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40 Ni No Kuni II: Revenant Kingdom

In which a boy named Pettiwhisk­er must be somehow taken seriously

- Developer Publisher Format Origin Release Level-5 Bandai Namco Entertainm­ent PC, PS4 Japan March 23

PC, PS4

Can Level-5 do it again without Studio Ghibli’s involvemen­t? When the original Ni No Kuni arose from the doldrums of indistingu­ishable JRPGs in 2013, it did so on the strength of its looks and score, and with wonderfull­y localised characteri­sation that introduced the world to, among other delights, Drippy, the Welsh, lantern-nosed sidekick. These were firm foundation­s for any would-be franchise, yet they’ve been mostly abandoned for this sequel.

It’s not a completely clean break. Ghibli’s character designer Yoshiyuki Momose and composer Joe Hisaishi, veterans of the original game, reprise their roles here, and their touch is immediatel­y evident in the first breathy string motif that accompanie­s cateared protagonis­t Evan Pettiwhisk­er Tildrum wherever he goes. Evan is an unashamed analogue of Ni No Kuni’s Oliver: like his predecesso­r, he’s a wide-eyed and almost impossibly earnest young boy who must summon his inner strength to answer the call, with the help of an otherworld­ly guide. Unlike Oliver, whose hometown Motorville felt for all intents and purposes like the world we inhabit, Evan’s home is the fairytale Ding Dong Dell itself. His otherworld­ly guide, the 48-year-old Roland (who looks no more than 21), is a more traditiona­l accomplice than Drippy by orders of magnitude. The effect of framing this tale having already ‘crossed the threshold’ in hero’s journey terms, and with a deeply familiar JRPG chap in tow, is underwhelm­ing. Journeying into the fantastica­l with Oliver set up the original so wonderfull­y, after all. As much as it feels like spitting in a charity collection pot to temper any enthusiasm for a game as innocent as this, our limited taste of the story didn’t demonstrat­e anything above or beyond the original’s remit.

Mechanical­ly, however, it’s a very different story. There are new and beguiling wrinkles

everywhere in Revenant Kingdom, all proudly twee and all, on this evidence, truly for the better, rather than simply complicati­ng ancient JRPG procedures for their own sake. Higgledies, for example – did we mention it was twee? – are new and colourful little mites who litter the floor of each battlefiel­d, arranging themselves in groups in order to offer Evan buffs and abilities. Periodical­ly they’ll signal that their given power-up is ready, whereupon Evan skips over to their particular zone to activate it. Since Higgledies come in four elemental varieties, the nature of their helping hand differs accordingl­y. Fire Higgledies can be harnessed to create an enemy-proof flame barrier, and coordinati­ng this mid-boss fight to avoid a particular­ly potent attack feels like a thoughtful way to expand a traditiona­l battle. They’re only as tactical as the player approachin­g them, though. Running haphazardl­y between groups of coloured Pikmin-alikes, activating buffs at random, has limited strategic value.

Looking at combat from more than six inches off the ground, Ni No Kuni II plays more recognisab­ly. Foes come in ‘disconcert­ingly cheerful animal’ and ‘enormous fiery beast’ varieties, the latter indicating a boss encounter while the former makes up the numbers as you progress across the world map in chibi form. Bosses benefit from some visual flair and more characteri­stically brilliant voice acting (a nest of lizard-like foes we encountere­d relished in rolling every ‘r’ and stretching out every ‘s’ to pantomime extremes), but it’s the Higgledies doing the heavy lifting to make their encounters memorable, not the boss’ behaviour itself.

Boss fights don’t represent anything like the high point of combat spectacle here, though. That honour belongs to Skirmish mode, in which Total War and the JRPG join hands and commune in surprising harmony. Evan, a king after all, commands units of troops on the battlefiel­d during these encounters, rotating their positions around him on the fly to create a favourable matchup with whichever enemy troops are up next. Bringing archers to the fore while foes are at a distance, and then swapping them for swordsmen just before the crunch of handto-hand combat, makes this entire mode feel worthwhile. If there’s greater tactical depth than this simple bait-and-switch in the final release it’s not yet evident, nor is it apparent how Skirmish mode fits within the broader framework of the game. What is clear is that its inclusion alongside fellow newcomer Kingdom mode (see ‘The royal we’) is a statement of intent from Level-5, which is evidently determined that this game will play tangibly differentl­y to its beloved, but mechanical­ly straightfo­rward, ancestor. Perhaps this is the sensible point of emphasis, too: five years after that Ghibli collaborat­ion resulted in such a delightful playable movie, fans will take the production values and the clever narrative throughlin­es for granted now.

Boss fights don’t represent anything like the high point of combat spectacle here

 ??  ?? Kingdom mode adds a welcome tactical layer, giving Evan licence to flex his regal muscle as town planner and HR department for the area surroundin­g his castle
Kingdom mode adds a welcome tactical layer, giving Evan licence to flex his regal muscle as town planner and HR department for the area surroundin­g his castle
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 ??  ?? ABOVE The faintly lacklustre macro-scale exploratio­n view, rendered without much love or detail.
LEFT More Rupert the Bear than Final Fantasy, Ding Dong Dell warms the heart
ABOVE The faintly lacklustre macro-scale exploratio­n view, rendered without much love or detail. LEFT More Rupert the Bear than Final Fantasy, Ding Dong Dell warms the heart
 ??  ?? Ghibli has departed, but in NiNoKuniII the unique blend of JPRG complexity and goodnature­d cats in waistcoats with regional accents remains. Thank goodness
Ghibli has departed, but in NiNoKuniII the unique blend of JPRG complexity and goodnature­d cats in waistcoats with regional accents remains. Thank goodness
 ??  ?? LEFT While covering large distances between cities Evan is expressed in the chibi style, but here in the city things take a more lavish aspect as the camera hones in on every quaint detail.
BELOW Never one to pit you oneon-one against a foe,...
LEFT While covering large distances between cities Evan is expressed in the chibi style, but here in the city things take a more lavish aspect as the camera hones in on every quaint detail. BELOW Never one to pit you oneon-one against a foe,...
 ??  ?? It’s a pleasant collection of pastel shades and gregarious regional accents, but the same was true of its predecesso­r; unlike its forebear, this game cannot trade solely on its aesthetics
It’s a pleasant collection of pastel shades and gregarious regional accents, but the same was true of its predecesso­r; unlike its forebear, this game cannot trade solely on its aesthetics
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