Reviews from

in the past


I love the look and the protagonist is charming. Unfortunately the battle system is an incoherent mashup; "menu-driven ARPG" seems to be what they're going for and it plays like trying to win the Indy 500 by shouting instructions over a walkie talkie to a toddler driving the race car.

Uma obra de arte chamada ni no kuni. 9/10
O bem dito terceiro ato do jogo tirou meu 10.... morra level-5.... mas tirando isso, é meu novo jrpg estilo pokemon favorito.
Foi deveras uma experiência emocionante, o jogo que me fez lembrar do porquê empatia é importante junto com o entusiasmo.
É uma analise bem arbitrária e pessoal, eventualmente em em vídeo farei uma análise completa e deixarei o link aqui.

Sendo sincero, esse jogo requer paciência, muita paciência e calma, esse jogo é desafiador de verdade, até dominar ele e entender como funciona ( você vai aprender por bem ou por mal...tente não droppar o game se possivel).
A experiência com esse jogo me lembrava em alguns, momentos mother 3( o qual comentarei um dia)
demorei a engajar pela falta de empatia e impaciência que possuía naquele momento, porém esse jogo por meio de sua paixão supreendeu-me e usou o próprio sentimento negativo pessoal meu a como pauta de um mini arco da história, logo me vi cativado pela sua conclusão.

Esse jogo é muito especial, não somente pelo Studio ghibli estar envolvido, mas sim pela sinergia de ambas partes, gameplay, level design, narrativa, som e gráfico.
Esse jogo é uma obra do estúdio ghibli e pode ter certeza que a qualidade desse camarada é tão boa quanto os melhores filmes da ghibli. (Okay talvez eu tenha exagerado... ou talvez não)

Esse jogo é uma aula para qualquer jrpg de como utilizar a expositividade de maneira positiva, cara cada elemento se encaixa de maneira delicada, jogando esse jogo adulto, pude pegar tantas mensagens e sub textos excelentes, um escrita inocente e meiga muito bem utilizada, coesa e coerente com a temática e acima de tudo bem no fim após a batalha final do 3 ato, no pós créditos tem aquela finalização fabulosa, chorei muito no fim de tudo, que posso fazer, amo boas histórias e lições de vida.
Indo além da cama superficial e a entendendo adequadamente, foi a experiência mais tocante que tive em 2022 com nier replicant.
Ademais que a gameplay seja de certa forma complexa e lenta, era só questão de aprender o combate.
Esse jogo faz um combate exímio, carismático e acima de tudo desafiador, o jogador precisa aprender a jogar em timings, utilizar todas mecânicas possíveis, pois a partir do 4 boss o jogo, para de segurar a sua mão pra valer e faz um teste final.

Eu particularmente precisei fazer alguma exploração de muitas mecânicas e sistemas pois eu tava apanhando feio, o jogo não tem piedade, a gameplay é sólida e um ótimo atrativo.

As osts do Joe hisaishi, são espetaculares, é mágico, místico, dramático e quando precisa se torna acima de tudo necessária, todo a categoria sonora em ni no kuni funciona perfeitamente, casa com o level design e com o tom da história e isso é fantástico, o quanto de esmero esse jogo tem me encanta.

Talvez o meu "isekai" favorito, talvez o único isekai bom, além disso as animações são um espetáculo visual absurdo, envolvente e capta a essência e a atmosfera que o jogo precisa, ampliando ainda mais o charme e a estética, parabéns Studio ghibli.

Gostaria muito de comentar mais sobre esse jogo maravilhoso, porém vou deixar para vocês experimentarem esse joia rara e tirarem suas próprias conclusões, afinal somente um coração forte é capaz de testemunhar o momento ao seu redor.

Really, really disappointed by this one. What started out as a fun romp reminiscent of Ghibli's classic films in it's presentation, honesty and heart slowly devolves into a chore of a game where very little happens and what does happen is never really of note. It's shockingly similar to the Dragon Quest series to the point of feeling like a knockoff, pulling the series' signature wit, charm, and rich world and only to muster up something that pales in comparison. A game like this, something that pulls the beauty and heart of Ghibli's work and the charming wit and tight writing of a Dragon Quest title, is something I could truly see myself loving, and that's why I'm hesitant to abandon it altogether, but what's come out of this blend feels far, far lesser than the sum of its parts. If you want what this game sells, any Ghibli movie or Dragon Quest game will give you a far fuller experience.

It is beautiful, though! The way this very recognizable style translates into 3D feels almost seamless at points, and the hand-animated cutscenes are all a delight to watch. That's the best part of the game by far, but sadly gets buried under everything else it clearly lacks in.

Playing this in college was one of the most snug gaming experiences I have had in recent memory. I personally liked the Pokemon-meets-Tales combat system, and the Ghibli cutscenes alongside the beautiful soundtrack made the game a very cozy experience.

Pense no pior combate que o ser humano ja criou num JRPG


Really lovely game, I adore Studio Ghibli and their films so much so playing this game was an inevitability for me. And for the most part, I genuinely loved it.
The characters are super charming, the music is wonderful, the designs are great and the art direction is immaculate.
The gameplay while satisfying most of the time is kind of exhausting overall, and is more complicated than it needs to be.
I enjoyed the story and despite having to do some grinding at certain points, I do not regret my time spent in the slightest.

Absolutely gorgeous visuals and music. Rating harshly lowered by the clunky combat system.

Honestly shocked it is rated so low here. One of the greatest JRPGs I have ever played. Such a beautiful world to get sucked into. The music is fantastic. The art style makes you feel like you were dropped in a Ghibli film. Can't praise it enough.

As a big fan of studio ghibli I really liked this game. It's fun to play it once, though. After that you probably won't play it anymore in a lot of years. The trophies, in my opinion, can be a little boring but the rest of the game is more than fine!

I found the settings stunning and the story can be ok. Also, there are some ghibli animated scenes in the game that obviously look beautiful!

Massively flawed with paper thin writing, nonsensical difficulty scaling, and cramming all its interesting story beats at the end instead of the middle. It took me five years to finally finish it. All that said, there's an addictive charm to it that I really vibed with. I just wanted to feel like my time was rewarded for how much I put into it.

1 Hour In: Wow, this game is gorgeous! Why don't more people talk about this?

10 Hours In: https://www.youtube.com/watch?v=I3SxItiFOdk

Cute game and atmosphere, Adore Oliver though got bored quickly and never finished it

Um dos melhores jogos que já joguei. Foi o primeiro jogo que me deparei com tal mecânica de combate e a partir dele fui encontrar semelhantes. A história é cativante e a gameplay é interessante (pelo menos para o meu estilo de jogo).

love this game from the style and the story being super glibly-esque its biggest weakness is having the typical jrpg difficulty curves unfortunately

Really good and fun JRPG until last 1/5th of the game.

Jeepers!

Between this, Earthbound, Psychonauts, Trials of Mana most recently, and I suppose just about any Miyazaki film now that we’re talking about it (Future Boy Conan especially), I guess I just have an affinity for the “kids getting shit done” genre. It’s been a while since I’ve played a game like this, that just made me happy for its entire runtime. For just under forty hours, Ni No Kuni: Wrath of the White Witch bombards you with relentless acts of kindness. Forty hours of the Guinness record holder for “most likable boy” going around a magical world doing nice things for nice people. Anything that would be a pain in the ass in any other game is tempered here by the warm feeling in your heart that comes from strolling through a pleasant town full of kooky Ghibli characters and a baroque Joe Hisashi score behind you, with the express purpose of sharing with this world your boundless generosity. For real though, by far the best way to acquire gold and equipment and level up your monsters is, for once, not by going out and grinding, but by completing your list of errands, not by violence but by kindness. Jeepers!

Nothing is perfect, and as the zen koan goes in order for something to even approach perfection there must be a small flaw or two, so that’s what the half star off is for. The AI for your party does kind of suck, as most of the reviews here keep on mentioning. But you know what? They’re my friends, so I’m gonna put up with it, I’m gonna set the tactics to “keep healing everyone” because even though they’ll burn all their MP at least it’s better than rushing in and getting ground up to beef in seconds, because I’d do that for them because I care about them. Sometimes your friends ask you to do things that suck, like help with their move or go to their amateur interpretive dance recital, and what are you gonna do, not be there for them? Go to the dance recital, dickhead, they’re your friend. Jeepers!

The story is not exactly a Bergman film, either. Even as a Ghibli production it obviously can’t reach the depth of a Miyazaki, though I would venture to say it’s certainly at least the best non-Miyazaki the studio has put out. Despite the panache that comes with that name, this is still very much a Level 5 game, the studio that released the Dark Clouds and, ahem, Rogue Galaxy. This is very much an anime RPG about a sweet but not very complex main character who changes the world just by being himself while also discovering he’s a little braver and a little stronger than he first thought. This very much features an antagonist who wants to destroy the world for dubious reasons and is redeemed after they see the error of their ways. It has two, actually. But with that skeleton of a familiar genre comes absolutely wonderful character moments and interactions. Jeepers!

For all the magical frippery on show here, weird creatures and fairies and demonic monsters with black mist and tentacles and shit, I don’t think I’ll ever forget this punch. And how about this scene? Folks, this little scene is a miracle of video game writing. One of the hardest things to do in any written story is to feature something, a song maybe, where the characters in the story say stuff like “wow, this is great,” and have that song be believably good enough to have that reaction. It’s already setting itself up for failure by requiring a character to laugh, and a lazy rpg would have just had you get like the magic chuckleweed or something. This game actually bothers to write out a whole scene where two characters basically do a fantasy take on “four candles,” animate other characters reacting with hearty guffaws, and reader, the scene is actually funny! Jeepers!

I am one of the most impatient people I know, and I have about 150 games today on my backlog, many of them long-ass RPGs. I remember playing Okami this year and wondering where it was going and when was it finally going to end. This game was technically longer, also has expansion material tacked on, and a robust amount of post-game content, and you know what? I want to keep playing it. I might even play it again someday! This is a great example of the kind of tone I’m looking for in a game, what I’m so far referring to as “dragon quest” tone, one that can feature the tragic death of the main character’s mother in the first hour and then have you encountering creatures like a pirate cat called a “purrloiner,” a mushroom monster called a “duncecap,” and a cow ruler of a kingdom, Lowlah the Cowlipha of Al Mamoon, who everyone calls “your moojesty.” It’s one where the main character, after a long and hard journey, finally reaches the inner sanctum of the dreaded white witch and her terrible council of zodiarchs that decide the fate of the world, and the first thing he says is Jeepers!

And now, please check out my YouTube channel for my supercut of every time Oliver says “Jeepers!”

Gorgeous and charming experience.

Ni No Kuni Wrath of the White Witch is a collaboration between Japanese game developer Level 5 (who are known for RPGs mainly like Dark Cloud, Rogue Galaxy and the Professor Layton puzzle series), and Studio Ghibli a famed animation studio making imaginative emotional movies like Spirited Away and Laputa Castle in the Sky.

The story follows a young boy named Oliver who gets into an accident almost drowning in the local river while testing out a new motorcar invention with his best friend. Oliver then meets Mr. Drippy the fairy king who promises to help him by traveling to another world. There is obviously a lot more to it than that but I can't say anything without spoilers. It's a surprisingly adult tale though whimsical, it's a game for all ages and I'm not going to lie I loved every single minute of it.

It's a fairly standard Japanese role playing game in most senses gameplay wise, Oliver and company travel from town to town through various locations on their quest. As they travel they obviously fight various monsters that attack them. Pretty much every monster you fight can also be tamed to fight for you with up to three set per character though you can swap them all around outside of battle. Each monster earns experience like your main characters and levels up learning new skills, gaining stats and can even evolve into a stronger version of itself similar to the Pokémon games for those that played them. There are a huge variety of monsters in different types that are more effective with some characters than others so good variety is key.

Gameplay aside this is one of the best looking games on the PlayStation 3 if not technically than definitely artistically. Studio Ghibli's influence is obvious with amazing monster designs, soft curves, bright colors, it is gorgeous. The voice acting, especially Drippy's welsh accent are also superb, pretty much flawless in fact and the musical score I found equally stellar, it's just like playing a Ghibli movie, joyous.

It's also decent value with a fairly long story, lots of side quests, collectables and monsters to tame. Getting all the trophies took me about 80 hours though I suspect you could simply complete it in around 30 if you just played through it casually.

Recommended.

+ A whimsical game for all ages.
+ Stunning artwork.
+ Great voice acting and music.

Oliver don't put away your pokemon and run into that attack so you can hit the guy with a stick noooooooo

I had to give up on this, unfortunately. The world was pretty, but you couldn't interact with any of it, which made it feel like a paper diorama.

i wish this game were better.

clunky combat, extremely mid story, boring characters... this game lacks it all. if you're a ghibli SUPERFAN, that's the only way i can really recommend this game in good faith. but if you're, like, a person who plays games, i'd skip it. some of the character designs are cool and the atmosphere is nice but that's about it.

An anime RPG with a pokemon flair. Ni no Kuni is a solid game with anime style, it has a typical Japanese RPG battle system with turn-based combat, but you can recruit familiars to assist you. Though I will say this game does go on a bit too long, The third act here felt completely unnecessary and took a game I enjoyed a lot and made it more tedious.

If you want to see more from me: Check out my video on this last month of Game Pass games: https://youtu.be/5_7MTcN1-Ac

This review contains spoilers

Level-5 nailed the feeling of playing a Ghibli movie and I was charmed by it the moment I started playing. The characters, environments, and Wizard Compendium book are visually beautiful and the way practical spells are used to explore the world kept me engaged anywhere I went. Ni no Kuni: Wrath of the White Witch is super cozy on Switch, especially in handheld mode. I rated this game high because most of the time I spent with it was time I enjoyed, but I am also left with mixed feelings about some aspects. For every solid idea this game had, there was a failure to follow through as well.

Joe Hisaishi's music is at the heart of many Ghibli movies and he knocked it out of the park again with this soundtrack. The main theme that plays on the overworld is beautiful and it's one I'm going to be happy to have in my head for a long time. My only complaint is that there aren't enough individual tracks in the game. There seems to be songs for different types of situations with unique tracks only for the most important events. The battle theme in particular is a great track but it falls prey to a common RPG problem where the opening notes are the most repetitive and that's what you hear most often as you move about the world and run into fights. All non-boss fights had the same song and it was beyond irritating hearing those opening notes that lasted only as long as the fight itself usually did. I hate to admit it, but if I wasn't doing story related stuff, I would often have to mute it to save my sanity.

Most of the ways Ni no Kuni resembles a Ghibli movie are positive, but there were moments where it was a little over-referential and the game would momentarily lose its own identity. I noticed it most in character designs and isolated bits of the music. A nod here and there is expected and appropriate, but going so far to have Oliver be a near copy of Markl from Howl’s Moving Castle and Marcassin looking and acting like Howl during his introduction was a little much. It made the characters feel cheaper, like store brand versions of their Ghibli counterparts even though they weren’t really that similar beyond the resemblance. I didn't need to be reminded of specific Ghibli films to enjoy Ni no Kuni. The world and the story stand on its own two feet well enough. When it was doing that, the game excelled.

Besides Ghibli's involvement I was also drawn to Ni no Kuni for the monsters. The familiar designs are quirky and fun; there’s something for everyone here from animals to robots to weird objects and ghosts. Their metamorphosis often left something to be desired though. The first metamorphosis is always just a palette swap with the third and final form being a silhouette change with inconsistent degrees of departure. Sometimes the third form was really interesting, but often it was not. On one hand, the issue I tend to have with other monster taming games where creatures I like eventually evolve into something painfully over-designed is not present in Ni no Kuni. Every familiar has a comfortable simplicity and complete concept. But evolution/metamorphosis should be exciting. For how little some of these designs actually change through metamorphosis, it almost feels like it was a secondary consideration in the system. I don’t think the game necessarily needed it. If most of the designs were stand-alone or single stage, disappointment would have been a non-issue.

I was impressed with the battle system right away and really appreciated the versatility. It can be as easy as all out attacking with strong enough familiars and spells but there can be a lot to consider with monster types, genera, movement, and attack timing as well if the player chooses to approach it that way. I was very interested in all of it but I was also overwhelmed. Ni no Kuni trusts the player to experiment and learn through doing without holding their hand. In an age of overbearing tutorials, this can be a real blessing. But the chaotic nature of the battles and demanding reaction time to blocking meant that I sometimes couldn’t read what was going wrong when I was doing poorly (especially in the mid-game’s sudden difficulty spike). In an attempt to slow things down for myself, I changed the difficulty to Easy at some point. This didn’t solve my problem because it just eliminated the need to engage with the game’s more complex battle mechanics instead of making them more approachable. Either way I was missing something.

It took me a bunch of play hours to realize this, probably because I don't play nearly enough non-Pokemon RPGs, but Ni no Kuni doesn’t primarily act like a monster taming game. I spent a lot of effort trying to figure out team compositions, which familiars I liked best, who worked well with which character, which skills were most useful to me, etc. I struggled with how infrequently wild familiars join you and with having enough materials to metamorphose them in the late game. I wasn’t able to get the majority of the familiars I wanted simply because if I put the necessary time in, I would never be done grinding. And despite how deeply engaged I could become with the monster collecting, ultimately Oliver's spells took center stage in the game’s final acts so my familiar choices didn’t end up being that relevant beyond having adequate damage and healing. The monster taming ended up feeling secondary in Ni no Kuni despite how much I interacted with it. Whether that’s a good thing or a bad thing depends on someone’s expectations I think. I certainly brought my own expectations to the table here. It’s better to not worry and just pick whatever familiars I think are cool, but I do wish I had understood the role of familiars in the game earlier. I also don’t think the game communicated its priorities well enough. Either that or the difficulty scaling on Easy is just that bad. I’ll share the blame on this one.

Narratively, the story in Ni no Kuni was compelling and I was grateful for the snappy pacing. I loved that I could sit down to play for an hour or two and have visible progress in the story - something you can’t always count on while playing a JRPG. It wasn’t overly complex and never took itself too seriously despite the themes of grief and anger being forces that consume people. The beginning and middle of the story sold itself the best, folding plot into the gameplay mostly seamlessly. The climax, however, felt disconnected from the rest of the game.

The ending was acceptable but nothing more. Casseopia wasn't a villain I could sympathize with and I think both her and Shadar before her would have benefited from more screen time before Oliver and friends were confronting them. If a villain is more than a cloaked entity, shortly before their defeat isn't an effective time to show the player their flawed humanity. A lot of games fail in this department so this isn't a problem unique to Ni no Kuni by any means. On paper these characters are compelling but in the game itself I wanted a little more from them.

I was also a little disappointed that the entire system of taking and sharing Heart that was used all through the game didn't apply to Shadar or Casseopia. Of course these characters were beyond such simple fixes, but it seemed strange to me that the act of magically sharing abundance with those who lacked would be dropped altogether. The White Witch's castle also had no mysteries or puzzles, just repeated curving corridors filled with plenty of fights for EXP and a handful of good items to help with the final fight. Compared to earlier dungeons like the Temple of Trials and the Vault of Tears, it felt purely utilitarian and uninspired. The final fight itself was somewhat simplistic as well. I enjoyed the great Final Fantasy-esque imagery and multi-stage combat, and it required near constant casting of Oliver's best spells - but not much else was being asked of me besides blocking at the right time and managing my consumables. I don't really feel like the game's final battle required any skills I could have developed while playing the game. Again I question that difficulty scaling. It certainly made it less trouble to roll the credits but also less interesting.

That’s most of my thoughts on Ni No Kuni: Wrath of the White Witch. All of these complaints were ultimately tolerable. What the game does well, it does SO well that its shortcomings could always be put aside. I’m curious about the sequel and plan to check it out in the future.

It's a pretty mediocre game with some pretty great ideas. Elements like being able to use spells in the overworld, taking and giving heart, and switching between the two worlds seem like they'd make for interesting puzzle elements but aren't utilized whatsoever. The "Pokemon in an action RPG" concept is likewise pretty compelling, but I never found myself strategizing much with them or even using them in battles over Oliver, who always has at least one spell that each boss is weak to. Plus the game's version of Pokemon's evolution is essentially just a color swap, which completely misses why evolution is effective in the first place.

The story is pretty JRPG standard, but the exceptional visuals and music do a good job at making the player feel a certain sense of child-like wonder, which was clearly one of the game's goals. However, the effect is limited when you look past the graphics and realize that the world and characters are pretty boring. About halfway through the game you visit a very remarkable location through a hilarious sequence of events. I was hoping that the game would transition into being one of those RPGs where you come across quirky area after quirky area, but that one location is unfortunately the only one I'd call memorable. Aside from Drippy, who is an excellent character, mun, the cast doesn't really have much going on either.

This game is obviously beautiful and also really charming. The gameplay and battle system are a bit on the simple side, but it’s still worth with how cute this game is

I love the art style. Can't say the same for the gameplay


+ JRPG + Studio Ghibli art...yes please
+ great, heartfelt story that had me close to tears a few times
+ fun combat
+ gotta catch em all doesn't feel too forced and is really way more enjoyable than I thought (would like to go back to this game just to enjoy this more)
+ brilliant, memorable, ending (seriously one of my all-time favorite endings in any game)
+ perfect soundtrack
+ wonderful voice acting

- felt like to fully complete (or platinum) it might get a little grindy

Flipping heck mun what a lovely game.
Beautiful world, beautiful Story, Beautiful characters, Beautiful Music.
If only the battle system would be better.
Also I love Drippy.

Very pretty and charming, not the deepest or most engrossing narrative but it’s such a comfy cozy game that I can really appreciate. will probably continue playing a lot of the post game stuff cuz I just love the battle system and experimenting with the different familiars and stuff.

Played the remastered version

video games shouldn't be this long. i would have so much more affection if this was just a pretty empty ghibli movie because then at least it'd only be like ninety minutes.