JetBlackPanda
Member
Can you change difficulty in the menu?
Yes.Can you change difficulty in the menu?
Grinded a bit to reach level 7 before I even ventured into Ding Dong Dell. The Tree Guardian was kind of a pushover and I'm really enjoying the combat so far. It's pretty useful to run around the enemies, wait for them to attack and then go in and beat them down.
Question: Is the only way to obtain the sidequests through the bulletin board in Swift Solutions? I've done three of them so far as well as the first bounty mission but I want to make sure theres no arbitrary NPC around town that will offer me something before I move on with the storyline.
It's in the companion listed in the description of their genus. All familiar's of a genus share the same favorite food.
I'm having a difficult time catching the familiars. I'm trying to catch 2 for a specific quest im the second continent but nothing comes out. I use my familiars to beat them though. Any tips or tricks?
I'm having a difficult time catching the familiars. I'm trying to catch 2 for a specific quest im the second continent but nothing comes out. I use my familiars to beat them though. Any tips or tricks?
From what I've seen, it's just a luck thing. It took me ~70 kills to get the banana thing.
Don't have much of an issue with the review. He seems to be levying the same issues/annoyances at the that anyone who has put a good amount of time into it will have at least noticed. I wish we could ignore scores for reviews because it becomes the focus of discussion not the content of the review.
Grinded a bit to reach level 7 before I even ventured into Ding Dong Dell. The Tree Guardian was kind of a pushover and I'm really enjoying the combat so far. It's pretty useful to run around the enemies, wait for them to attack and then go in and beat them down.
Question: Is the only way to obtain the sidequests through the bulletin board in Swift Solutions? I've done three of them so far as well as the first bounty mission but I want to make sure theres no arbitrary NPC around town that will offer me something before I move on with the storyline.
Yeah, but it shows up wayyyy too late in the game lol. I think it should've been introduced for the Ol Smoky boss (second demo part).The 'all out defense' is a godsend and definitely increase the AI party member survivability. Did the first boss after getting the ability and no one died to some stupid AoE because they weren't smart enough to block on their own.
Ni no Kuni's combat takes place in real time, though it allows you to pause to switch between Oliver and one of the other party members or any of the familiars currently in your employ. You can run around the battlefield at will as whichever character or creature you've selected, but you still choose your actions even the most basic attack from a menu. While real-time combat makes for faster battles than if it were turn-based, the lack of direct control is often frustrating. Selecting "attack" brings up a five- to ten-second timer, and until it runs out, your character will continue a series of auto-attacks on the enemy. Sometimes you'll choose attack but the creature you're controlling will inexplicably just stand there for the first few seconds of the timer, letting it tick down. I was never able to work out why this happens from time to time.
Attacks also have a minimum range requirement, so often your character will burn some of the attack counter getting closer to an enemy. That wouldn't be a problem except that sometimes characters will get stuck running head-first into an ally as they try to line up an attack. You can't actually control any movement until the attack timer runs down unless you cancel the command ... which in turn introduces a cooldown timer before you can select it again. It's a sloppy combat system that's even more frustrating when you realize how much it holds back your AI partners from being effective.
The lack of control is annoying but workable for most of the regular enemy encounters throughout Ni no Kuni, but it's a serious hindrance in more difficult boss battles. Boss encounters are built around a primary strategy of avoiding major attacks by defending or evading. As with all other actions, defending requires flipping through a menu and selecting it in real time; therefore bosses have build-up to their major attacks to give you time to select. For many bosses, this build-up time isn't nearly long enough. I often struggled to cancel whatever attack I was doing, move the cursor to defend, select it and successfully have my character enter a defense stance before the boss pulled off a devastating spell.
These timing problems make Ni no Kuni feel unbalanced, particularly in the mid-game when I had started to gather a large collection of monsters but didn't have any built up to particularly powerful levels. Later bosses have better tells, putting the game's detailed animation to use, and a bigger selection of buffed-up familiars makes even the most difficult end-game fights more approachable. There's a relatively fun if difficult-to-manage combat system at the heart of Ni no Kuni, but you'll have to really work to see it for at least a third of the game.
Easy and Normal.
I'm playing on Easy and found myself dying a couple of times about ten hours in because I didn't grind enough. Feels almost like Normal and the gameplay is still a challenge. The only frustration comes from juggling between all the characters and familiars you have to use.
Not that you can miss it but if you havent yet, go to (minor Ding Dong area spoiler)Grave to teh east of the castle that everyone is talking about and speak to the boy standing behind it
from the polygon review:
so, is this an accurate description of the combat mechanics? because, having replayed the demo, it feels to me like it is, & is the only thing making me hold off on the game. were this game old-school turn-based, i'd already be playing it, but i'm having a hard time convincing myself i'd enjoy playing through a 40+ hr game using the combat system described above...
tl;dr: aesthetics/story/music/characters/side-quests aside: is ni no kuni's combat system messy? or fun? or both? ...
from the polygon review:
so, is this an accurate description of the combat mechanics? because, having replayed the demo, it feels to me like it is, & is the only thing making me hold off on the game. were this game old-school turn-based, i'd already be playing it, but i'm having a hard time convincing myself i'd enjoy playing through a 40+ hr game using the combat system described above...
tl;dr: aesthetics/story/music/characters/side-quests aside: is ni no kuni's combat system messy? or fun? or both? ...
Attacks also have a minimum range requirement, so often your character will burn some of the attack counter getting closer to an enemy. That wouldn't be a problem except that sometimes characters will get stuck running head-first into an ally as they try to line up an attack. You can't actually control any movement until the attack timer runs down unless you cancel the command ... which in turn introduces a cooldown timer before you can select it again. It's a sloppy combat system that's even more frustrating when you realize how much it holds back your AI partners from being effective.
An example of something I really don't like:
Why is the ghost that gives you the medium spell listed on the map as a flashing dot? Why even hide him behind the wall in the first place? It seems that every activity is simply run to the flashing dot or star and back, and aside from seeing new art, there is no purpose for exploration. I would so much rather they just included a line of dialogue to point you in the general direction for side quests, and keep encounters like the ghost a secret to find.
From what I've played I'm enjoyed the hell out of it. Cancelling an attack and going defensive is quick enough and since you control movement during battle it's easy to get into a better position to get your bearings together and decide if you want to switch familiars, cast a spell, use an item, etc.
I haven't gotten to the point where I have to juggle multiple familiars at once so I can't comment on that. Most of the criticisms (wind up time for attacks) are spot on, though.
Yep. The key for me was using L2 and R2 as someone suggested earlier in the thread (instead of the D-pad).
wow, this is weird. ni no kuni is clearly not a very good rpg -- much less a game -- and yet i'm still kind of enjoying it.
I'm having a difficult time catching the familiars. I'm trying to catch 2 for a specific quest im the second continent but nothing comes out. I use my familiars to beat them though. Any tips or tricks?
He is a known mod approved troll. Worry not.wait...what??
I havent played an RPG since Final Fantasy XII (<3 Balthier <3), would you folks recommend me Ni no Kuni?
from the polygon review:
so, is this an accurate description of the combat mechanics? because, having replayed the demo, it feels to me like it is, & is the only thing making me hold off on the game. were this game old-school turn-based, i'd already be playing it, but i'm having a hard time convincing myself i'd enjoy playing through a 40+ hr game using the combat system described above...
tl;dr: aesthetics/story/music/characters/side-quests aside: is ni no kuni's combat system messy? or fun? or both? ...
L2/R2, my man.I find that if I take my time and run around to avoid attacks, utilize counter-attacks, and defend at the correct time, the combat system works well. The problem is on some of the trivial mobs where I don't want to spend the time. The controls could be a bit better. It's not very intuitive to have to move and cycle through attacks with the same thumb (sometimes I'll reach over with my other hand). I think the key to the boss fights is patience as you aren't going to burn them down in seconds.
Yeah, I've done this by accident a couple of times.Also, is it just me or does swapping out during enemy attacks "tech" dodge their attack?
Anyone got a potential hour count of this? I'm pretty tempted to throw down the money to secure a copy for the UK launch, but I need an idea of how much time I'll be putting into it before I commit to that.
L2/R2, my man.
Yeah, I've done this by accident a couple of times.
L2/R2, my man.
Also, I'm getting a positive DQ VIII vibe from this game.
I like the combat system overall, but a "quick cancel+defend" button would have made it even better.