RPGs of the near future count among their numbers works like Elden Ring, Triangle Strategy, Monark and whatever else that sneaks into the release lists. While some of these games will undoubtedly be good, most of them are going to hit a tone of drudgery in violence and "serious" drama through whatever aesthetic they subscribe to, and too much of that will have anyone reaching for a change of pace. Nippon Ichi's The Cruel King and the Great Hero has the potential to be that palate cleanser, even if amidst more than one high-profile genre peer I anticipate it will be drowned out by comparison upon its release for PS4 and Switch in the beginning of March. I'm choosing to prioritize it above most other things come that time, on the strength of its premise, concepts and standout execution of the same.
It's not like the game arrives without precedent, either. Though known for their rampant franchising of their biggest hits, there exists a side of NIS that takes risks and tries new things with unproven concepts and fresh creative perspectives. It's what brought about works like htoL#NiQ and Yomawari, and it's what resulted in 2018's The Liar Princess and the Blind Prince, this game's antecedent. Both are primarily driven creatively by and serve as a vehicle for the talents of Sayaka Oda (who is interviewed here), a creative force at NIS whose aspirations of becoming a picture book author have found fulfillment in the games she now makes and what kind of stories and worlds she is interested in portraying. You could compare her aesthetic to others, but in this medium in particular it has few analogues and is about as enthralling at a glance as anything ever seen. Her handiwork is extensive and exhaustive as it touches everything the game is from the characters to the backgrounds and their individual details and animations, realized in painstaking pen and watercolour art. This is not a project that could exist as a result of something other than the personal passion at the center of it, fueling all the rest of the development work and direction around it.
I am excited for this game because it appears to go all-in on its central premise of a child's make-believe adventures, looked over and secretly aided by her worrywart dragon foster father--theming so adorable it's almost painful, setting up whatever bittersweet developments that may occur. It's not a game that's attempted to be sold as a grand epic or a systems-oriented challenge to overcome, but rather an invitation to learn more about its world and its denizens through the mechanics of play that exist more in service of character and narrative than anything else. At this point, I believe in its aesthetic and ethos and how it seems to convey them, and really hope it finds the audience it's asking for with those qualities.
It's not like the game arrives without precedent, either. Though known for their rampant franchising of their biggest hits, there exists a side of NIS that takes risks and tries new things with unproven concepts and fresh creative perspectives. It's what brought about works like htoL#NiQ and Yomawari, and it's what resulted in 2018's The Liar Princess and the Blind Prince, this game's antecedent. Both are primarily driven creatively by and serve as a vehicle for the talents of Sayaka Oda (who is interviewed here), a creative force at NIS whose aspirations of becoming a picture book author have found fulfillment in the games she now makes and what kind of stories and worlds she is interested in portraying. You could compare her aesthetic to others, but in this medium in particular it has few analogues and is about as enthralling at a glance as anything ever seen. Her handiwork is extensive and exhaustive as it touches everything the game is from the characters to the backgrounds and their individual details and animations, realized in painstaking pen and watercolour art. This is not a project that could exist as a result of something other than the personal passion at the center of it, fueling all the rest of the development work and direction around it.
I am excited for this game because it appears to go all-in on its central premise of a child's make-believe adventures, looked over and secretly aided by her worrywart dragon foster father--theming so adorable it's almost painful, setting up whatever bittersweet developments that may occur. It's not a game that's attempted to be sold as a grand epic or a systems-oriented challenge to overcome, but rather an invitation to learn more about its world and its denizens through the mechanics of play that exist more in service of character and narrative than anything else. At this point, I believe in its aesthetic and ethos and how it seems to convey them, and really hope it finds the audience it's asking for with those qualities.