"Ni no Kuni: Wrath of the White Witch," an enhanced PlayStation 3 game based on the Nintendo 3DS title "Ni no Kuni: Dominion of the Dark Djinn," received positive reviews when it was released back in 2013. Now, Developer Level-5 has announced that the sequel "Ni no Kuni II: Revenant Kingdom" will head to both the PlayStation 4 and PCs, delighting gamers everywhere.
According to Forbes, while Bandai Namco hasn't finalized the PC release date of "Ni no Kuni II" yet, the game will come out sometime this year. However, despite the positive response to "Wrath of the White Witch," the first title in the series was "a very expensive game to make."
Part of the draw of "Dominion of the Dark Djinn" and "Wrath of the White Witch" was Studio Ghibli's involvement, with Joe Hisaishi co-composing the game's music while Ghibli produced the animated sequences in the title. Sadly, this was not enough to generate enough earnings for the first game.
If Level-5 focuses on one platform, there's a good chance that the end result will be a game that "plays the way it should." Porting "Ni no Kuni II" could compromise the game's quality, but as long as the developer prioritizes the PC port of the sequel, both PC gamers and PS4 owners won't have any problems while playing "Ni no Kuni II."
In other news, Level-5 CEO Akihiro Hino told Gamespot that "Ni no Kuni was such a huge hit, especially in Western countries, and Level-5 really felt the affection." Hino added, "Even I was surprised to have so many fans, so that was the main reason for a sequel."
It appears that with the sequel, the developer is aiming to attract an international audience. Level-5 will allegedly release "Ni no Kuni II" "worldwide at the same time," unlike "Wrath of the White Witch," which was first released in Japan on November 11, 2011. The first "Ni no Kuni" was then released in 2013 in North America, Australia, and Europe.
Kino also told Gamespot that for the sequel, Level-5 is prioritizing "a worldwide sensibility." He continued, "...since this game will also be released at the same time for Japanese and Western audiences, from a localization point of view we're really making it as straightforward as possible for players of all cultures to understand."
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