Is “Ni No Kuni” The Last Great Japanese Role-Playing Game?

The Studio Ghibli game fixes everything wrong with the modern JRPG. They might be the only ones who can.

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Is "Ni No Kuni" The Last Great Japanese Ro...
Joseph Bernstein

Whenever I hear someone refer to gamers as uncultured, or incurious, or aggression-addled, or attention deficit disordered, I wonder if that person has ever seen a Japanese role-playing game. JRPGs are long — always more than 30 hours, and sometimes up to 60 or 70. They are slow. They are no more violent than a Saturday morning cartoon. And they can be wonderfully, sometimes bafflingly weird, the products of an aesthetic culture so different as to be transporting. These games, which reward enormous patience with a kind of tourist’s enchantment, are about as far from Modern Warfare as you can get.

So it’s remarkable that these titles were, once upon a time, some of the most popular games in the United States. Final Fantasy VII has sold more than 3 million copies in North America since its release in 1997. And if you exclude the money-printing Madden, Grand Theft Auto, and Gran Turismo series, Kingdom Hearts, the 2002 collaboration between Final Fantasy-makers Square Enix and Disney, was the second best-selling game for PlayStation 2 in this region.

Source: youtube.com

But the past decade has been terrible to JRPGs. The widespread introduction of voice acting into these plot-heavy games was disastrous. Dialog that was charmingly idiosyncratic in text bubbles turned cringingly awkward when performed in earnest by American and European voice actors. (It is a testament to the awfulness of JRPG voice acting that this clip comes from last year’s Xenoblade Chronicles, widely cited as one of the best voice-acted JRPGs ever.)

Blocky and bland three-dimensional worlds replaced the lovely hand-drawn backgrounds that were a hallmark of the genre. Bloated and vague orchestral scoring replaced the earworms of 16- and 32-bit masterpieces. Yes, the newer games played the same and occasionally innovated, but the hopeless accoutrement revealed a truth of the genre: Most JRPGs move so slowly that the window dressing has to be breathtaking to make them enjoyable. In the past five years, ambitious and risk-taking American role-playing games like the Mass Effect and Elder Scrolls series have taken the place of JRPGs, which fled to the nostalgic redoubt of handheld remakes and digital downloads. (And nostalgia for these games is as intense as it is commodifiable; look no further than the Sisyphean grasping of superfans at the hope of a Final Fantasy VII remake, dangled regularly by Square Enix.)

Every year or two, though, a large-scale JRPG is burdened with the task of resuscitating the genre in the American market. Recent failures by this standard include Final Fantasy XIII, Lost Odyssey, and Xenoblade Chronicles. Ni No Kuni: The Wrath of the White Witch, released last month for the PlayStation 3, is the newest contender. The game is a collaboration between Studio Ghibli, the legendary animation studio behind Spirited Away and Princess Mononoke, and Level-5, perhaps the best current developer of JRPGs. In other words, Ni No Kuni has impeccable bona fides.

And it lives up to them. The game corrects virtually all the problems of presentation that plague modern JRPGs. The voice acting is terrific. The music, by the longtime Ghibli composer Joe Hisaishi, is atmospheric when it needs to be but never shrinks from a melody. And the world of the game is imaginative and beautiful. It has all the texture and color and humor of a Ghibli cartoon, and the experience of moving through it is thrilling. Some of the creatures in the game are as unforgettable as anything from Disney or Pixar. Special mention must be made of the game’s Tinkerbell, a mildly profane fairy with a Welsh accent named Mr. Drippy. As I played Ni No Kuni, I would move my character around just so I could watch Mr. Drippy stumble and trip and dance along behind him. The sight of his fat body trundling up stairs is one of the most indelible things I’ve witnessed in gaming in a long time.

Like the best JRPGs of the 1990s, Ni No Kuni (which means, literally, “Second Country”) transports not just through aesthetics, but through narrative. Its story, which is about an orphan named Oliver who attempts to bring his mother back to life by finding her spirit in Narnia-like parallel universe, is elegant and affecting. It works both as a fairy tale for children and a metaphor for the interiority of childhood grief, one that adults will, I think, find moving. Ni No Kuni simply embarrasses the storytelling in other games of its type.

So, yes, this is a terrific game, an experience I hope parents share with their children and nostalgic ex-JRPGers make the time for. It deserves mainstream success. Unfortunately, it also represents an enormous problem of scale. It took Japan’s greatest animation house and one of its most respected game developers three years to make a game sufficiently polished to avoid the hazards of the modern major JRPG in America. What hope is there for everyone else, without the expertise and the resources of these companies? The bar for making big role-playing games that play well in America may simply be too high, and the temptation to cheaply recast old yearned-for games — especially with the ease of mobile distribution — too great.

It’s worth remembering that this problem is one facing major console games in general, not just one beloved subgenre. There simply are not that many studios with the resources and expertise to make a console game of this magnitude. But now that we know the daunting creative requirements for making a successful big-budget console JRPG, it may well be the case that no one is able to meet them. Well, almost no one. The CEO of Level-5 Akihiri Hino, told the Japanese gaming magazine Famitsu last year that strong sales for Ni No Kuni outside of Japan could encourage the company to make a sequel. So play the game: It’s an accomplishment of its kind. Just don’t be surprised if it’s among the last.

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    5 Responses So Far

    • matthewb66 2 months ago

      Tales of Graces F, Tales of Vesparia, and Tales of Xillia are all great JRPGs as well. So was Resonance of Fate. Easily one of my favorites, if not my favorite, game this year was Persona 4 Golden (while a remake, there is so much extra content it’s far more than a simple remake). The main reason why JRPGs are less popular this generation is due to the fact that Japan has moved from home consoles to handheld consoles. You’ll notice that there are a ton of JRPGs on handhelds. JRPG developers must cater to its main demographic (the Japanese) before anyone else. While there is still a market for JRPGs on home consoles, it’s shrunk considerably and as such only the very niche or the very large JRPG studios can still manage to make successful JRPGs for home consoles. That is why there are so few JRPGs. People like to pretend that JRPGs were wildly successful last generation, and that’s just nonsense. There were a few JRPGs that sold well in the states, but honestly they were simply the same JRPGs that sell well today. Final Fantasy, Xenoblade, Disgaea, Star Ocean, Kingdom Hearts (if you’d consider it a JRPG, I honestly wouldn’t), Persona, Level 5, and Tales. In reality nothing has really changed. Rather all of the filler JRPGs have moved to handhelds. On a side note, the US is turning more and more xenophobic. So we love to pretend that anything that isn’t American isn’t selling well. This is stupid. It is. We’re also comparing JRPG sales numbers (which historically are very rarely as high as other big name titles) to the likes of Grand Theft Auto and Call of Duty. JRPG development costs are MUCH lower than the majority of games on the market. They can sell far less copies and still make a considerable profit. This has always been the case. Localization is the only real expense for sending a game to the US. As long as the game exceeds the localization costs it’s a win for the publisher and developer. Besides, I find it ridiculous for anyone to pretend that Ni No Kuni will be the last great JRPG when we’ve also had Persona 4 Golden and Dark Souls (again, not really a JRPG, but people like to say it is) within the same rough time period. The best JRPGs are still doing well. People just never noticed that most of the JRPGs last generation didn’t do well.

    • Garrison Grey 3 months ago

      I find it highly conspicuous that some of the best JRPG’s like Lost Odyssey, Tales of Vesperia even Dragons Dogma are constantly overlooked in favor of games like Xenoblade and Ni No Kuni which are simply the latest JRPG’s on the scene. It boggles the mind.

    • Diogo 3 months ago

      Well it’s simple for me, what made JRPG so bad these days is simply not having turn-based system combat anymore. RPG was all about strategy. Think before you act. Take your time. Feel the game. Have patience. These things don’t exist anymore for a market that want’s fast paced generic first person shooters.
      What people call RPG these days is what I call adventure game, with some RPG elements into them.

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    • Methzombie 3 months ago

      Dragons Dogma was way more entertaining and fun to play. Aside from having gorgeous set pieces, animation, and a fun little story, the game wasn’t all that great. But the top spot should and will be held by the Wii’s XenoBlade Chronicles.

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    • gordonw3 3 months ago

      >We even had Hisaishi music played by a string trio for the processional and recessional at our wedding  Suave.

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