The primary Ni no Kuni dazzled gamers with its vibrant, cartoon-like graphics. Ni no Kuni II: Revenant Kingdom is maintaining the gorgeous artwork, however it’s bringing a variety of modifications to the unique’s role-playing sport mechanics.
Ni no Kuni II is popping out on November 10 for PlayStation four and PC. The primary Ni no Kuni was successful on the PlayStation three, delivery over 1 million copies. Together with the gorgeous artwork, it had gameplay much like the Pokémon series. You captured monsters and had them battle for you. They may even develop into extra highly effective creatures after sufficient coaching. The sequel is taking out all of that.
As an alternative, you battle by controlling only the human (or human-ish, contemplating the primary hero’s animal ears) characters. You’ll nonetheless have small creatures operating across the map serving to you throughout fight — the Pikmin-eque Higgledies — however you don’t have any direct technique of controlling them.
On the Electronic Entertainment Expo in Los Angeles earlier this month, I interviewed Ni no Kuni II director Akihiro Hino about this and different modifications that Stage-5, the studio behind the collection, is making for this RPG sequel.
GamesBeat: The primary Ni no Kuni had the acquainted system, a Pokémon-esque mechanic that had gamers capturing and elevating creatures to battle for them. Is that gone within the sequel?
Akihiro Hino: In lieu of the acquainted system in Ni no Kuni, there are little sprite spirits referred to as Higgledies in Ni no Kuni II. How they operate — they’ll be your assist in fight. Relying on how you utilize them, whether or not it’s in a boss battle or for the weaker mobs, it’ll change the course of fight. It provides a variety of technique to how you utilize them in battle.
GamesBeat: Lots of people would have anticipated a sequel that appeared much more like the unique Ni no Kuni. Why was it vital to you to vary issues up and add so many new parts?
Hino: At Stage-5 we have now numerous completely different collection and franchises below our belts. A few of them have gone into 5 – 6 installments. Over time we’ve observed a pattern — if you launch a variety of games with related systems or mechanics, sooner or later the buyer goes to determine it’s all simply the identical. We’ve realized that if you’re growing every single piece of leisure, you want to ship new experiences it doesn’t matter what franchise you’re coping with. A big a part of our philosophy at Stage-5 now could be all the time difficult ourselves, all the time difficult our type of expression, and delivering a recent experience to the buyer.
GamesBeat: Ni no Kuni additionally had a variety of switching between the true world and the fantasy world. What led you to maneuver purely into the fantasy setting?
Hino: As you say, many of the story takes place within the fantasy world, however that doesn’t imply essentially that the true world has disappeared fully. That being stated, there are various different mechanics that add to the participant experience, like a kingdom-building system. We needed to maintain the main target extra on what occurs within the fantasy world. Gamers must construct and nurture their very own kingdom there from scratch.
GamesBeat: Is the dominion mechanic only a menu-based system, or is it truly a spot you’ll be able to go to within the sport, a hub of kinds?
Hino: Sure, there might be visible cues across the kingdom’s development. As you make enhancements and convey again sources, you’ll see how the dominion is evolving. However versus simply watching a constructing come up from the bottom, it’s extra such as you’re serving to to form the specs and the character of your kingdom. Relying on who you assign to what submit in your little society, that’ll drastically have an effect on how your kingdom grows. Relying on what sorts of amenities you construct or what individuals you assign to posts, it’ll change the weapons or objects you’ll have entry to, which then impacts how your journey goes.
GamesBeat: One other factor I observed within the presentation have been some gameplay sequences the place characters have been smaller. The gameplay appeared a bit of completely different, too. What element of the sport have been we seeing there?
Hino: That takes place on the world map. We’ve chosen to go for a really “diorama” type of expression on the world map, the place every character is represented by a “piece,” if you’ll, on top of the bigger map. Additionally, one mechanic that takes place on the world map — as you develop as a king, there are situations the place it’s a must to lead your troops. Expressing the chief of an enormous military with this chibi-styled character helps open up the creativeness – you see it and suppose, “Wow, he’s leading a whole army on top of the world map.”
GamesBeat: A giant a part of the reception for Ni no Kuni concerned how stunning the sport was, together with the paintings, the music. Is it more durable to wow individuals once more with a sequel?
Hino: Creating this with the PlayStation four in thoughts from the beginning, on a visible stage we would have liked to be extraordinarily cautious with how we needed to specific sure issues and enhance the sources devoted to the artwork division. But in addition, we by no means needed to overlook that it’s a sport, and it must be enjoyable as a sport. Within the gameplay cycle, kingdom-building goes to play a really giant position. In a traditional RPG you’d traverse dungeons, accumulate objects, discover sources, enhance your weapons, and transfer on to more durable dungeons.
We substitute a variety of that with the dominion mechanic, the place you’re accumulating not only sources, but in addition characters in cities that you may assign to completely different posts within the kingdom. The supplies you accumulate will even contribute to constructing higher amenities, which in flip develop the place you’ll be able to go within the sport.