CODE OF PRINCESS REVIEW


Code of Princess is a bad role-playing game masquerading as parody. It’s a platter of half-finished ideas glued to the typical party-of-heroes-saves-the-world structure seen in most Japanese RPGs.

And it’s not just the structure. Code of Princess rolls up every RPG stereotype and cliché imaginable. Its cheesy dialogue pokes fun at genre staples like leveling up and farming for experience points, but shallow characters and a jerky plot yield a lackluster story. The equally boring beat-em-up mechanics are tedious and repetitive.

Although Code of Princess features briefly entertaining caricatures of the life-or-death hyperactivity that Japanese RPGs are known for, it’s an embarrassing homage at best.

 

The colorful cast of Code of Princess is brought together by main character Princess Solange. The titular Princess assembles the ragtag gang of misfits while traveling the world on a quest to stop an evil queen. All of the usual suspects are here: You’ve got the scantily-clad heroine, the tomboyish thief, the surly mage, the obnoxious bard, the token damage-soaking tank, the samurai, the stern mother figure, and the furry.

 Code of princes
 Code of princes

Code of Princess is self-aware. It knows its roots: stereotypical RPGs stuffed with overdramatic archetypes and worn clichés. The script’s attempts at humor work sometimes, eliciting a few chuckles with lines like “We really need a healer and, no offense, but you’re a bard,” and “You could farm XP all day and still be useless.”

But Code of Princess‘ merry band of job class stereotypes is underutilized in the gameplay. The single-player campaign limits you to one character at a time. Once a character’s introductory level is completed, they can be used in all subsequent levels. While the cutscenes present a group of oddball personalities traveling the world, your teammates provide no backup or AI-driven help within levels — a tweak that would have improved on the story, lessened the grind and helped during the game’s overly difficult boss battles.

Aside from those cheap boss battles, Code of Princess presents very little challenge. The game’s quest system is dull to the point of monotony. Each quest is split into an individual level that opens with a cutscene, progresses into a battle segment and either ends with another cutscene or directly after defeating a boss. Opponents spend whole battles running blindly into set pieces without moving to attack.

Code of princes

CODE OF PRINCESS’ BAND OF JOB CLASS STEREOTYPES IS UNDERUTILIZED IN GAMEPLAYDespite its obsession with RPGs, Code of Princess‘ levels play out in classic beat-em-up format, with each character using their own established skillset. Attacks can be chained together for a string of hits, but failure to chain leads to an awful cooldown time. Combat breaks down into mindless button-mashing as you slog through a relentless tide of enemies.

Don’t expect a better experience in multiplayer. The terrible enemy AI doesn’t improve for co-op quests. Versus mode offers ranked and free play versions as well as an “ultimate” mode, but the only difference is the presence of leaderboards in ranked play. Matches are blitzed through in under a minute and yield virtually no experience points or items as rewards, much less any fun.

Of course, that’s if you can get Code of Princess‘ multiplayer to function at all. It took as many as 10 tries to find lobbies that a friend created. Even starting password-protected lobbies didn’t help. The game’s multiplayer simply doesn’t work most of the time and isn’t worth the effort the rest of the time.

WRAP UP:

CODE OF PRINCESS’ LAZY MISH-MASH OF IDEAS NEVER RISES ABOVE THE LEVEL OF SHAMEFUL MOCKERY

When Code of Princess tries to be an RPG, it’s dragged down by minimal character development and choppy pacing. When it tries to be a beat-em-up, it suffers from boring combat. The JRPG genre is ripe with overused characters and plot points worth joking about, but the game’s lazy mish-mash of half-assembled ideas rarely made me laugh. Code of Princess wants to be a clever parody, but it never rises above the level of shameful mockery.

 

source: Polygon

Baldur’s Gate: Enhanced Edition trailer shows gameplay


Baldurs Gate:Enhanced Edition

I just love old RPG classics, especially Dungeons & Dragons! There was a time when the only way to get the “real” experience with a video game besides the original Pen & Paper way was to play games like the Baldurs Gate or Icewind Dale series. Of course there were those TSR games for Commodore 64,PC etc..and an occasional NES version also. So you can imagine my joy when I read about this version coming out. For those of you who have never experienced these types of games because of either your age or operating system not supporting it, I highly recommend it and believe me you will be sucked in by the great characters, storyline and gameplay. sure it is not a Skyrim, but it doesn’t have to be. All those new “graphically superior” games all came because of games like Baldur’s Gate and that is the reason you will love it. I actually still have my original “BIG” box PC editions..(Smiles)… RPG players will appreciate this game and finally have a chance to see what all the fuss was about back in the day.

The shiny release of Baldur’s Gate: Enhanced Edition will indeed arrive on PC next week, developer Overhaul Games has confirmed, so come celebrate by watching a trailer showing off retro RPG action. What does it look like? Well, you know, like Baldur’s Gate but a bit enhanced.

Overhaul has revamped BioWare’s classic with co-op, support for modern operating systems, high-res cutscenes, new party members and quests, and other jazz.

It’ll be sold exclusively through Overhaul’s parent company Beamdog, where you can pre-order now. If you use Beamdog’s client, you can preload the game now to start playing as soon as it’s out on November 28. Beamdog will also offer a standalone installer too, mind.

With BG:EE out, Overhaul will start work on revamping Baldur’s Gate 2. After that, Beamdog president Trent Oster told us in an interview, it’ll look at DLC.

D20: The most promising RPGs of 2013 that you probably haven’t heard of yet


The Dark Eye: Demonicon

If, by some outside chance, the world makes it through 21/12/2012 in the same manner we have made it through the untold number of other apocalypses that have been prophesied over the last two thousand years, 2013 is shaping up to be a great year for PC RPGs. We’ve got another Dragon Age on the horizon, South Park: The Stick of Truth, Neverwinter,  and successful Kickstarter backed games like Grim Dawn, Shadowrun Returnsand Wasteland 2 – but there are a number of smaller, interesting games set to hit shelves and Steam throughout next year. I’ve picked a handful I’m especially interested in.

Dungeonland

It’s no secret that I’m a fan of killing monsters and collecting loot. I’m also quite a fan of the silly or ridiculous. These are but two of the reasons that I’m looking forward to taking my frustrations out on the hapless minions of the evil Dungeon Master in Critical Studios’ upcoming action RPG, Dungeonland. Set in a dungeon themed theme-park, players take the role of one of three fantasy stereotypes and turn cuddly looking theme-park staff into gibs and puddles of viscera on huge, randomly generated maps.

The game supports drop-in, drop-out multiplayer for up to four people and will also feature a Dungeon Master mode, in which one player takes the role of the dungeon master and choose the enemies that will face the players, what loot drops, and other various other metrics.

 

 

Divinity: Original Sin

I’ve been a fan of the Divinity series for quite some time, having spent way too many hours with the isometric action/exploration RPGs Divine Divinity, Beyond Divinity and the fantastic, full 3D Divinity II: The Dragon Knight Saga and Flames of Vengeance. With Divinity: Original Sins, Larian Studios has chosen to go back to basics with a top down presentation and turn based combat system.

Whilst the presentation of the next Divinity game definitely appear to be old-school, the mechanics below the surface appear to be anything but, with highly interactive environments, a reputation system that tracks everything you do (no more busting into random houses and stealing their stuff) and a focus on party-based multiplayer that includes a conversation system that allows all players to take part in conversations with NPCs. Larian has apparently wanted to make a turn based RPG for some time now, so it should be very interesting to see what they have come up with when the game is released early next year.

 

 

The Dark Eye: Demonicon

OK, the trailer below is a little bit crap, but I’m still pretty hopeful for The Dark Eye: Demonicon. The most popular pen-and-paper RPG in Germany, The Dark Eye has formed the basis of a number of games that have been released in Australia, but up until now none of those games was actually an RPG.

The most recent The Dark Eye game, Chains of Satinav was a point and click adventure with some lovely graphics and an excellent story, but as good as the narrative was, the player had little impact on the story aside from solving a puzzle and prompting the next cutscene. Demonicon will feature actual player agency, a real time implementation of the pen and paper rules set and takes place in the grim fantasy world of Aventuria.

 

 

Nuclear Union

For a game that is supposedly set to be released in 2013 there are few details as yet available about Nuclear Union but those that have so far are more than a little tantalising. Set in an alternate history in which the Cuban Missile Crisis wasn’t peacefully averted, the game takes place in a modern day Soviet Union ravaged by the lasting effects of nuclear war. Though decimated, the remnants of the Soviet empire have gathered together into a new city state called Pobedograd.

I don’t know anything about the actual plot as yet, or the presentation, but a serious RPG about a world ruined by nuclear war sounds right up my alley.

 

 

Anything I’ve missed or that you think could be especially interesting? Let us know in the comments below.

 

[Source]

The Reasons So Many Japanese RPGs Never Make It To The United States


The Reasons So Many Japanese RPGs Never Make It To The United States

Feeling screwed? If you’re an American fan of Japanese games, you certainly should be. Publishers in the East have not treated us very well over the past few decades. They’ve given us rushed and incomplete localizations. Often they don’t send us North American ports at all.

Sometimes, it feels like Japanese game makers just don’t want us to play their games.

From Nintendo’s Mother 3 to Sega’sValkyria Chronicles 3 to countless ports and remakes on the PlayStation Network and other platforms, there are a whole lot of great Japanese role-playing games that most U.S. fans have never even had the chance to play. But Victor Ireland wants to change that.

You might not be familiar with Ireland or his former company, Working Designs, but if you played Japanese role-playing games during the PlayStation era, you probably played something they made. Ireland was responsible for the localization of Alundra,Vanguard Bandits, and the wonderful Lunarseries, among many more.

Working Designs is long gone, but Ireland is still trying to translate and port over as many Japanese role-playing games as he can. The first step, he told me, is printing a deluxe physical copy of the PSP dungeon-crawler Class of Heroes 2. He partnered with publisher MonkeyPaw Games to launch a Kickstarter for the physical copy of the game in hopes of showing Japanese publishers that crowdfunding is a viable way to stir up fans and get Americans interested in their products. And he says that ifClass of Heroes 2 meets its $500,000 goal, it will open the doors for future localization projects.

Once it’s a known quality, it becomes easier,” Ireland said in a phone interview. “If we do [succeed], we can go back to Japanese publishers, show them that we funded it, and get them excited about the whole model.”

“We’re doing what’s possible rather than what’s wished for.”

So why start with a game like Class of Heroes 2? This is hardly the dream RPG that American fans have been craving. It doesn’t have the clout of a Lunar or a Suikoden. And even Ireland admits that its predecessor was not very good (though he says the second game is far superior).

“We’re doing what’s possible rather than what’s wished for,” he said. Niche games and licenses might have done well in America over the past few months, but to Japanese publishers, Kickstarter is an unproven commodity. And Ireland says he had a great deal of difficulty getting people on board. Japanese developers Acquire and Zero Div were willing to participate, so he took them up.

Ireland wouldn’t tell me what games he hopes to bring over next, for fear of ruining business deals that are not yet finalized. But there are quite a few big hitters in Japan that haven’t made it here. In addition to the aforementioned Valkyria Chronicles 3, we’ve missed out on PSP role-playing games like Final Fantasy Type-0, the new SuikodenShining Hearts, and many others.

So why have so many RPGs on the PSP never made it here?

“I think it’s a combination of the hardware and retail,” Ireland said. “It’s a combination of existing sales for stuff that’s already out and retailer enthusiasm for stocking the product.”

For one, Sony’s first handheld has not done nearly as well in North America as it has in Japan. And with the release of its successor, the Vita, earlier this year, the PSP is all but obsolete in the United States.

And “Best Buy is not just gonna step up and buy 20,000 copies” of a game like Class of Heroes 2, he said. Nor have those retailers shown interest in some of the other niche PSP games out there.

Japanese publishers don’t like taking risks, Ireland says. Even when a North American publisher promises to take on a game’s financial burden, a publisher is afraid of losing face in the result of a failure or poor performance.

At this point, the obvious solution might be to localize RPGs and then bring them over to the U.S. on a digital platform like Steam or the PlayStation Network. Some Japanese developers, like Falcom, have dipped their toes in the water of digital distribution. But others aren’t as interested.

“The reality of the market is that publishers are skeptical,” Ireland said. So he wants to show them numbers—not just words.

I don’t think Class of Heroes 2 will meet its $500,000 goal, and that’s a real shame. Not becauseClass of Heroes 2 is a particularly great game, but because it could open up unprecedented possibilities for Japanese game localization in the future.

So all we can hope is that, even if Class of Heroes 2 doesn’t take off, Japanese publishers start looking at Kickstarter’s success in the West and turning to people like Ireland to help bring their games to a new audience. I think there are many JRPG fans here in North America. Japan just has to find them.

 

Source

Ni no Kuni FAQ/Preview: Everything You Need to Know


Ni no Kuni will come out this January in North America and Europe. I’ve noticed a lot of people don’t know much about the game, though, so here’s a helpful FAQ. If you have a question of your own, feel free to ask in the comments.

Q: Is this game easy?

A: Overall, no. It has easy parts and hard parts. Most of the first 15 hours will be very easy for seasoned gamers who have played RPGs for 20 years, yes. But after a while, you’ll find that there are some very big challenges inNi no Kuni‘s boss fights and even random encounters. If you move at a normal pace through the story, the difficulty will be hover around a moderate level.

The thing is, however, that Ni no Kuni‘s battle system is really fun once you get a variety of characters and abilities (as do your opponents), and there is a hell of a lot to do between all the quests and monster hunting, so a lot of people might find themselves unintentionally “grinding.” I hesitate to use that term, though, because the battle system being fun makes it not a “grind” by definition. “Grinding” more applies to battles that you fight because you seriously can’t advance to the next story section without getting slaughtered — you don’t want to fight them, but feel you must.

If you’re overleveled or if you’re anywhere before the second or third town? Yes, it’s pretty easy. Once you’ve got multiple party members? Oh hell no, stuff gets real. Your first battles on the water (after you get the ship) will demonstrate a quick step up in difficulty.

Q: How do you get into battle? Random encounters?

A: In dungeons and on the overworld map, the player can see all enemies (unless they’re hiding in the forest). If they’re strong enough to be confident against you, they’ll charge once they’re within draw distance. Sometimes, however, weak enemies will spot Oliver and run away. It’s a subtle hint from the game that, hey, you’re almost too strong for this area, wink wink, nudge nudge.

Q: Is this game too kiddy?

A: That depends on you. If you’re an adult who is confident in your maturity level, then no, it isn’t too kiddy. If you have insecurities about your own maturity level, then maybe it is too kiddy for you (or the other way around).

There is a strong difference between mature content and mature themes, and there is a big difference between something being childlike and being childish. The inclusion of handguns, the F word, and breasts does not make a game “mature.” This is a fallacy created by the ESRB rating system which brands a game containing such things as “Mature.” The lack of logic in that naming can be found underneath the giant M, where the label says “17+,” meaning 17-year-olds can buy these games. We all know that 17-year-olds are the least mature creatures on the face of the planet.

Ni no Kuni stars a young boy in colorful world populated by cute monsters, so it will inevitably be mislabeled as a “kids’ game” by some. There’s a difference between content being appropriate for the whole family and content being specifically targeted at children, though, and Ni no Kuni is a game truly enjoyable adults in the same way that Studio Ghibli’s best movies are truly mystifying to all age groups. In fact, Famitsu’s review said (and I agree) that the difficulty of this game might be a little too high for the kids that might be drawn in by the art style.

Q: I’ve heard the battle system is like Final Fantasy XII? Is that true?

A: No, though I can see where people get that idea. Both have battles furiously raging on while the characters can move freely, so it does look visually similar. In Final Fantasy XII, moving around had very little effect on your chances of getting hit, whereas in Ni no Kuni, a character can run laps around the battlefield while an opponent is unable to land a hit. Of course, sooner or later, you’ll have to actually do something from a menu, but the point is, temporary survival can come from use of distance, which was an extreme rarity in FFXII. I remember running from enemies only to be getting “hit” in the back as I did so.

Final Fantasy XII‘s Gambit system allowed players to be specific about what they wanted characters to do at what times, while Ni no Kuni only offers a very vague set of A.I. management settings.

More importantly, the flow of battle is entirely different. Final Fantasy XIIhad its characters with their license boards and such, but Ni no Kuni has humans who control monsters. It’s tough to explain every single difference, but let’s simplify it to this: playing Ni no Kuni doesn’t feel anything like playing Final Fantasy XII. Where playing Bejeweled gives you an advantage in understanding Puzzle Quest, playing FFXII will not make you understand Ni no Kuni any better.

Q: Is the monster catching like Pokémon?

A: Only in the sense that you catch monsters. If catching monsters makes things inherently like Pokémon, then I guess so, but the mechanics of catching the monsters and process of raising said monsters are handled very differently in Ni no Kuni. For more on Pokémon comparisons, see the section below the rest of the questions.

Q: How is EXP handled?

A: EXP given at the end of the fight is received by all human characters (starting with one, but reaching three about one-third of the way through the story main story) and all monsters that they have. Since each human can bring three monsters into battle, this means up to nine monsters can get EXP for each fight. The points are given straight up in a static amount (not divided), to all participants, regardless of their status or HP at the end of the fight. This might sound too generous to the uninitiated, but trust me, with how many monsters you’ll be wanting to improve, you’ll be glad this system is in place.

Q: How does crafting work? 

A: What one might call “vanilla.” You put items in your alchemy pot and see what happens. If the chosen items can’t be combined, then you don’t lose your stuff. After you get the alchemy pot, you can also get a recipe book from a nearby quest, but it’ll take most people some time to be able to fulfill that quest. This book won’t be complete, however, and you’ll need to get other ones from NPCs in future towns.

What I don’t like about it is that you can’t double the quantities to make double the items unless you have the recipe, and getting that recipe is often difficult and/or time-consuming. If you want three juicy sandwiches — made with one bread and one soft beef — then you have to add the ingredients over and over and over, manually, for every single one you craft, until you get the recipe. I know what you’re thinking: “Doesn’t it save the recipe after you successfully craft something?” The answer is no, it doesn’t. This really should have been solved with a simple algorithm.

Q: Are battles turn-based, action style, or real-time menu based?

A: Some portion of all of those.

When deciding to attack, escape, defend, or use another type of skill, time marches on and combatants will be punching each other in the face. When controlling a human in battle (instead of a monster) and selecting which of their spells or items to use, time stops. Other than those intervals, things move in a very fast-paced version of menu-based real time combat.

Q: So up to nine monsters plus three humans in battle at the same time? Heath, how is that not easy?

A: Each human carries up to three monsters to stand in for them during battle; they can fight for themselves or send out a monster, but the humans and monsters share HP. The human’s HP is used for all of the monsters they carry into battle. So when Oliver sends out his magic knight, and the magic knight takes a kick in the groin, damage is calculated based on the magic knight’s defense and equipment, but the HP deduction comes from Oliver. If he’s got a monster out there with weak magic defense and the enemy uses a magic attack, look out Oliver, because here comes the pain — regardless of Oliver’s own magic defense stat. You might technically have 12 combatants at your disposal, but like baseball, it’s three strikes and you’re out in Ni no Kuni.

Resurrection items are pretty expensive, and using them will take a lot of time, during which your surviving character will be the target of attacks, so bringing people back to their feet is hardly ever a gimme.

Q: What about escaping from battle and Game Over?

A: If you try to escape and fail, your whole party stands still and can’t select any commands for a few seconds, during which the enemies will do their best to make you pay. I haven’t been keeping track officially, but I feel like I have about a 50-50 chance of escaping when I try it.

When a game over happens (and it will happen to you), you’ll get the option of going back to the title screen or resuming from the approximate point where you died, with all of your EXP and items intact. The latter will cost 10% of your money, though.

Q: About how long is the game?

A: The main story will take most people 40, then more depending on how much treasure hunting, monster catching, leveling, world map exploration, and questing that you do. If you want to do everything and find everything, you’re probably looking at somewhere North of 90 hours.

Q: I listened to some jackass podcast that said there was nothing to do in the game. Why would they say that?

A: Because they don’t know What’s Up. Yes, a certain podcast has made its rounds online, during which people express that Ni no Kuni‘s towns are empty and its world map is lifeless. This could not be more false. The world map is one of the deepest, most detailed, and most gorgeous in any RPG I’ve ever played — and this is the genre in which I spend the most time. There are treasures to seek of two kinds, simple items that regenerate after a time, and one-time discoveries that are usually a lot more desirable. There are even secret villages to discover. Those don’t have a whole lot in them (how would they remain a secret otherwise, huh?), but there are often treasure boxes, NPCs to talk to and get some more info about the world, and some will even give you quests.

Q: Quests? Are these “fetch” quests?

A: No. When I hear “fetch quest,” I think of a guy saying “Hey can you go buy me a loaf of bread?” and then you bring him back some bread and he gives you 20 gold and a dagger. While there are quests in Ni no Kuni that fit this description, the majority do not (find an item, kill an enemy, raise a certain rare monster, alchemize something special, etc.). Moreover, the reward system is excellent. Not only do you get the rewards from the quest givers like one tends to expect from “fetch quests,” but each one is worth a certain number of stamps. Fill up a stamp card, and you can go to the nearest quest office (one in every town) and trade it in for rewards. These prizes include running slightly faster on the world map (good for escaping or for catching foes that try to run from you), EXP boosts, and more. It’s easy to become addicted to questing in this game.

If you strip away most games’ quests down to only the design mechanics, yeah, they all end up pretty similar, and I can see why some people might be quick to judge the questing system, especially when they don’t understand it. What I can tell you about Ni no Kuni‘s quests is this: as of my 33 hour playtime and as of my wife’s completion of the game, we both still have a lot of fun doing the quests and filling up my quest stamp cards. The system is set up very well.

Q: TOWNZ!?

A: Yep. They’re big, colorful, and fun.

Q: World map?

A: Yes. It has an incredible amount of detail and is worth exploring. If you ever, at any time, enjoyed running around an overworld in a Dragon Quest, Final Fantasy, Suikoden, Breath of Fire, or Wild ARMs game, you’ll love this world map.

THE POKEMON SECTION

Since there is monster catching in Ni no Kuni (which the latter calls “imajinns,” but we’ll say “monster” for simplicity), it gets a lot of Pokémoncomparisons. Really, the comparison ends almost at the same point it begins: you catch monsters and they can evolve. That’s about all they have in common. Pokémon, however, is a game about catching and raising monsters, whereas Ni no Kuni is far from it. Ni no Kuni is a game about a boy venturing into a parallel world and trying to save it and his own at the same time, all the while trying to save his dead mother. Final Fantasy VII is not a game about shiny magic balls, it just has them in it; Catherine is not a game about sheep, it just has a lot of sheep in it; Breath of Fire isn’t aboutchanging into dragons, that’s just a key battle mechanic; we could go on for days. It should be noted of course, just like the FFXII comparison above, that despite some similar features, playing Pokémon is nothing like playingNi no Kuni. Having experience with one will not help you with the other.

In Pokémon, you beat on a monster until it’s weak, then throw a ball to *try*and catch it. Ni no Kuni starts with beating up an enemy like that, but you can’t just choose to catch any monster, they have to first show affection for your team, signaled by hearts over their heads. Then, the game’s leading lady Maru (called “Esther” in the English version) can use her charm ability to bring in the new recruit. There is a timer on this, but when used within the limit, it has 100% accuracy.

Evolution is also different than Pokémon. In Nintendo’s monster catcher, evolution is possible at certain levels, and then the player can choose to evolve them.

Skill learning:
Pokémon – With level, though certain forms of a monster will get skills earlier than other forms.
Ni no Kuni – Some monsters within the same evolution path can’t learn skills that others can, but you can *see* this beforehand, so you can avoid missing something that you think might be useful. You can also see ahead of time what your new stats will be when you evolve.

Levels and Stats:
Pokémon – Monsters maintain the same level when they evolve. Monsters higher on the evolution path tend to learn skills more slowly but have higher stats. You can’t see (as far as I remember) what skills you will and won’t learn or what your stats will be after you do evolve.

Ni no Kuni – Evolving a monster is done with consumable stones found in chests or dropped by enemies, and only after they’ve reached a minimum level. Choosing to evolve a monster will take its level back down to 1, but its base stats will be much better than the Lv. 1 version of its predecessor, and it may have a better growth rate to boot. This means that the Lv. 8 version of some monsters will be superior to the Lv. 18 versions of some others. The higher a monster’s stats at the time of evolution, then in general, the higher its new base is in the new Lv. 1 form. There may also be an impact on the growth rate.

Variety:
Pokémon – Monsters evolve on a straight path (with the exception of Eevee). Pichu can only become Pikachu, and Pikachu can only become Raichu.

Ni no Kuni – Most monsters have only one option for their first evolution, but after that, they can take a different path. You might want to catch a few of certain monsters so that you can explore both paths, because once you evolve up, there is no going backwards (a trait shared by both games).

OK!

I hope I’ve covered everything. If you want some opinion on the matter, I’ll be reviewing the game on PSLS soon, and you can meanwhile check out my wife’s Ni no Kuni review. If you have more questions, fire away in the comments section and I’ll either answer them there or even add them to this feature. Thanks for reading! If you can’t wait till January, there’s always theimport option for those willing to brave the Japanese language.