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LucaF

Oct. 17, 2024

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On Playing "Ni No Kuni - Wrath of the White Witch"

After completing *Dark Souls Enhanced Edition*, I left my Nintendo Switch on the shelf for a while. But God how much I love playing on the little Nintendo console. I can play on my bed during my lunchbreak, and don't have to use the same device I use for work (my PC).

I originally wanted to play *Breath of the Wild*. Unfortunately, I don't have the cartridge with me. I actually have, however, an unplayed game which has been waiting for my attention for a while.

I'm talking about Level 5's *Ni no kuni: Wrath of the White Witch* (for short, NNK). I bought the game almost five years ago, started it thrice, left it without even reaching the fantasy world the game takes place in. Short attention span at the time. Let's try again.

Here are the first notes I took after one hour and a half of playing. I feel the necessity to point out that I'm not a keen JRPG player. The only game of the genre I've ever finished is *Persona 4: Golden* on the PSVita. However, I'm interested in the genre as a whole and studied it a little. I'll probably say things which may sound naive to an avid JRPG player, though.

As usual, there will be SPOILERS SPOILERS SPOILERS.

- Opening sequence in Motorville
- The game plays the Studio Ghibli feel card right from the opening. I read that Level 5 had most of the story and the worldbuilding finished before Studio Ghibli joined them to animate the cutscenes. Still, it feels like the game was conceived as "a Ghibli movie made game" from the start.
- Like P4G, it takes its time to start the actual game. The first 20 minutes are made up of basic interactions with NPCs and objects, while a pletora of cutscenes play for us. LET ME PLAYYYYYY.
- The death of Oliver's mother and the start of his journey hit hard, even though the tone is childish, akin to a fairy tale (as we intend them nowadays; in the XIX those stories were quite cruder than *Ni no kuni*). I may have shed a tear.
- From the beginning, I feel that the character of Oliver, his growth, and the acceptance of his mother's death will play an important role.
- In the fantasy world diorama
- After the long exposition, we find ourself in the world of Ni no kuni and in the middle of our first battle. Wow. Gameplay!
- Very simple gameplay, actually. As I was expecting from the genre, the game unfolds its systems one by one, very slowly. The first battle is nothing more than choosing the same option in the battle menu three times.
- The diorama where the player travels from a location to another is wonderful. Finding interesting way to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.
- Talking about mechanics. Moving to avoid enemies results most of the time in the enemy bumping into us anyway, but from behind. Having to fight multiple times without being able to avoid a fight is a little annoying.
- At the gates of Din Don Dell
- We have to get into the city of Din Don Dell, so we get to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar's the name). If we want to enter, we need to get the heart of the guard back. But to do so we need to make a stop at the Deep Dark Wood first.
- Classic obstacle to force us on a different path.
- I have to admit I hadn't seen one example of this plot device in a while. The fact that a developer feels confident enough to use it is kinda refreshing.
- NNK is a special example, though, for how strongly it evokes the feeling of a classic children fairytale.
- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.
- The Deep Dark Wood
- It's a dungeon.
- It's a long liner corridor which splits into two equally linear corridors. On the first, we find the NPC which grants us our first familiar and a couple of new spells. On the second, the actual scary dungeon littered with monsters and the boss at the end.
- The third person camera takes its time to move while exploring, and is very close to Oliver. A little to close to get a good feeling of the environment, I feel.
- The music is unexpectedly epic for such a small, calm dungeon themed after a forest. I was expecting something one or two tones down. Joe Hisaishi is roaring here.
- Enemies respawn in mere seconds after you took them down. You can never clear the dungeon.
- I died once. And I wasn't expecting to.
- Also, I lose all my money if I want to go back to the game and not reload my last save. That's brutal, in a way.
- Need to use consumables a lot if I want to get out of the dungeon.
- A checkpoint right before the boss takes away some pressure. Level 5 doesn't want me to cry in front of my Switch/PS3/DS.
- By the way, I discovered today the first iteration of the game was for DS. *Wrath of the White Witch* was developed as an enhanced edition for the PS3. WOW. VIDEO GAME HISTORY IS SO COOL!

That's it. I may add more stuff if I play it again or find myself excited at the idea of sharing my silly notes.

gaming-journal
Corrections

After completing *"Dark Souls Enhanced Edition*," I left my Nintendo Switch on the shelf for a while.

But God, how much I love playing on the little Nintendo console.

I can play on my bed during my lunch break, and don't have to use the same device I use for work (my PC).

I originally wanted to play *"Breath of the Wild*."

I actually have, however, an unplayed game whichthat has been waiting for my attention for a while.

I'm talking about Level 5's *"Ni no kKuni: Wrath of the White Witch*" (NNK, for short, NNK).

I bought the game almost five years ago, started it thrice, and left it without even reaching the fantasy world ithe game takes place in.

SI had a short attention span at the time.

Here are themy first notes I took after onean hour and a half of playing.

The only game of the genre I've ever finished is *"Persona 4: Golden*" on the PSVita.

The first 20 minutes are made up of basic interactions with NPCs and objects, while a plethora of cutscenes play for us.

- The death of Oliver's mother and the start of his journey hit hard, even though the tone is childish, akin to a fairy tale (as we intend them nowadays; in the XIX, those stories were quite cruder than *"Ni no kKuni*").

- From the beginning, I feel that theOliver's character of Oliver, his growth, and thehis acceptance of his mother's death will play an important role.

- In the fantasy world diorama
- After the long exposition, we find oursel
fves in the world of Ni no kKuni and in the middle of our first battle.

FindingI wish more games found interesting ways to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.

Moving to avoid enemies results most of the timeusually results in the enemy bumping into us anyway, but from behind.

- At the gates of Din Don Dell
- We have to get into the city of Din Don Dell, so we get to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar
's the name).

But to do so, we need to make amust stop at the Deep Dark Woods first.

- CA classic obstacle tohat forces us on a different path.

- NNK is a special example, though, for howbecause it strongly it evokes the feeling of a classic children's fairytale.

- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.

- The Deep Dark Wood s
- It's a dungeon.

- It's a long linear corridor whichthat splits into two equally linear corridors.

OnAt the first corridor, we find thean NPC whichthat grants us our first familiar and a couple of new spells.

Just in case, "Couple" means "only 2," so if it's more than 2, use "few" instead.

On the second, thean actual scary dungeon is littered with monsters and the boss at the end.

A little too close to get a good feeling of the environment, I feel.

- The music is unexpectedly epic for such a small, and calm dungeon themed after a forest.

- Enemies respawn in mere seconds after you tookake them down.

*"Wrath of the White Witch*" was developed as an enhanced edition for the PS3.

On Playing "Ni No Kuni - Wrath of the White Witch"

After completing *Dark Souls Enhanced Edition*, I left my Nintendo Switch on the shelf for a while.

But God, how much I love playing on the little Nintendo console.

This is a bit more natural.

I can play on my bed during my lunchbreak, and I don't have to use the same device I use for work (my PC).

A bit more natural.

I originally wanted to play *Breath of the Wild*.

Unfortunately, I don't have the cartridge with me.

I actually have, however, an unplayed game which has been waiting for my attention for a while.

I'm talking about Level 5's *Ni no kuni: Wrath of the White Witch* (for short, NNK).

I bought the game almost five years ago, started it thrice, but left it without even reaching the fantasy world the game takes place in.

More properly "in which the game takes place", but what you have written is typical of native speakers.

SI had a short attention span at the time.

Let's try again.

Here are the first notes I took after onean hour and a half of playing.

A bit more natural.

I feel the necessityed to point out that I'm not a keen JRPG player.

The only game of the genre I've ever finished is *Persona 4: Golden* on the PSVita.

However, I'm interested in the genre as a whole and have studied it a little.

I'll probably say things which may sound naive to an avid JRPG player, though.

As usual, there will be SPOILERS SPOILERS SPOILERS.

- Opening sequence in Motorville - The game plays the Studio Ghibli feel card right from the opening.

I read that Level 5 had most of the story and the worldbuilding finished before Studio Ghibli joisigned themon to animate the cutscenes.

I think this is a bit more natural, but what you had is fine.

Still, it feels like the game was conceived as "a Ghibli movie made game" from the start.

- Like P4G, it takes its time to start the actual game.

The first 20 minutes are made up of basic interactions with NPCs and objects, while a plethora of cutscenes play for us.

LET ME PLAYYYYYY.

- The death of Oliver's mother and the start of his journey hit hard, even though the tone is childish, akin to a fairy tale (as we intend them nowadays; in the XIX those stories were quite cruder than *Ni no kuni*).

I may have shed a tear.

- From the beginning, I feel that the character of Oliver, his growth, and the acceptance of his mother's death will play an important role.

- In the fantasy world diorama - After the long exposition, we find ourself in the world of Ni no kuni and in the middle of our first battle.

Wow.

Gameplay!

- Very simple gameplay, actually.

As I was expecting from the genre, the game unfolds its systems one by one, very slowly.

The first battle is nothing more than choosing the same option in the battle menu three times.

- The diorama where the player travels from a location to another is wonderful.

I'm not sure what you mean by "diorama", but I don't think it's the right word. I can imagine "UI" (for user interface) or "animation" fitting well here maybe?

Finding an interesting way to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.

- TalSpeaking aboutof mechanics.,

Mmost of the time, moving to avoid enemies results most of the time in the enemy bumping into us anyway, but from behind.

Having to fight multiple times without being able to avoid a fight is a little annoying.

- At the gates of Din Don Dell
- We have to get into the city of Din Don Dell, so we g
eto to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar's the name).

If we want to enter, we need to get the heart of the guguard's heardt back.

More natural

But to do so, we need to make a stop at the Deep Dark Wood first.

- Classic obstacle to force us on a different path.

- I have to admit I hadn't seen onean example of this plot device in a while.

The fact that a developer feels confident enough to use it is kinda refreshing.

- NNK is a special example, though, for how strongly it evokes the feeling of a classic children's fairytale.

- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.

or "these kinds of plot devices"

- The Deep Dark Wood - It's a dungeon.

- It's a long linerstraight corridor which splits into two equally linearother straight corridors.

ODown the first, we find the NPC whicho grants us our first familiar and a couple of new spells.

ODown the second, is the actually scary dungeon littered with monsters and the boss at the end.

"Down the second" kind of implies "at the end".

- The third person camera takes its time to move while exploring, and is very close to Oliver.

A little too close to get a good feeling ofor the environment, I feel.

- The music is unexpectedly epic for such a small, calm dungeon themed after a forest.

I was expecting something one or two tonnotches down.

Or "levels down"

Joe Hisaishi is roaring here.

I'm not sure what you mean by "roaring". Is Joe Hisaishi the composer? You might say he's "going hard here".

- Enemies respawn (in) mere seconds after you tookake them down.

You can never clear the dungeon.

- I died once.

And I wasn't expecting to.

- Also, I lose all my money if I want to go back to the game and not reload my last save.

That's brutal, in a way.

- NI need to use consumables a lot if I want to get out of the dungeon.

For a bullet point omitting "I" is fine I suppose, but you've been writing all of your other bullet points as complete sentences.

- A checkpoint right before the boss takes away some pressure.

Level 5 doesn't want me to cry in front of my Switch/PS3/DS.

- By the way, I discovered today the first iteration of the game was for DS.

*Wrath of the White Witch* was developed as an enhanced edition for the PS3.

WOW.

VIDEO GAME HISTORY IS SO COOL!

That's it.

I may add more stuff if I play it again or find myself excited at the idea of sharing my silly notes.

Feedback

It was cool hearing about this game! I haven't played many JRPGs, just some Pokemon and Dragon Quest.

- The Deep Dark Wood - It's a dungeon.


This sentence has been marked as perfect!

- The Deep Dark Wood s
- It's a dungeon.

- It's a long liner corridor which splits into two equally linear corridors.


- It's a long linerstraight corridor which splits into two equally linearother straight corridors.

- It's a long linear corridor whichthat splits into two equally linear corridors.

On the first, we find the NPC which grants us our first familiar and a couple of new spells.


ODown the first, we find the NPC whicho grants us our first familiar and a couple of new spells.

OnAt the first corridor, we find thean NPC whichthat grants us our first familiar and a couple of new spells.

Just in case, "Couple" means "only 2," so if it's more than 2, use "few" instead.

On the second, the actual scary dungeon littered with monsters and the boss at the end.


ODown the second, is the actually scary dungeon littered with monsters and the boss at the end.

"Down the second" kind of implies "at the end".

On the second, thean actual scary dungeon is littered with monsters and the boss at the end.

- The third person camera takes its time to move while exploring, and is very close to Oliver.


- The third person camera takes its time to move while exploring, and is very close to Oliver.

A little to close to get a good feeling of the environment, I feel.


A little too close to get a good feeling ofor the environment, I feel.

A little too close to get a good feeling of the environment, I feel.

- The music is unexpectedly epic for such a small, calm dungeon themed after a forest.


This sentence has been marked as perfect!

- The music is unexpectedly epic for such a small, and calm dungeon themed after a forest.

I was expecting something one or two tones down.


I was expecting something one or two tonnotches down.

Or "levels down"

Joe Hisaishi is roaring here.


Joe Hisaishi is roaring here.

I'm not sure what you mean by "roaring". Is Joe Hisaishi the composer? You might say he's "going hard here".

Wow.


This sentence has been marked as perfect!

*Wrath of the White Witch* was developed as an enhanced edition for the PS3.


This sentence has been marked as perfect!

*"Wrath of the White Witch*" was developed as an enhanced edition for the PS3.

WOW.


This sentence has been marked as perfect!

VIDEO GAME HISTORY IS SO COOL!


This sentence has been marked as perfect!

That's it.


This sentence has been marked as perfect!

I may add more stuff if I play it again or find myself excited at the idea of sharing my silly notes.


This sentence has been marked as perfect!

On Playing "Ni No Kuni - Wrath of the White Witch"


This sentence has been marked as perfect!

After completing *Dark Souls Enhanced Edition*, I left my Nintendo Switch on the shelf for a while.


This sentence has been marked as perfect!

After completing *"Dark Souls Enhanced Edition*," I left my Nintendo Switch on the shelf for a while.

But God how much I love playing on the little Nintendo console.


But God, how much I love playing on the little Nintendo console.

This is a bit more natural.

But God, how much I love playing on the little Nintendo console.

- The diorama where the player travels from a location to another is wonderful.


- The diorama where the player travels from a location to another is wonderful.

I'm not sure what you mean by "diorama", but I don't think it's the right word. I can imagine "UI" (for user interface) or "animation" fitting well here maybe?

Finding interesting way to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.


Finding an interesting way to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.

FindingI wish more games found interesting ways to represent travel is something I wish more games did; NNK chooses to make travelling pretty and evocative, while very simple from a mechanical perspective.

- Talking about mechanics.


- TalSpeaking aboutof mechanics.,

Moving to avoid enemies results most of the time in the enemy bumping into us anyway, but from behind.


Mmost of the time, moving to avoid enemies results most of the time in the enemy bumping into us anyway, but from behind.

Moving to avoid enemies results most of the timeusually results in the enemy bumping into us anyway, but from behind.

Having to fight multiple times without being able to avoid a fight is a little annoying.


This sentence has been marked as perfect!

- At the gates of Din Don Dell - We have to get into the city of Din Don Dell, so we get to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar's the name).


- At the gates of Din Don Dell
- We have to get into the city of Din Don Dell, so we g
eto to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar's the name).

- At the gates of Din Don Dell
- We have to get into the city of Din Don Dell, so we get to the gate, but the guard responsible for letting us in had his heart stolen by the Big Evil Guy (Shazar
's the name).

If we want to enter, we need to get the heart of the guard back.


If we want to enter, we need to get the heart of the guguard's heardt back.

More natural

But to do so we need to make a stop at the Deep Dark Wood first.


But to do so, we need to make a stop at the Deep Dark Wood first.

But to do so, we need to make amust stop at the Deep Dark Woods first.

- Classic obstacle to force us on a different path.


This sentence has been marked as perfect!

- CA classic obstacle tohat forces us on a different path.

- I have to admit I hadn't seen one example of this plot device in a while.


- I have to admit I hadn't seen onean example of this plot device in a while.

The fact that a developer feels confident enough to use it is kinda refreshing.


This sentence has been marked as perfect!

- NNK is a special example, though, for how strongly it evokes the feeling of a classic children fairytale.


- NNK is a special example, though, for how strongly it evokes the feeling of a classic children's fairytale.

- NNK is a special example, though, for howbecause it strongly it evokes the feeling of a classic children's fairytale.

- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.


- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.

or "these kinds of plot devices"

- I don't know if contemporary JRPGs rely so much on this kind of plot devices anymore.

- Enemies respawn in mere seconds after you took them down.


- Enemies respawn (in) mere seconds after you tookake them down.

- Enemies respawn in mere seconds after you tookake them down.

I can play on my bed during my lunchbreak, and don't have to use the same device I use for work (my PC).


I can play on my bed during my lunchbreak, and I don't have to use the same device I use for work (my PC).

A bit more natural.

I can play on my bed during my lunch break, and don't have to use the same device I use for work (my PC).

I originally wanted to play *Breath of the Wild*.


This sentence has been marked as perfect!

I originally wanted to play *"Breath of the Wild*."

Unfortunately, I don't have the cartridge with me.


This sentence has been marked as perfect!

I actually have, however, an unplayed game which has been waiting for my attention for a while.


This sentence has been marked as perfect!

I actually have, however, an unplayed game whichthat has been waiting for my attention for a while.

I'm talking about Level 5's *Ni no kuni: Wrath of the White Witch* (for short, NNK).


This sentence has been marked as perfect!

I'm talking about Level 5's *"Ni no kKuni: Wrath of the White Witch*" (NNK, for short, NNK).

I bought the game almost five years ago, started it thrice, left it without even reaching the fantasy world the game takes place in.


I bought the game almost five years ago, started it thrice, but left it without even reaching the fantasy world the game takes place in.

More properly "in which the game takes place", but what you have written is typical of native speakers.

I bought the game almost five years ago, started it thrice, and left it without even reaching the fantasy world ithe game takes place in.

Short attention span at the time.


SI had a short attention span at the time.

SI had a short attention span at the time.

Let's try again.


This sentence has been marked as perfect!

Here are the first notes I took after one hour and a half of playing.


Here are the first notes I took after onean hour and a half of playing.

A bit more natural.

Here are themy first notes I took after onean hour and a half of playing.

I feel the necessity to point out that I'm not a keen JRPG player.


I feel the necessityed to point out that I'm not a keen JRPG player.

The only game of the genre I've ever finished is *Persona 4: Golden* on the PSVita.


This sentence has been marked as perfect!

The only game of the genre I've ever finished is *"Persona 4: Golden*" on the PSVita.

LET ME PLAYYYYYY.


This sentence has been marked as perfect!

However, I'm interested in the genre as a whole and studied it a little.


However, I'm interested in the genre as a whole and have studied it a little.

I'll probably say things which may sound naive to an avid JRPG player, though.


This sentence has been marked as perfect!

As usual, there will be SPOILERS SPOILERS SPOILERS.


This sentence has been marked as perfect!

- Opening sequence in Motorville - The game plays the Studio Ghibli feel card right from the opening.


This sentence has been marked as perfect!

I read that Level 5 had most of the story and the worldbuilding finished before Studio Ghibli joined them to animate the cutscenes.


I read that Level 5 had most of the story and the worldbuilding finished before Studio Ghibli joisigned themon to animate the cutscenes.

I think this is a bit more natural, but what you had is fine.

Still, it feels like the game was conceived as "a Ghibli movie made game" from the start.


This sentence has been marked as perfect!

- Like P4G, it takes its time to start the actual game.


This sentence has been marked as perfect!

The first 20 minutes are made up of basic interactions with NPCs and objects, while a pletora of cutscenes play for us.


The first 20 minutes are made up of basic interactions with NPCs and objects, while a plethora of cutscenes play for us.

The first 20 minutes are made up of basic interactions with NPCs and objects, while a plethora of cutscenes play for us.

- The death of Oliver's mother and the start of his journey hit hard, even though the tone is childish, akin to a fairy tale (as we intend them nowadays; in the XIX those stories were quite cruder than *Ni no kuni*).


This sentence has been marked as perfect!

- The death of Oliver's mother and the start of his journey hit hard, even though the tone is childish, akin to a fairy tale (as we intend them nowadays; in the XIX, those stories were quite cruder than *"Ni no kKuni*").

I may have shed a tear.


This sentence has been marked as perfect!

- From the beginning, I feel that the character of Oliver, his growth, and the acceptance of his mother's death will play an important role.


This sentence has been marked as perfect!

- From the beginning, I feel that theOliver's character of Oliver, his growth, and thehis acceptance of his mother's death will play an important role.

- In the fantasy world diorama - After the long exposition, we find ourself in the world of Ni no kuni and in the middle of our first battle.


This sentence has been marked as perfect!

- In the fantasy world diorama
- After the long exposition, we find oursel
fves in the world of Ni no kKuni and in the middle of our first battle.

Gameplay!


This sentence has been marked as perfect!

- Very simple gameplay, actually.


This sentence has been marked as perfect!

As I was expecting from the genre, the game unfolds its systems one by one, very slowly.


This sentence has been marked as perfect!

The first battle is nothing more than choosing the same option in the battle menu three times.


This sentence has been marked as perfect!

You can never clear the dungeon.


This sentence has been marked as perfect!

- I died once.


This sentence has been marked as perfect!

And I wasn't expecting to.


This sentence has been marked as perfect!

- Also, I lose all my money if I want to go back to the game and not reload my last save.


This sentence has been marked as perfect!

That's brutal, in a way.


This sentence has been marked as perfect!

- Need to use consumables a lot if I want to get out of the dungeon.


- NI need to use consumables a lot if I want to get out of the dungeon.

For a bullet point omitting "I" is fine I suppose, but you've been writing all of your other bullet points as complete sentences.

- A checkpoint right before the boss takes away some pressure.


This sentence has been marked as perfect!

Level 5 doesn't want me to cry in front of my Switch/PS3/DS.


This sentence has been marked as perfect!

- By the way, I discovered today the first iteration of the game was for DS.


This sentence has been marked as perfect!

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