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Thread: Ni no Kuni

  1. #61

    Default Re: Ni no Kuni

    Quote Originally Posted by Foolio View Post
    Hehe. Scrolls of truth indeed. Probably spent 5 hours grinding those. But fortunately they drop from gold Gobuhins at the Lake of the Dead which are reasonably common (the mobs, not the drop...). And you only need 5 because after crafting the quest item that requires them you can stay away from them forever. The crafting trophy was one of my last and I found that it was a pretty damn speedy affair in terms of rounding up required materials and items. Almost none of them are terribly rare. You only need 120 items so you can pick the 10 most annoying ones and just not make them, meaning anything requiring scrolls, rainbow fossils, those sage stones etc, can be avoided. Actually since there are some DLC recipes you can exclude even more.

    The feeding one is really not that bad. I did it with chocolates and if you actually get the best ones (level 6) it's nice and speedy. They're easy to make too because the ingredients are not rare. You need snowy chocolates as a base but they drop from two different enemies in the White Palace (the owl ones and the tablet ones). Royal berries are easily stealable off several enemies. The thing is the potency of the foods is not linear. A single level 6 treat is way, way more effective than 6 level 1 treats. I believe to fill the final affection heart, it took on average 3 level 6 chocolates per section of heart that filled in.

    Funny how money isn't an issue. By the time I was done grinding I had over a million gold. So when I went to the casino for the theater tickets trophy, I flat-out bought the prizes from direct gold conversion. Screw the slot machines.

    By the way I'm pretty sure the white Totoro (Suttoko) caps at level 8 or 9. It just takes boatloads of experience per level. I still want to go back and catch another one of the base form (Tokotoko) so I can make the purple evolution (Yottoko).
    Just logged in and yeah my white totoro is actually only level 7. My memory must have been twisted in those muddy hours of zen like grinding.
    I probably just counted the level across all evolution. But I remember clearly that getting the tokotoko from the small island also took a brutal amount of time.
    Also funnily I already had that weapon crafted that requires the 5 scrolls.

    Maybe I have to get back someday to finish it up. Probably next year when a lot of people are playing it again.
    And yeah I did the same thing for the casino trophy I think I farmed the snaketemple's golden tokotokos for the scrolls cause I have like 1.8 million...

  2. #62

    Default Re: Ni no Kuni

    Yeah I have yet to catch a Tokotoko. I caught a Tottoko instead because I was farming them for Exp. 9k per battle, or 18 if there are two, levels you up very fast. If you find the Suttokos at the White Palace they give like 24k each.

  3. #63

    Default Re: Ni no Kuni

    So has anyone else been following the localization progress? I'm still confused about some of the arbitrary name changes but the English script and voice work are both looking fantastic. Drippy's Welsh accent, slang, and manner of speaking is close to perfection in mirroring the frantic Kansai dialect used in Japanese. All major characters who have talked in trailers or demos have exceeded my expectations. This game will have dual audio, but (and I can't believe I'm saying this) I actually think if you don't know Japanese then the dub is better.

  4. #64

    Default Re: Ni no Kuni

    Quote Originally Posted by Foolio View Post
    So has anyone else been following the localization progress? I'm still confused about some of the arbitrary name changes but the English script and voice work are both looking fantastic. Drippy's Welsh accent, slang, and manner of speaking is close to perfection in mirroring the frantic Kansai dialect used in Japanese. All major characters who have talked in trailers or demos have exceeded my expectations. This game will have dual audio, but (and I can't believe I'm saying this) I actually think if you don't know Japanese then the dub is better.
    Oh yeah I've been extremely impressed with the localisation and I'm one of those that like their everything in the original language. It's really uncanny how much effort this one receives, I'd like to say that it's almost on the level of disney localisations(well the old ones don't know about their new projects) which is kind of the platinum standart to shoot for.
    There's really only one thing that I've got a problem with and that's jairo (I hope that was his name) voice, it sounds a bit too young.

    But there are also surprisingly a few voices that I enjoy even a bit more, ghibli's artstyle kind of fits very well with english voices kind of like metal gears world fits very well with english. Oliver and his mother have fantastic voices.

    On a related sidenote, since I've been learning japanese I've been feeling that the real problem which leads people to complain about inferior voicework seems the voice direction most of the time. They often try to copy the really lively intonation (or you could also say overacting) of the original which I don't feel like works really well in english. Most of the time it rather creates something really annoying. Using this game as counter example the way they talk is way more natural compared to some other voice overs especially of japanese anime styled rpgs. Also throwing the obligatory "damn weeaboos" at the end of this :P.
    Last edited by DarthAsthma; November 16th, 2012 at 11:53 AM.

  5. #65

    Default Re: Ni no Kuni

    Yeah a lot of JRPGs these days seem to be getting decent voice acting. Xenoblade especially I recognised some of them (Sharla's VA was Joan Trotter in Rock and Chips, Only Fools and Horses spinoff. And Melia's VA is of course the new Doctor Who companion.)
    Winner of Arlong Park's 2011 Member Award: Most Perverted Member.

  6. #66

    Default Re: Ni no Kuni

    It's interesting what you say about overacting DarthAsthma. I accuse English VAs of this all the time, but I never looked at it in terms of trying to mimic the intonation or enthusiasm in Japanese. It could definitely be the case. The main problem for me is that regardless of overacting or lack thereof, in English the characters don't sound like feeling was put into the voices. You don't get that sense of joy or sadness or anger or hesitation because it just sounds like lines are being read. They equate "loud" with "angry," pauses between speech with hesitation, etc. They seem not to realize that it takes actual emotion to make a character convincing.

    It also doesn't help that a good chunk of English VAs don't have very much range in their voiceover performances. Anyhow, this game does everything right. Everyone sounds great without breaking the spell of this fantasy world you're in. The dialogue is VERY flavorful and creative and natural, and it's just amazing.

  7. #67

    Default Re: Ni no Kuni

    I wonder if 8-4 did the English translation? They're really good and have done a lot of JRPGs with slightly off-kilter or flavored English work: DQ 6 remake, Nier, Dragon's Dogma...

  8. #68

    Default Re: Ni no Kuni

    I don't believe so at least I haven't heard them mentioning any involvement in their podcast when speaking about the game.
    But maybe that's because of a NDA would be a weird one though since everybody already knows it's coming out.

    As for the argument of not putting not enough emotions into it, that's a really tough one.
    Especially if you want to lead it back to the skills of the actors. If I look at jrpgs and the guys they take for the voices compared to the guys that are getting the roles in high profile western games (mass effect, etc) I can't help but feel like there is definitely a rift.
    And going further that line with citing the japanese voice actor industry which seems quite a lot bigger than elsewhere I also can't help but to give some credence to that.

    But then there are people like troy baker who I couldn't stand in catherine but the tidbids I've heard of him in bioshock infinite do impress. So I don't know I really think a clear voice direction with the sensibilities of the language you're recording into is definitely important.

    Anyways when I read those kind of discussion very often people tend to take really extreme position and try make the reasons for certain results of the voicing a little bit too simple. I don't remember the name of the developer but I've heard it on a podcast that the japanese side interfering to much into the process of localisation can also often lead to disastrous results, since they often have no clue about those sensibilities.
    Last edited by DarthAsthma; November 16th, 2012 at 04:34 PM.

  9. #69

    Default Re: Ni no Kuni

    The demo is up on the PSN store! Go go go!

  10. #70

    Default Re: Ni no Kuni

    Topic didn't bump with my previous post... glich...

    Edit: what the hell.

  11. #71

    Default Re: Ni no Kuni

    Is the demo a fair representation of the game as a whole? Cause I'm probably gonna base my decision on it.

  12. #72

    Default Re: Ni no Kuni

    Quote Originally Posted by Buuhan1 View Post
    Is the demo a fair representation of the game as a whole? Cause I'm probably gonna base my decision on it.
    I'll let you know as soon as I play through it. I just got home from work.

  13. #73
    Arf. (ᵔᴥᵔ) FelRes's Avatar
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    Default Re: Ni no Kuni

    Playing through the demo right now. Ghibli transitioned pretty well to the video game medium. I enjoy having a traditional world map. Battle system isn't bad either, seems like something I'd grow to really like the more I play.
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  14. #74

    Default Re: Ni no Kuni

    Wrote this on GameFAQs so I'll just paste here. Quick answer Buuhan: the demo is very restrictive. The first part is VERY early in the game and doesn't represent the depth of the gameplay. The second portion drops an unrealistically powerful team in your party to deal with the enemies and boss. Still missing another battle party member and some strategy options. For more see below.

    Forest segment

    I first speed-ran this and skipped cutscenes we'd already seen because I wanted to get as far as possible within 25 minutes. Was very disappointed when 4-5 minutes later it force-ended the demo. So I re-played and did just about everything other than go to Ding Dong Dell.

    Notes you may find particularly informative:

    -The glowing stones that restore your HP/MP in dungeons also let you save in the normal game.

    -The manholes next to save stones that Drippy says you may be able to use one day is the way you swap out the Imajinns in your party once you are at the appropriate story point.

    -I tried going backwards at the very start of the demo but the game didn't let me. This is not the case in the full version.

    -This is extremely early in the game but having only one party member and one Imajinn really lets you focus on one thing at a time in battle. It should be clear how you can evade moves by putting distance in between you and enemies, and how the timing of attacks really matters.

    Other comments:

    Not much to do in this section and nothing new to see, but I liked the flavor of the translation of moves and text. Mitey's Miracle Attack is named well (Slash Dance). I thought it was great when I tried to enter the southern woods and Drippy scolded me, wondering if I knew how to read a map.

    Volcano segment

    I'll just post my comments in paragraph form here.

    Very restricted segment because you're on a timer and it ends after the boss. All you can really do is a few encounters and the boss. The main thing I want to stress for this portion is that you have an exceedingly unrealistic party. They've stacked tons of late-game familiars on your party (you can't obtain pretty much any of them at that point in the game), some of which are 3rd-stage evolutions that you don't have the ability to evolve yet. Tokotocold in particular (weird name) is totally broken. Look at his evasion stat. You can send him out and have enemies missing him all day (except with unavoidable skills).

    But furthermore, tons of the familiars they drop on you are water/ice type, which exploits the volcano and boss enemies, AND they are full of anti-fire equipment. They basically set this portion on easy mode. In fact it might ACTUALLY be on easy mode. That boss should be spamming Volcanic Roar a lot more often. Battle was much easier than I remembered. Plus in case it was still too hard for you, they put a Phoenix Tear in your inventory (super-good revival item that is not easy to obtain).

    Imajinn name translations remain great (Sasquash haw haw). And the release team clearly has a sense of humor because they nicknamed your Mighty Mite "Veggy Mite."

    General observations

    I love the font they used for text. A lot of times it feels so rigid after playing in Japanese with its larger, rounded characters but this one was great. The voices and translation all satisfied me, though much less was available than I'd hoped. My only voice complaints are some of the beginning/end of battle lines. A few felt off.

    I was also really disappointed that I couldn't check out any of the magic book pages in the demo. Wanted to see what they look like in English.

  15. #75

    Default Re: Ni no Kuni

    Just logically speaking, ni no kuni is quite the massive game and much of its charm comes from the simple but heartfelt story, its freeworld exploration and its pokemon like party costumization.
    I really doubt that a short demo is a good representation of the game.

    Also as much as we gamers like to believe how demos may help us shape and build opinions on a game but the nature of demos that stems from what they are and how they are developed, tend to more often than not barely influence us at all. If they do it's very often rather negative. Developing a good demo just costs way to much for way to little value.

    This kind of sums it up http://penny-arcade.com/patv/episode/demo-daze
    and personally I'd have to agree, I don't think I can remember the last demo that convinced me to buy a game. That said there are certainly exceptions, the type of game pretty much influences how much sense a demo makes. Like the lumines demo, but that's a game about gameplay only so that's an easier case.
    Last edited by DarthAsthma; December 5th, 2012 at 03:01 AM.

  16. #76

    Default Re: Ni no Kuni

    Personally I think the story is a bit beyond simple. The worlds parallel each other and makes interesting observations about the characters and the human condition in general. You have to pause and look for the cues and reflect beyond the surface story (which puts everything in very simple terms) but I found it neat.

  17. #77

  18. #78

    Default Re: Ni no Kuni

    Download all 2.5GB of the game, switched it on, listened to the opening music, started an area and walked for ten seconds, switched it off.

    Sold.

  19. #79

    Default Re: Ni no Kuni

    Quote Originally Posted by tatermoog View Post
    Download all 2.5GB of the game, switched it on, listened to the opening music, started an area and walked for ten seconds, switched it off.

    Sold.
    I played around with a little longer than 10 seconds, but... yes. Didn't need to play the demo to completion, absolutely getting this game.
    Last edited by Robby; December 6th, 2012 at 12:00 AM. Reason: I'm already in love with the Totoro-esque white monster that squats into fatness for its win pose.

  20. #80

    Default Re: Ni no Kuni

    After Persona 4 Golden, going to keep my fingers crossed for an eleventh hour Vita port for this. System is absolutely perfect for RPGs.

    *sigh*

    Last edited by tatermoog; December 8th, 2012 at 12:26 PM.

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