Ni no Kuni occupies a strange space in the video game/film continuum. It’s a game which, for all intents and purposes, is a Studio Ghibli film – except that it’s also an RPG. It’s not a game based on a film, because there is no accompanying movie. Nor will there likely be a film based on the game, despite its huge success on the global market. In fact, Studio Ghibli creator and visionary Hayao Miyazaki doesn’t allow video game adaptations of his films after several embarrassing swings at Nausicaä of the Valley of the Wind were attempted in the 1980s. So Ni no Kuni is a bit of an anomaly – a straightforward Japanese role playing game with the gorgeous animated art and sweeping soundtrack of a Studio Ghibli film. It’s just too bad that it doesn’t capture the same soul.
Ni no Kuni (translated as
“Another World”) is the story of Oliver, a boy from the quiet
hamlet of Motorville, whose mother dies of a heart attack. Stricken
with grief, he weeps over a favourite doll, and when his tears touch
the doll it transforms into a cantankerous little lantern goblin who
calls himself Mister Drippy. Drippy tells Oliver that he can save his
mother if he travels to Drippy’s native magical realm – the
titular “other world” – and learn the skills of a wizard. Then,
the game itself rolls out its very standard role-playing fare: as
Oliver, you fight monsters, complete quests, earn experience and new
abilities, and travel to exotic locales. Most games developed for a
Japanese audience are deliberately complex, especially by Western
standards, but Kuni sticks to simplicity, which works to its
benefit. A fine balance is struck between the satisfying depth of
item and ability micromanagement and the plainness of combat and
story construction. This isn’t Final Fantasy – you don’t
play as the dream of a dead hero’s father’s dream, or whatever.
This is a refined experience aimed at young people which can still
reward the older player.
Kuni is less outwardly creative
than any Ghibli film; the places you visit follow the same “forest,
desert, fire, water, etc” pattern of almost every Zelda
game, not to mention countless other games of every stripe. There are
none of the verdant fungi forests or mystical bath-houses of
Miyazaki’s work, and no real imagination in the construction of
Drippy’s world. It’s beautifully rendered, but we’ve seen it
all before. Something else I love about Ghibli films, which is
woefully under-represented in Kuni, is the weirdness. If Studio
Ghibli is to Japanese animation as Disney is to Western animation,
then Ghibli has a leg up in terms of artistic risk; “playing it
safe” is never part of their methodology. So many Ghibli
characters, from Spirited Away’s No Face to the clicking
forest sprites of Princess Mononoke to the Ohms of Nausicaä
of the Valley of the Wind, are designed in both personality and
appearance to be disturbing. They’re alien and strange and at first
we recoil, until we learn that there might be more to them than meets
the eye (acceptance, whether social or spiritual, being a major
Miyazaki theme). Kuni, sadly, plays it safe. There’s nothing
here in terms of creature or character design that would frighten a
child, and I think that’s too bad – Ghibli films treat their
youthful audiences with more respect for their intelligence and
bravery.
Kuni has the look of Ghibli, but
not the nuance. Ghibli doesn’t have cut and dried, black and white
heroes and villains. Nothing is what it appears to be; every
character has deeper motives and the ability to change. In Kuni
there’s a big “video game baddie” style bad guy, and the heroes
are stereotypically heroic. Oliver’s mother does die at the
beginning, so you could argue that there’s a similar amount of
emotional depth to some Ghiblis, which are films that trade on
difficult truths, many we’d rather not face – plus, I can only
imagine that the story would probably resonate more with parents and
their children than it did with me. Jerry Holkins and Mike Krahulik
of Penny
Arcade have indicated that playing Ni no Kuni with their
children made for an unforgettably special experience, and I can see
why. Perhaps an abiding love for the Studio Ghibli canon just isn’t
enough to settle me into Ni no Kuni’s intended demographic.
I thoroughly enjoyed Ni no Kuni,
but it was mostly a superficial experience. The meat and potatoes of
the game would not have kept me playing for as long as I did –
rather, it was the gorgeous presentation that sustained me. It’s
disappointing that it wasn’t able to achieve the same subtlety and
courage that the Ghibli films are famous for, because if it had
combined that razor-sharp artistic vision with its own slick visuals
and design, Ni no Kuni would have been brilliant enough to
excuse any missteps in execution.
– Justin Cummings is a writer, blogger, playwright, and graduate of Queen's University's English Language & Literature program. He has been an avid gamer and industry commentator since he first fed a coin into a Donkey Kong machine. He is currently pursuing a career in games journalism and criticism in Toronto.
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