Ni no Kuni 2: Revenant Kingdom Review

<p><em>Ni no Kuni 2&colon; Revenant Kingdom <&sol;em>is a charming and addictive JRPG&period; Its combat is fine enough and with the developers filling the world with optional activities and gameplay mechanics such as the <em>Pikmin<&sol;em>-like skirmishes or the sim-like kingdom building&comma; there&&num;8217&semi;s bound to be something for someone to latch onto&period; <em>Ni no Kuni 2&colon; Revenant Kingdom<&sol;em> is a traditional JRPG for genre fanatics that could have been as essential as <em>Persona 5<&sol;em> if it weren&&num;8217&semi;t held back by its production values and laughable difficulty&period;<&sol;p>&NewLine;<h3>Story<&sol;h3>&NewLine;<p>The narrative&&num;8217&semi;s driving impetus is about as generic as generic comes&period; Evan Pettiwhisker Tildrum&&num;8217&semi;s kingdom of Ding Dong Dell is overthrown by his father&&num;8217&semi;s closest adviser&comma; Lord Mausinger&period; During this siege on his father&comma; King Leonhard&&num;8217&semi;s throne&comma; Roland is transported from his seemingly modern dimension to <em>Ni no Kuni 2<&sol;em>&&num;8216&semi;s fantastical setting&period; Roland helps Evan escape the castle&period; Soon after forming this allegiance&comma; Evan sets out to seek a kingmaker with his friends because no one has the power to rule over any plot of land without forming a kingsbond with a kingmaker&period; After forming this bond&comma; Evan establishes his own kingdom and sets on a quaint pursuit to rid the world of war&comma; asking each kingdom&&num;8217&semi;s ruler to sign his Declaration of Interdependence&period;<&sol;p>&NewLine;<p>King Evan&&num;8217&semi;s insistence on creating a peaceful land drones as the hours pass&period; Aside from his annoyingly oblivious nature&comma; many of the characters spend too much time talking without taking action&period; The writing as a whole feels like it takes a backseat to the aesthetic pleasures of the game&&num;8217&semi;s universe&period; That would normally be fine&comma; but <em>Ni no Kuni 2<&sol;em> assaults the player with text box after text box&period; The story and characters are neither engaging nor self-aware enough to carry it through so much dialogue&period;<&sol;p>&NewLine;<p>Its startlingly low production values are also an issue&period; For a full priced game that made such a splash at one of Sony&&num;8217&semi;s own press conferences&comma; you&&num;8217&semi;d be hard pressed to find where all the voice acting went&period; Characters routinely begin speaking in full sentences only for the competent acting to be replaced with typical grunts and groans all within the space of a single cutscene&period; <em>Ni no Kuni 2<&sol;em> also has a habit of showing fully voiced pre-rendered cinematics&comma; both preceded by and succeeded with endless text boxes&period; In one instance&comma; the game even pulls off the unthinkable&period; After several minutes of non-voiced dialogue&comma; the game cut to a 2-3 second pre-rendered cinematic in which King Evan speaks a single sentence&comma; then it cut back to several more minutes of non-voiced dialogue&period; This inconsistency is one of the greatest barriers to enjoying the by-the-numbers plot for what it is&period; Keep in mind it launched at full retail price&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137501" aria-describedby&equals;"caption-attachment-137501" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137501" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;19194236&sol;Ni-no-Kuni&percnt;E2&percnt;84&percnt;A2-II&lowbar;-Revenant-Kingdom&lowbar;201804081930531&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137501" class&equals;"wp-caption-text">Ni no Kuni 2&colon; Revenant Kingdom&comma; Bandai Namco Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h3>Combat<&sol;h3>&NewLine;<p>Thankfully&comma; <em>Revenant Kingdom<&sol;em> succeeds where it matters most&period; Consisting of three core pillars&comma; <em>Ni no Kuni 2<&sol;em> enjoys an addictive and rewarding gameplay loop sure to hook fans of numbers&comma; stats&comma; and progression&colon; the genre mainstays&period; Combat itself is nothing special&comma; but it&&num;8217&semi;s satisfying enough to prevent the 30-40 hour story from feeling like a drag&period; Standard light and heavy attacks can be used to form different combos&period; Players also have access to ranged attacks that differ between characters&period; Roland uses guns whereas Batu uses bows&comma; for example&period;<&sol;p>&NewLine;<p>Rather than using up ammunition&comma; ranged attacks deplete the magic meter that can be refilled with items or by physically attacking enemies&period; Each character has access to different magic abilities&comma; each depleting the magic meter to varying degrees&period; Within a combat instance&comma; characters have access to three weapons that the player can switch between on the fly&period; Each weapon has a zing gauge attached to it&comma; denoted by a numbered percentage&period; As foes continue to be decimated&comma; the unequipped weapons&&num;8217&semi; zing gauges fill more quickly&period; The higher the number&comma; the more basic attack damage the weapon does&period; In addition&comma; the entire meter is automatically expended when a magic attack is used&comma; albeit a powered up version of that attack&period;<&sol;p>&NewLine;<p>Relatively early in the game&comma; higgledies open up further nuances to encounters&period; As you explore the world and offer up specific items to higgledy stones or create the higgledies yourself&comma; new combat strategies and potentials open up&period; Different higgledies provide different benefits&period; One set of higgledies might transform into a cannon and deal more significant damage to enemies whereas another set might create a healing circle&period; Very little micromanaging is necessary&comma; allowing the player to focus on killing things&period; They act independently of the player&&num;8217&semi;s actions for most of the battle&comma; only randomly offering opportunities to walk up to their formation to press a button and initiate their &&num;8220&semi;ultimate&&num;8221&semi; offensive or defensive ability&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137491" aria-describedby&equals;"caption-attachment-137491" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137491" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;19192608&sol;Ni-no-Kuni&percnt;E2&percnt;84&percnt;A2-II&lowbar;-Revenant-Kingdom&lowbar;201803241232431&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137491" class&equals;"wp-caption-text">Ni no Kuni 2&colon; Revenant Kingdom&comma; Bandai Namco Entertainment<&sol;figcaption><&sol;figure>&NewLine;<p>Combat is filled with mechanics that create nuanced layers of interlocking systems&period; It&&num;8217&semi;s a shame the game is so easy that essentially all of this can be ignored entirely&period; Aside from &&num;8220&semi;tainted&&num;8221&semi; enemies&comma; <em>Ni no Kuni 2<&sol;em> provides no challenge&period; Even if you don&&num;8217&semi;t grind&comma; you&&num;8217&semi;ll find yourself steamrolling many story bosses within a matter of 100 seconds&period; Mash the attack buttons&comma; occasionally dodge or block&comma; and enemies up to ten levels above you present little challenge with the exception of the aforementioned &&num;8220&semi;tainted&&num;8221&semi; monsters&semi; powered up mini-bosses&period; With no difficulty select&comma; <em>Ni no Kuni 2<&sol;em> is sure to annoy gamers that want an RPG with challenge&period; It&&num;8217&semi;s not the easiest RPG this generation&period; That dishonor goes to <em>Blue Reflection<&sol;em>&comma; but it&&num;8217&semi;s dangerously close&period;<&sol;p>&NewLine;<h3>Dreamer&&num;8217&semi;s Mazes ♥<&sol;h3>&NewLine;<p>A side quest involving a series of Dreamer&&num;8217&semi;s Mazes was the most fun I ever had in combat&period; There are nine that count toward the side quest&&num;8217&semi;s completion with a tenth maze acting as a difficult post-game dungeon&period; The mazes hidden behind each Dreamer&&num;8217&semi;s Door provide the only semblance of challenge aside from the &&num;8220&semi;tainted&&num;8221&semi; battles&period;<&sol;p>&NewLine;<p>The goal of a Dreamer&&num;8217&semi;s Maze is to defeat the boss on the final floor&period; Upon entering a maze&comma; you&&num;8217&semi;ll notice a gradually progressing danger level with each level making enemies stronger&period; This can be circumvented through collectible orbs that only count within that dungeon&&num;8217&semi;s session&period; These orbs can be acquired by talking to NPC&&num;8217&semi;s&comma; smashing open jars&comma; and defeating enemies&period; Initially&comma; five orbs can be offered up to a statue in exchange for a decreased danger level&comma; though each successive sacrifice requires more orbs than the last&period; Conversely&comma; on occasion&comma; an NPC can increase the danger level for those that want to push themselves&period; Orbs also open certain chests and like the statues&comma; each successive chest requires more than the last&period;<&sol;p>&NewLine;<p>The nature of the Dreamer&&num;8217&semi;s Mazes requires critical thinking and efficient movement&period; Is it worth taking on every group of enemies and risking a heightened danger level that may lead to failure on the end boss&quest; Do I spend orbs opening this chest that may give me better loot at the expense of saving them for a statue&quest; Do I explore every inch&comma; searching for orbs or make a mad dash to the next floor&quest; These dungeons are the only time I ever found myself legitimately thinking critically about a plan of action as opposed to mindlessly hacking away with no remorse&period; It&&num;8217&semi;s too bad this level of engagement is gated behind only ten dungeons&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137499" aria-describedby&equals;"caption-attachment-137499" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137499" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;19193949&sol;Ni-no-Kuni&percnt;E2&percnt;84&percnt;A2-II&lowbar;-Revenant-Kingdom&lowbar;201804081851031&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137499" class&equals;"wp-caption-text">Ni no Kuni 2&colon; Revenant Kingdom&comma; Bandai Namco Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h3>Tending to Your Kingdom<&sol;h3>&NewLine;<p>Fortunately&comma; <em>Ni no Kuni 2<&sol;em>&&num;8216&semi;s secondary pillar keeps the general gameplay loop addictive even when most fights are button mashing affairs&period; The game opens up significantly once Evan establishes his kingdom&comma; exposing the player to a basic city-building distraction&period;  Completing side quests and errands rewards Evan with citizens&comma; each delineating various levels of influence&period; Citizens have three stats and an ability that defines how useful he&sol;she is for a specific line of work&period; Some citizens perform better at the weapon shop&comma; for example&comma; whereas others feel more at home mining materials at camp sites&period;<&sol;p>&NewLine;<p>This kingdom&&num;8217&semi;s economy is run by kingsguilders&comma; a separate currency from the guilders used to buy&sol;upgrade items&comma; weapons&comma; and armor at shops&period; Kingsguilders are pumped into creating new buildings&comma; leveling up buildings to open up new avenues of research&comma; and researching the building itself&period; Citizens constantly gather materials and acquire kingsguilders&comma; which can be reinvested into furthering the kingdom&&num;8217&semi;s influence&period; You can build new facilities and level up existing ones happens instantaneously&comma; but research occurs in real time&period; This means if you want to research an avenue of the higglery so that you can create new types of higgledies yourself&comma; you will have to find something else to do within the game world until research is finished&period;<&sol;p>&NewLine;<p>Much like the compulsive drive of acquiring new loot and seeing your party grow stronger as the the journey progresses in any RPG&comma; building this kingdom up from nothing feels incredibly gratifying&period; Because of this&comma; the arc of  a tiny land plot morphing into a thriving civilization indirectly echoes Evan&&num;8217&semi;s quest&period; It is the pillar holding the experience together&comma; with every decision adding more to the core systems&period; Some new goal post is always within reach&comma; be it a loot drop&comma; level up&comma; chest&comma; quest reward&comma; or feeding into the kingdom&&num;8217&semi;s continuous growth&period;<&sol;p>&NewLine;<p>If Evan&&num;8217&semi;s kingdom holds everything together&comma; then the overworld&&num;8217&semi;s skirmishes are that friend you ignore in conversation&period; While skirmishes work&comma; they are the weakest pillar&comma; creating a slant that shouldn&&num;8217&semi;t exist&period; As you can guess from my &&num;8220&semi;<em>Pikmin<&sol;em>-like&&num;8221&semi; comment earlier&comma; they play pretty much as you&&num;8217&semi;d expect&period; Evan has access to four unit types on the battlefield&period; Different unit types have different abilities and best certain unit types more easily&period; Strategy is technically possible in these scenarios&comma; but one glaring design decision shatters that expectation&period; Failing skirmishes does not return you to the loading screen&period; Instead&comma; you are hoisted back to the overworld with all of the units&&num;8217&semi; experience points retained&period; With no penalty for death&comma; skirmishes are too easily exploitable&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137503" aria-describedby&equals;"caption-attachment-137503" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-137503" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;19194613&sol;Ni-no-Kuni&percnt;E2&percnt;84&percnt;A2-II&lowbar;-Revenant-Kingdom&lowbar;201804131919201&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137503" class&equals;"wp-caption-text">Ni no Kuni 2&colon; Revenant Kingdom&comma; Bandai Namco Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p><em>Ni no Kuni 2&colon; Revenant Kingdom<&sol;em> is a great game&period; It suffers from low production values and an insulting difficulty&comma; but there are enough systems in place to keep it rewarding&period; From its loot drop system to the kingdom building&comma; <em>Ni no Kuni 2<&sol;em> provides a consistent level of progression at every moment&period; If you like seeing numbers go up often&comma; you&&num;8217&semi;ll love <em>Revenant Kingdom<&sol;em>&period;<&sol;p>&NewLine;

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