Ni No Kuni: The honeymoon is over

Ni No Kuni: Wrath of the White WitchThe Level-5/Studio Ghibli collaboration Ni No Kuni: Wrath of the White Witch, has been out for a week as of today. It’s been my main gaming focus since it arrived last Tuesday evening and I thought it was time to share some thoughts. I’ll try to avoid any major spoilers but you may be able to work out when certain game systems unlock. I’ll try to stay as vague as possible. As of last night my main character was around level 20 and I’m somewhere in the 15-20 hour range.

When I first booted up Ni No Kuni my jaw dropped. It is a gorgeous game with a killer soundtrack. Early on in the game you get lots of FMV cut-scenes animated by Studio Ghibli and it feels like you’re playing an anime. I’m using the English voice talent and they’ve been pretty good so far. Little Oliver (the main character) shouts “NEATO!” a bit too often for my tastes but that’s really nit-picking. For the first evening I played Angela was happy to sit next to me and just watch the game. It’s one of those kinds of experiences.

Sadly that richness doesn’t last and pretty soon you’re in a typical (though still beautiful) JRPG, running from battle to battle to level everyone up. The FMV stuff takes a back seat to button-press driven text conversations. That’s not necessarily a bad thing: this is a game, not a movie after all. But personally I could use a bit more animation.

Ni No Kuni is filled with lore, much of it delivered via an in-game manual called The Wizard’s Companion. In addition to practical information about the game world it has a ton of ‘flavor’ info including some fables from this land. I’ve really enjoyed browsing through the Companion and I even took the time to decipher some of the runes sprinkled through it (yes, the Ni No Kuni designers went so far as to develop an alphabet for this world). For gameplay questions you can turn to The Answering Stone which helps you out with questions you have about the actual game mechanics. So much more fun than just a plain help menu.

The main focus of Ni No Kuni is collecting and developing Familiars. The main character, Oliver (you can re-name him if you like) is a young boy who (so far at least) always uses a wand. In practice most of the time you’ll be controlling one of the many Familiars that he can take into battle. These creatures cover all kinds of play styles; your first one is a sword and board fighter for instance. Others lean towards magic using, either offensive, support, or healing. Human characters like Oliver (and the friends he eventually makes) can ‘equip’ up to 3 Familiars each. A few more can be carried in inventory and swapped out between battles. Finally there’s a Familiar Shelter that can hold up to 400 (!) of the creatures.

A Familiar can be customized/progressed in several ways. First they level up and gain new abilities. At certain times they can metamorph into a new form by using an item. From Form 1 to Form 2 is a fixed change, but from Form 2 you can choose from two versions of Form 3 (I haven’t gotten this far yet). When a Familiar changes forms he returns to level 1 and has to be re-leveled but he is potentially more powerful. You can also feed a familiar Treats to improved specific stats. Ice Cream might increase magic defense while chocolate increases physical offense, for example. There seems to be a limit of +10 points in this stat buffing system. [Update: Thanks to Wiqd for pointing out that this limit is tied to a Familiar’s Familiarity rating with you… it can go higher once you’re better frineds with them.] And finally, Familiars can be given gear to improve their abilities. Some use Swords, others use Fangs or Claws. Some use Shield and some used Cloaks…and so on.

In practice what this all boils down to is lots and lots of leveling. I generally have 2 Familiars equipped to fight with and one per/character that is along for the ride getting free experience and it isn’t unusual for someone or something to be leveling up after every battle. In general I like leveling characters, thank goodness.

The problem, for me, is that I’m not finding the combat all that satisfying and as is typical in an JRPG there’s a LOT of combat. During a fight you can control one entity. That can be Oliver or one of his friends, or it can be a Familiar. Only 1 Familiar per character can be on the battlefield at a time, and the human characters share their health and mana pools with their Familiars. I’m finding that the mana pools are pretty small which means I’m doing a lot of melee combat and mostly just clicking Attack over and over for random battles.

Boss Fights are much more interesting. They go on for long enough that you’ll have to swap out Familiars (they get tired as a battle rages on) or pop onto your Human characters to use items. However I find the whole process of changing characters to be kind of awkward and in general the battle system feels more frantic than I’d like. I don’t mind action-combat and I don’t mind turn-based combat but Ni No Kuni feels like “frantic menu selection” combat that just leaves me feeling kind of frazzled.

Once you have a 2nd human character in your party you can assign tactics to the AI. These are fairly ‘coarse’ assignments and the AI isn’t at all smart about conserving resources. So if you tell a friend “Keep us Healed” that friend will spam heals and be out of mana in no time. I really miss being able to say, y’know, “If my health drops below 50% heal me.” You can change tactics in the middle of a battle but it takes a long time to do and means you’ll miss at least one attack in doing so.

So yeah, this isn’t my favorite combat system ever. I don’t hate it, but it’s not my favorite. And there’s a lot of combat. So that’s wearing on me a little, but I think there’s more that’s bothering me about Ni No Kuni.

Part of it is Oliver. When I play an RPG in some sense I’m always trying to RP the main character. But Oliver is a 10 year old boy and there’s not a lot in him for me to relate to. So I remain an observer to the action. Also the Familiars are all very cute. If you find a bad-ass sword and give it to your familiar…he’ll still look very cute. His appearance doesn’t seem to change except when he advances in form. These aren’t faults with the game; they’re just aspects that don’t sit well with me, personally. I really like for a game to visually reflect my character’s advancing levels/bad-assitude.

The other issue I have is with pacing. After a brisk start the story just bogs down pretty quickly. There are a lot of side-quests you’ll want to do in order to level up your Familiars (and earn some perks for Oliver) but none of them are very compelling. There’s this heart system where you have to borrow some ’emotion’ from one character and give it to another (this guy needs courage, that gal has a ton of courage, let’s borrow some from her) which seems really cool at first but then you realize these are just FedEx quests really. The characters who have ‘heart’ to spare are indicated on the map so you just run and find the one who has the aspect you need, click through a conversation to get some goodness, and go dump it on the quest-giver. Other sidequests are of the Kill Ten Rats variety, or collect 5 pelts. You know the drill.

So that’s where I stand. After my first night of playing Ni No Kuni I probably would’ve called it a 9 or 10 out of 10 game, but after a week of playing I’m thinking it’s more of a 7 or so. It’s still a solid, lengthy JRPG with lots of leveling and sub-systems like Crafting (via Alchemy) and tweaking Familiars via treats. But while the game is beautiful to look at, there’s nothing really revolutionary here and the story is dribbled out to us at such a slow pace that it kind of loses impact.

I think part of my problem is I’m focusing on it too heavily. I think I need to mix in some other games while playing Ni No Kuni. That’s how I’ve been playing Harvest Moon and it’s helping me to really enjoy that game. Fire Emblem comes out next Tuesday and that might be just the ticket to breaking up the grindy parts of Ni No Kuni.

I’m surprised that Ni No Kuni: The Wrath of the White Witch has been getting such awesome reviews, to be honest. I’m wondering if I’m the only one feeling slightly disappointed in it. I mean I really WANT to love it, and for a few days I was lying to myself about loving it, but the truth is that while I do absolutely like it, that’s as far as we go. Me & Ni No Kuni are just good friends. I have no regrets about buying the game but (unless things change in the latter parts of the game) it’s not going to end up in my list of all-time favorite games or my personal ‘game of the year’ awards or anything like that.

BG:EE – THAC0 and Dire Wolves

Tonight’s plans got somewhat derailed by a bunch of excitement in the G+ community, and then I had to d/l a new patch for BG:EE, so I didn’t start playing until nearly 11.

Traellan’s new friends want him to travel to some gods-forsaken place to investigate the metal shortage but before we went anywhere we had to sort out our gear. Which meant I had to dredge up ancient knowledge of D&D rules, leading to a stupidly enjoyable conversation with Angela (who used to play D&D — I never did outside of computer games) about what THAC0 stood for and whether THAC0 20 was good or bad, and if lower AC was better than a higher AC, and things of that nature. (I did get a manual but of course I haven’t read it.)

Finally we were ready to set off. We spent a bit more time exploring the area around the Friendly Arm Inn, and found a priest who charged us the unholy sum of 100 gold to identify a magical belt we’d taken off…well, someone we’d fought. (Almost spoiled the surprise!)

100 gold! Can you imagine? And I thought it was the cut-throats who were out to rob us.

Just outside the Inn we encountered a pair of hobgoblins in foul temper. I must confess I was worried but Khalid and Traellan stood shoulder to shoulder battling the creatures while Imoen filled them full of arrows. It turned out not to be much of a fight. Not like that Dire Wolf…

And then it hit me. The metal shortage could wait. I had to go take my revenge on that pesky Dire Wolf. So back we went to the area outside of Candlekeep. It took a bit of time to find that wolf but when we did, we dispatched it in relatively short order, though I has happy Jaheira had a couple of healing spells memorized.

And that was about all of our adventuring for this evening. We’d been traveling for over 16 hours, night was upon us. Jaheira needed time to remember how to cast her magics, so we decided to make camp. More adventure awaits us tomorrow!

BG:EE – The Friendly Arm Inn

Beamdog sent over a patch to the PC version of Baldur’s Gate: Enhanced Edition tonight. Unfortunately the client doesn’t give you much info, but over in the forums are some patch notes. Looks like it’s almost all bug fixes, but while I was there I noticed a warning: Intel Integrated Graphics are NOT supported in BG:EE. That’s going to be a bummer for a lot of laptop users and I hope they can find a way to make them work.

As for me, firing up the game for Day 2 was quite enjoyable now that the initial learning curve is behind me, and I am already used to the graphics. Mind you I’m still learning things but tonight was more playing and less figuring stuff out, if you know what I mean.

Our Hero, Traellan of Edgewood, and his childhood friend Imoen were en route to the Friendly Arm Inn when I realized there was a lot of unexplored area that I was leaving behind. “I always explored the whole map.” Angela noted and me, ever curious, had to concur that this made good sense.

It made good sense until we encountered a hungry Dire Wolf, anyway. Thrice the foul beast slaughtered our merry, but much too small, band. I’m still getting the knack of things. Imoen has a wand of magic missile but using it tended to draw the wolf’s attention and she’s a slight thing that can’t take much punishment (Thief – she has 8 hit points!) Even though Traellan wears the badge of a Fighter he’s still not all that tough either.

After the Gods of Reload brought our heroes back for a third time, I decided to leave exploration for later, and we pressed on, sticking to the relative safety of the roads.

Although we met a few odd individuals along the way, the trip was more or less uneventful, though Trae’s head was spinning with fatigue by the time they staggered through the gates leading to the Inn. Inside were a motley bunch of revelers and it didn’t take us long to decide that the skulking half-orc Dorn was best avoided, and that the Druid and Fighter who were old friends of Traellan’s father made for better traveling companions. With introductions made, Traellan rented Merchant’s Rooms so that he and Imoen could get some much-needed rest before setting out in the morning.

And thus ended tonight’s session.

More than this happened, but I’m trying to leave out certain surprises for now, in case others like me who haven’t played wind up reading this. I actually think I’m already farther than I’ve ever gotten in the game in the past!

Also apologies in advance for switching from “he” to “I” and back again. I do that kind of “internal role play” thing when I play a game like this, so in my mind, I am Traellan and vice versa.

Baldur’s Gate: Enhanced Edition

I have a confession to make. I never played much of Baldur’s Gate when it came because I, uh, didn’t like it very much. ~ducks the incoming volley of rotten vegetables~

Honestly it was so long ago that I don’t even remember why I didn’t like it. I just know I tried to get into it a couple times and never did. I admitted as much when I was offered a review copy of Baldur’s Gate: Enhanced Edition for the PC, but the marketing person I was talking to and I thought it might be interesting to see if anything about the game can change my mind. Also I have Angela hanging around me and she adored the game when it first launched (and she’s waiting anxiously for the iPad version to release).

So the first thing you need to know is where to buy it. As far as I can tell you can only get it via Beamdog which is yet another PC digital distribution service vying for your dollars. The PC version costs $19.99. The good news is that if you don’t want another digital service client installed on your machine you can just download the game the old-fashioned way, or so I’m told. I used the client.

The game should be out on iPad later this week, and Andorid and OS X in the weeks and months to come.

So what’s Enhanced? Well the game runs full screen on modern machines, for one thing. I believe there was a patch to allow Baldur’s Gate II to do that but it was never made for the first game, at least not in a way that made things easy for casual players. They’ve added a new tutorial which stands apart from the game, and there’s now a kind of endless dungeon mode if you just want to practice your combat. There’re a few new NPC characters to potentially join your party. In the tablet versions these are DLC but they come included with the PC version. You have Rasaad yn Bashir, a calishite monk from the far south and the first Monk NPC in the game. Then there is Neera the Wild Mage, a half-elf from the High Forest. She’s the first Wild Mage NPC. Last up is Dorn Il-Khan, a half-orc Blackguard bent on revenge. Blackguard is a new ‘kit’ for the Enhanced Edition and the player can choose to go that route as well. Blackguards are apparently kind of anti-paladins.

The old 3D cut scenes are gone, replace by hand-drawn animations. There’re new portraits and a couple of new voices to round out the Enhanced Features.

I decided to run through the tutorial first. I’m going to be honest with you; even though the game is “Enhanced” it does still look dated, and it took me a while to get past that. If you don’t have at least some tolerance for ‘retro gaming’ you might struggle with this one. The tutorial is fairly long and for the most part not very exciting but it does use a bunch of NPCs you’ll be meeting up with later. You can create a custom character for the tutorial and if you save your game, you can later Import that character into the main campaign and with the character comes a bit of gear you’ll pick up while learning to play. Every little bit helps; Baldur’s Gate is one of those games that reminds us how much easier games have become over the years. I managed to die in the tutorial!

I’ve barely gotten started on the real game; I spent most of my evening running around CandleKeep doing odd jobs for people. Baldur’s Gate is a huge game and kind of slow to get going. On the other hand I found myself being bothered less and less by the dated graphics and started to really enjoy reading all the lore sprinkled throughout the game. When you right click on a shortsword to get it’s stats, you don’t just get some numbers; you get a few paragraphs about the weapon as well (you can ignore these of course).

What made it even more fun for me is Angela’s reaction to a lot of the quips from NPCs. Heck even I remembered some of them. The Innkeeper proclaims: “My hotel’s as clean as an elven arse!” and half-way through his comment she’s quoting along with him.

I took a first tiny step on what will be an epic journey if I stay with it; a journey not only though the Forgotten Realm but through the history of gaming. Baldur’s Gate: Enhanced Edition feels old, but that’s not necessarily a bad thing. We’ve gained an awful lot in the gaming world in the years since the original was published, but we’ve lost some things as well. I really enjoyed the feeling of rediscovering a piece of gaming history.

I’ll see how long that feeling lasts, and I’ll try to document my travels through the game here at Dragonchasers.

RPG and MMO players: What does Grinding mean to you?

One of the more charged terms in the lexicon of gamers is GRINDING.

MMO players almost universally hate grinding, though there’s a certain breed of single-player RPG gamer that enjoys it. But what exactly IS grinding?

I think it means different things to different people and I think that leads to some confusion when we’re talking about games. So I’m hoping we can have a discussion about this. Let’s hear what YOUR definition of grinding is.

I’ll get things rolling:

To me, grinding is when a game forces you to kill the same mobs in the same place over and over again in order to progress. In the worst sort of grinding, there’s no quest or other reward involved: you just need to kill the same monsters over and over again to get combat experience to take you to the next level (or until a mob drops a required item) in order to move on. So kill, wait for respawn, kill, wait for respawn.

Substitute in similar monotonous tasks for grinding in crafting.

The best (worst?) example of grinding to me is any circa-2005 Asian MMO where you’d get 1 quest every few levels and in between you’d have exactly 1 type on monster that you’d have to kill at each level and no way to move forward except sitting there and killing that 1 mob every time it popped.

Conversely, if a game gives you a series of quests that require you to kill the same mobs, I see that as the ‘best’ kind of grinding since the monotony is broken up by returning for quest rewards that hopefully make you stronger. If there are alternate quests you can do instead, I don’t even consider this grinding (or maybe grindy) since you have other options that will let you move forward.

So that’s my long-winded definition. What’s yours?

Will the hivemind allow a true Wasteland sequel?

I’m a supporter of inXile Entertainment’s Kickstarter fund to get Wasteland 2 made. I remember Interplay when Brian Fargo was running the show. I remember playing games like The Bard’s Tale and Stonekeep and yes, Wasteland.

I contributed $75 — more than I’d pay for a finished game — because I wanted some old-school RPG goodness. (The same reason why I’m so excited about Legend of Grimrock) I contributed because I read the pitch and focused on passages like:

We’re going back to the original and building from there. No first person shooter, we’re going top down so you get a tactical feel for the situation. And we’re not ditching the party play to turn it into some hack-and-slash bloodfest. It’s turn based, tactical, with a storyline that will be deeper and broader.

We’re determined to keep the gritty, grim and satirical writing. We’re going to pitch those moral dilemmas at you. You’re going to be faced with the consequences of your actions.

The problem is that I ignored (or read with naivety) the passages like:

With your collective vision, the game that was the godfather to the popular Fallout series will become a reality. Not only will you fund the development, but you’ll have a voice in how the game goes together. We will have forums up for design discussion and soliciting your ideas for what will make Wasteland 2 rock.

This is your chance to influence the kind of game you want to see. With fan funding, you drive the direction of game design and development. If it is important to you, it is important to us.

I forgot that when it comes to gaming, I’m on the lunatic fringe. I really do want an old school RPG, but if inXile really listens to the fans on the very active forums, or to new-school gamers like Joystiq’s Rowan Kaiser [see “(Don’t) Give me that old time RPG combat” where Kaiser comments on what Wasteland 2’s combat ought to be], what we’ll get isn’t what I am imagining.

And that’s probably a smart business decision for inXile. Sure Kickstarter can fund development of the game but presumably they’re going to want to sell a few copies of the finished title to people who didn’t Kickstart, too. If they really build the game I want, they probably wouldn’t sell more than a few thousand copies.

And no matter what, I simply don’t have the hours to spend every day trolling their forums and arguing down the new-schoolers and pushing my old-school mentality. I actually wrote to inXile with my concerns: that basically I hoped we weren’t going to end up with a game designed by committee. I got a nice email back meant to re-assure me but I’m not sure it did. They told me they were using the forums to determine what features the fans felt strongest about so they could focus their energy accordingly, but that they have come core tenants that will not be modified by the forums.

So once again I feel like I ought to be on the forums stomping my feet and shouting for turn-based combat, for deep stats and in-depth character building, shouting against the kids who want the game to be Diablo with mutants or something.

In the end, I’m still confident inXile will deliver a great game, so I’m not too worried. I love Kingdoms of Amalur for instance, and it’s about as far from old school RPG as you can get.

But I’m still looking for an old-timer (in actuality or in spirit) game designer who wants to really create an old school RPG with modernized graphics. Someone determined to build what he or she wants to build, and not let the hivemind scribble all over the design doc. That person has to be out there and I want to help fund him or her.

Atlus slashes prices on RPGs and SRPGs for PSP & Vita

Atlus sent out a marketing email announcing new price cuts on a bunch of their PSP games. These are all on PSN and (I’m taking Atlus’s word on this part) they’re all Vita-compatible.

Title Reduced Price  Old Price
Persona $19.99 $39.99
Persona 2:Innocent Sin $29.99 $39.99
Persona 3 Portable $19.99 $39.99
Riviera: The Promised Land $9.99 $14.99
Yggdra Union $9.99 $14.99
Knights in the Nightmare $14.99 $29.99
Hexyz Force $14.99 $29.99
Kenka Bancho: Badass Rumble $14.99 $39.99
Crimson Gem Saga $14.99 $29.99
Class of Heroes $14.99 $39.99

Nice to see Atlus has our RPG needs covered while we wait for some native Vita RPGs to hit the market.

All titles can be found, says Atlus, in the PSN store.

And no, I’m not getting a kick-back from Atlus for taking the time to format that data! 🙂

I am role-play

If you know me at all, you probably don’t even remotely think of me as a role-player. I never sat around a table playing D&D, and in MMOs I’m pretty quiet as a general rule. I tend to keep to my own company, in games and in ‘real life’ as well.

But the truth is, I’m a pretty hardcore role-player. I just never externalize it.

What spurred (ha! watch this) this self-revelation was playing Red Dead Redemption last night. I’d been riding a horse that was divinely gifted to me (aka I saved my game while horseless and suddenly an equine companion appeared). These magic horses are better than walking it, but they’re not too fast. So I decided to get myself a better horse.

I rode up north of Armadillo where I knew there was a herd of wild horses. I choose one that seemed pretty fast. Really I can’t tell how fast they are, but in my mind’s eye, this beautiful mare seemed faster than the rest. I went after her. I was still fumbling with the lasso controls so it took me a long time to rope her. [The (now obvious to me) trick is to keep the left trigger held down… as soon as you let it up you ‘release’ the lasso and your quarry gets free.] I chased her all over the area. She almost got away a few times but eventually I got a rope around her neck and managed to break her. She settled down nicely, I gave her a reassuring pat on the neck.

At that point, I spotted some herbs, so I climbed down and picked them. When I looked up, it dawned on me that I now had two horses. My old faithful companion who wasn’t too fast, and this new speedy wild mare. I whistled and old faithful came running up. This horse had been with me a long time. He was loyal enough that he followed me around like a puppy. What was I to do with him?

I needed the faster horse, though. I climbed up on the mare and looked at my old companion, standing at the ready. Loyal as always, waiting to serve his master. Maybe get an apple as a reward.

I thought maybe I could lead him back to town. I took out my lasso and tossed it at him and missed. The lasso spooked him and he tore off across the prairie. I watched him go, a little bit relieved that he was no longer a problem, but a little bit worried about what would happen to him.

Then I chuckled at myself for being so silly… what would happened to him is that he’d de-spawn as soon as I left the area, of course. I headed back to town on my new horse..but still couldn’t shake the feeling that I’d betrayed a loyal companion. I found myself wishing Rockstar had given us a way to stable horses, or even to give them to a good home. I’m sure Miss MacFarlane would have room in her stables for a loyal, trustworthy steed!

So that’s my style of role-playing. Sometimes I wish I could turn it off, but I just can’t, even when I want to. It’s why I can’t often bring myself to play ‘evil’ in games; that feeling of malice clings to me long after I stop playing if I’m at all immersed in a game. If the game has anything to hang a role-play hook on, I stick to following my moral compass as much as possible.

Bioware announces Return to Ostagar DLC for Dragon Age: Origins

So it seems someone else may have survived the Battle of Ostagar, but this person was captured by the Darkspawn (rare, but it does happen. Bregan was captured, after all). Now this individual has escaped and he or she is looking for help from the Grey Wardens.

Yeah, that’s pretty sketchy, but thus far Bioware has revealed only a few details. We do know the just-announced Return to Ostagar DLC for Dragon Age: Origins will cost $5 and should be out ‘this holiday season.’ In it, you’ll head back to Ostagar for some payback, the chance to find the king’s arms and armor, and get another chance to recruit BarkSpawn into your party (actually my dog is named Milo but so many people seem to name theirs BarkSpawn, I coudn’t resist).

Hopefully we’ll get more details soon. Stay tuned!

Payback time!