single side distraction intrudes upon the game and gives little or nothing in return. Rushing straight through the story probably gets you to the end without a hitch. But the writing is so poor that it would probably make the game even worse.

I spent a lot of time in this Revenant Kingdom, and barely have any memories of it. My strongest lasting impression is lying on my couch, scrolling through the world news on my smartphone, while I waited for the income meter on my kingdom management screen to fill up. Of course, I cared much more about the real-world affairs. That is not high praise for a game about escapism; of leaving our dreadful world for a beautiful fantasy realm where resolving every conflict is a breeze.

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