Ni no Kuni's been an interesting experience so far, though I suppose I owe it more than such a dismissive euphemism. It's not a game I was sure I was going to like, and some 50 hours later heading into the game's final act I still have yet to make up my mind.
Ni no Kuni: Wrath of the White Witch is a 2011 PS3 RPG from Level-5, a studio that's been making JRPGs for a very long time now. What's interesting is that they knew how to make an amazing RPG right off the bat, due in part to the studio being put together by industry veterans. Dark Cloud, Dark Cloud 2, Dragon Quest VIII and Rogue Galaxy -- their four PS2 contributions to the genre -- are four of the best games in that system's library and sit comfortably with the likes of Final Fantasy X and XII, the third and fifth Suikodens, Personae 3 and 4, Shadow Hearts: Covenant and the many, many other sterling examples of the JRPG format available for the PS2.
Oddly, though, I've found that their recent JRPGs have actually dropped off in quality rather than the expected reverse, as they often seem to be focusing their efforts elsewhere. (Efforts like telling a very British man in a top hat how to solve puzzles, or their very interesting collaborative Guild series for the 3DS eShop, or their multiple non-gamerelatedprojects.) Though still custodians of Square-Enix's juggernaut Dragon Quest series, DQIX failed to retain my interest (which is odd, because it's probably better than VIII in all respects besides graphically, but man does that game give you a lot to do) and the less said about the interminable White Knight Chronicles pseudo-MMO franchise the better. Because Ni no Kuni has heavy involvement with Studio Ghibli, who were probably a little hesitant about adapting its animation and storytelling into a video game, Level-5 decided to play it safe and build Ni no Kuni on top of their familiar DQ template, factoring in the DQ Monsters Joker spin-off's collectible monster-raising aspects. Even the game's cel-shaded characters, based on veteran Ghibli artist/animator Yoshiyuki Momose's artwork and cutscene animations, are adapted from their traditional hand-drawn concept art in a similar way to Akira Toriyama's contributions to Dragon Quests VIII and IX.
Now, I don't know if this is something I delve into often, but I'm not a fan of monster raising games in general. I don't particularly care for any instance where you're expected to frequently switch out party members for better ones. I like having party members I can grow used to, to grow fond of, to grow old together with... all right, I'm getting a little too affectionate with virtual computer people now, but I like a static party that develops in fascinating ways as the characters themselves develop in their respective narrative arcs. I also don't mind revolving door scenarios if the temporary characters get at least some time in the limelight, so that their absence becomes all the more poignant (or relief-inducing, in some cases). I don't much care for a bunch of interchangeable goblins and cute critters that, for all I know, are perfectly useless fighters that the developers just threw in for color. Of course, I won't know that until I've spent a few hours raising their levels and then evolving them and then raising their evolved form's levels because they started back at level 1 because of amazing reasons I'm not privy to. This isn't what I want to do for fun. This is agony.
Ni no Kuni has so much going on at the peripherary that I don't even care too much though. I enjoy:
- The semi-real-time combat system. It's fairly MMOish, perhaps a lot closer to Final Fantasy XII than I anticipated going in, with some interesting strategic counterattack elements.
- The storytelling. Though it's a little basic and intended for kids, it's still a very layered traditional Ghibli fairytale that gets a bit darker towards the part I'm at. Hell, it started kind of dark. Between it and Guardians of the Galaxy I'm starting to wonder what the deal is with starting your fun adventure times with a harrowing death scene.
- All the dumb side-stuff. Stuff like stealing emotions from people who have too much to give to those with too little, like some sort of Shang Tsung/Robin Hood hybrid, or working on my alchemy, or chasing down some bounties, or backtracking for treasure chests I couldn't open until recently.
- How much detail has been put into its world. It's reflected in the fully digitized real-world feelie that is the Wizard Compendium book with all its little secrets and advice.
- The card game they invented for the game's customary optional casino area that is actually quite a lot of fun, unlike Fallout: New Vegas's Caravan (plus, it's easy to exploit for mucho dinero).
The presentation is top-notch, there's no denying it. I just don't like the core. I still want to see it through to the end and... hell, who am I kidding, I'll probably even 100% the thing. Is that weird?
I just can't help but feel exasperated whenever I'm feeding a familiar (what the game calls recruitable creatures, like wizard familiars) treats so it'll like me more and evolving it only to find out its last form is a lemon, occasionally literally. Still... while I like this cat pirate I'm rolling with now fine enough, I just know that among the hundreds of little guys, there's another creature out there even better suited for my playstyle... dammit. I guess I'll just keep fighting them in the wild until they arbitrarily decide to join me, then I'll probably give them all to that creepy manhole monster to look after. Pretty similar to how I played Pokemon, now I think about it.
Outmanned and Outpunned
Anyway, this is all just an over-elaborate set-up meant to segue into my other topic of discussion today: Games with copious amounts of punnery.
Ni no Kuni in particular has a lot of puns. The game's apundent with them. My cup punneth over, in fact. Not only do all the familiars in the game have vaguely punnish names, another aspect the game shares with its Dragon Quest spiritual forebears, but every single monster type in the game -- which includes evolution stages, putting the number in the 300s, though there's many evolutions that can't be caught in the wild and therefore won't appear on a naming screen -- has four "suggestions" for names which are themselves puns. Some are pundamental, simply taking the name of the thing and working it into a regular first name, while others are a little more sophisticated and clearly written by someone with a propunsity for wordplay. Since I always give my monsters dumb pun names in games like these, it's been something of a quixotic quest of mine to try to outdo all the game's suggested names. Often, I'll give something a clever moniker only to find out that its also the name of an evolved form. There's nothing like being on a pun master's wavelength, but a lot of the inadvertent joy (and challenge) I've derived from this game has been from trying to out-pun it. That's probably a little weird too.
Besides the aforementioned Dragon Quest VIII and IX, one of the Legend adventure games I've meaning to get back to -- that would be Callahan's Crosstime Saloon -- was full of the punfortunate things too. The game has such excellent comedic writing in general that it seems a little punfair to focus on that one type of humor, but there's a few instances where it really stands out. Often, two or more characters will just start spouting puns at each other until one of them cries uncle. It's a weirdly endearing trait of the game, and it'll happen no matter how dangerous the situation, which gives the game a pleasingly irreverent tone that seemed to be de rigueur in 90s media (The Last Boy Scout and Hudson Hawk being particular favorites of mine. Bruce Willis has always been great at deadpanning. Nowadays he's just dead on the inside). I'd really like to resume LPing that one, actually. Maybe I can just do an all-jokes (whenever context isn't strictly necessary, anyway) version. In addition, there's plenty of Japanese games with big lists of collectibles that the localization team will tend to have some punning fun with, such as the Boos of Luigi's Mansion or the monkeys of Ape Escape.
Anyway, moving back to Ni no Kuni, I decided to create a fun little quiz for you all. What follows are some familiars from the game with a general description of what they look like and five names: four of these are built-in suggestions proffered by the game's name input screen, and in the midst of those four names is a fifth which I came up with. See which ones you prefer; it can be harder than it first seems to out-do this game's punspicacity.
Quiz Time, Fools. Blaow!
A: Rhinosaur: What appears to be a reptilian-rhinoceros hybrid. Slow and powerful and one of the earliest tanks you can find.
- See-Saur
- Saur-Spot
- JudgeRhino
- Squisher
- Rhino
B: Firebyrde: A late-evolution bird enemy, found near the start of the game but in a region only the game's airship equivalent can reach. An obvious boon for the game's snowier regions.
- Torchy
- Firebert
- Flamey
- Scorchio
- Pyreo
C: Naja: A basic cobra-like creature, found in the game's first dungeon. Successive evolutions also play on the word "Naja". (In retrospect I think I may have made this one too easy.)
- Carnaj
- Minaj
- Teenaja
- Badinaj
- Najartime
D: Pom Pom: A floating toxic ball with a goofy expression, not too dissimilar to Koffing. Future evolutions include Pompeii (which has flame-based skills) and Pomagranite (which has Medusa-esque petrification powers).
- Pommie
- Pom
- Whinger
- Pom Pilot
- Sook
E: Turbandit: A little guy in a purple turban who wanders around the desert. He's speedy and evasive but not much of a powerhouse, though his future evolutions have a lot of magical oomph. Evolutions named "Turban Myth" and "Turban Legend", for the record.
- TurbaGrafx
- Bendit
- Banjamin
- Turbangela
- Turbarry
F: Whambat: A giant bat. Reminds me a lot of Golbat actually, with its huge mouth and tiny wings.
- Whambo
- Whamber
- Ridgeley
- William
- Winfred
G: Purrloiner: A bipedal pirate cat. It stands around grooming itself as an idle animation, and has a little cutlass and everything. Adorable.
- Purrcy
- Purrcival
- Purrince
- Purrice
- Garrrfield
H: Bougie: A serpentine ghost with a little lantern. Instead of "boogey" it's "bougie", as in bogey.
- Bouregarde
- Bougart
- Boubridges
- Bouberry
- Boogie
I: Impaler: A tiny imp holding a spear. They spent all night coming up with the name for this one. Oddly, it's one of a handful of creatures that will always chase after you on the overworld, whereas most will flee EarthBound-style once you reach a certain level threshold.
- Stabby
- Poko
- Jibjab
- Chevy
- Proderick
J: Bone Ranger: The first evolution of the game's skeleton enemy. They get progressively cooler looking as they evolve. The final forms of Bone Brigadier and Bone Baron have an interesting divergent evolutionary path, where the Baron is the considerably weaker of the two until around level 90 when it suddenly becomes one of the strongest familiars in the game.
- Skulomania
- Skullator
- Skelextric
- Skellywag
- Skelamanga
Answers on a postcard to... I dunno, just write them in the comments. Save yourself a postcard. They're not cheap. Thanks for stopping by, and sorry for all the puns. (I'm not sorry.) (At least, not very.) (Ni no Kuni started it.)
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