Why We Love Ni No Kuni: Wrath of the White Witch

A photo of a Nintendo Switch displaying the title screen of Ni No Kuni: Wrath of the White Witch

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I initially waffled over whether to play Ni No Kuni: Wrath of the White Witch, but I’m so glad that I ultimately did. I can’t recommend it enough, especially if you are a fan of JRPGs or Studio Ghibli.

That’s right: Studio Ghibli assisted Level 5 Games with the art direction for this game, and it shows. When I first heard that members of Studio Ghibli had helped make a video game, I had to know more. Studio Ghibli has produced some of our family’s favorite films, and I hoped that their Midas touch would extend to video games. But then I looked up some gameplay footage on YouTube and cooled off a bit. 

The gameplay did not look bad. It just looked…well, kind of boring when I was watching somebody else play it, if I’m being honest. Traversing the overworld and even going into the battle sequences looked slow and unengaging. Nevertheless, I read and watched several reviews from trusted sources recommending the game and extolling its virtues. I thought I had best give it a try for myself.

I can now report with delight that Ni No Kuni: Wrath of the White Witch has earned a spot on my “thank goodness first impressions aren’t always correct” list. Ni No Kuni is a delightful game, and we hope your family gets as much enjoyment out of it as ours did.

A Tale of Two Worlds

Ni No Kuni has one of the most beautiful stories I’ve seen in a video game. Maybe I’m just a sap, but I think the game’s emphasis on themes of love, service, friendship, sacrifice, and redemption really lift it above its peers. 

It all starts when Oliver, a 13-year-old boy living in Motortown (a 1950’s version of Detroit), nearly drowns after he and his best friend crash while testing out a car they built themselves. Oliver’s mother rescues him, but in the process her heart gives out and she passes away.

Oliver is heartbroken. As he’s sobbing in his room, a stuffed faerie that his mother gave him as a child comes to life. The faerie, who says his name is Drippy, tells Oliver that he comes from another world. Drippy’s world is under threat from an evil sorcerer called Shadar. He suspects that, if Oliver can help him defeat Shadar, they can come up with a way to save Oliver’s mother as well.

Drippy explains that everyone in his world has a “soulmate” in Oliver’s world. Their fates are connected, and if one is under threat then so is the other. If Oliver can travel to Drippy’s world and save his mother’s soulmate, who Drippy is pretty sure is the great sage Alicia, then perhaps his mother can be saved as well.

Figuring that anything is worth a try, Oliver goes with Drippy to his world. Once there, he must work together with his new faerie friend, as well as several others he meets along the way, to defeat Shadar and save his mother.

A Heartwarming Journey

The themes I mentioned above really come into play once Oliver reaches Drippy’s world. Once there, he learns that Shadar’s magic works by breaking people’s hearts. He robs them of some positive attribute (courage, love, etc.) and leaves them bitter, lethargic messes. Oliver has the ability to heal these broken-hearted people and restore peace to the land. Much of the story revolves around healing these broken hearts in order to obtain the next item or spell or piece of information that Oliver and Company need to beat Shadar.

Oliver’s magic is not limited to healing, however. He has some powerful magic to use in combat, too. The game’s combat system is unique, and it was what initially made me hesitant to play. After spending even just a few hours with it, however, I can now say that it’s one of the best parts of the game.

While a lot of RPGs have turn-based combat, Ni No Kuni blends turn-based mechanics with real-time combat. The battle happens in real-time. You control a party of up to three characters, including Oliver. Each has a list of spells and attacks that you can perform, each of which cost some amount of magic to cast. But when you open the selection menu, the battle freezes to allow you to choose which attack or action to take. Then the battle rages on. This allows for more active involvement than the traditional “press A to win” combat from turn-based games while still preserving the versatility that turn-based games offer.

A screenshot of a battle sequence in Ni No Kuni: Wrath of the White Witch on Nintendo Switch

Something Seems Familiar Here

Familiars, which are little Pokémon-like creatures you tame along your way, add further complexity to the combat. Each party member can have up to three familiars with them. Like Pokémon, these families have unique typings and attacks, and they even evolve…er *checks notes*…metamorphose…into bigger, more powerful familiars.

The familiars add a lot of spice to the gameplay. While you can only have three combatants on the battlefield at once (meaning one representative from each character, whether that’s the person or one of their familiars), you can toggle between them at any time. Some familiars are strong physical attackers, some specialize in magic and healing, and some are bulky damage sponges. Their versatility allows you to mix and match to make oodles of unique teams that all work really well. I loved building a team that was adaptable and able to tackle all of the game’s unique challenges.

The battle mechanics take a bit of getting used to. Luckily, Ni No Kuni recognizes this and eases you into combat. You start by controlling only Oliver––no party members and no familiars. Then, the game adds a familiar to teach you the mechanic. After a bit, you add another party member, then more familiars, and so on. Ni No Kuni never chucks you in the deep end. You always have time to learn and practice before things get too complicated.

I will say that not all of the familiars are real winners. There doesn’t seem to be a consistent theme or style for the familiars at all. Some of them are well designed––cute little critters, sleek predators, or clever takes on familiar creatures (ba-dum-ts). But some are just weird lumps with eyes. Fortunately, there are a few hundred to choose from, so you’re bound to find a few that you jive with.

A screenshot of a Draggle familiar from the game Ni No Kuni: Wrath of the White Witch

It Makes My Heart Happy

Nearly everything in Ni No Kuni made me smile while I played. And I think that says quite a bit since I’m normally not too big on RPGs. They tend to take forever, I don’t really like grinding for ages on end, and I’m not a huge fan of most turn-based combat. But Ni No Kuni was one of those rare games where I enjoyed playing so much that I wanted to do every side quest along the way. The game rewards you for going out of your way to complete side missions, and usually it’s worth the effort. 

Some of the quests get a bit samey (go here, beat that thing, fetch me that jug of water, twirl around a few times, then come back), but I didn’t mind too much. I just enjoyed getting to play more of the game. 

And there’s always plenty to do and explore. The map is pretty big and has many hidden secrets. I put well over 50 hours into Ni No Kuni, and I have not even come near completing everything the game offers. That’s partly because the post-game is massive. But even just the base game (which is all I have done) offers oodles to do.

More than just “doing stuff,” though, I wanted to spend time in the game and the world itself. Oliver is such a sweet lad, and I really enjoyed watching him grow over the course of the story. His companions, Esther and Swaine, bring a lot of laughs and fun to the game, as well. Some of the writing is a bit cheeseball, but I’ve never been one to turn my nose up at a bit of cheese.

For example, one of my favorite places to visit is Drippy’s home, an island where all of the faeries live. One of the main quests on the island requires you to recover the jokes for a troupe of derpy, hilarious standup comedians. The jokes are cheesier than Cheetos, and so are the comedians. It’s fabulous. Plus, the island is named “Tee-hee-ti,” so how can you not love that?

One final, parting word of advice: If you play Ni No Kuni, be patient at the beginning. There are a lot of cutscenes meant to set up the story. You basically run from cutscene to cutscene without doing very much for maybe the first hour of the game. But as soon as you get to Drippy’s world, and especially after you see Ding Dong Dell for the first time, that eases up and you’ll get to have a lot more fun. It’s worth the wait, so just sit back and enjoy the cinematic opening for what it is.

Overall, Ni No Kuni: Wrath of the White Witch is a beautiful game with a touching story, well-executed combat, fun adventures, and a lot of heart. We definitely recommend it.

Who to Play With

Ni Nu Kuni is rated E 10+, and that’s right about where we would put it. There is not a multiplayer mode, but Ni No Kuni is fun to play together with family members all the same. Just be aware that Swaine does curse a couple of times (I think it’s limited to “darn” and “heck”). While the battles are tame and there is no gore at all, some of the final boss fights––particularly the fight with Shadar––are probably a bit scary for young kids. Most kids around 9 or 10 should be fine, and even some 8-year olds might be all right too, depending on how well they can handle frightening things. 

Ni No Kuni is available on Nintendo Switch (you can buy the console here and the game here) and PS3. You can also get the remastered version on PS4 (console here and game here).

Have you played Ni No Kuni: Wrath of the White Witch? Let us know your thoughts on the game in the comments below or on social media.

And if you want more recommendations for games to play with your family, check out our play together archives and subscribe to the blog so you never miss an update.