I must once again stress the fact that, due to the language barrier, I had absolutely no idea what was going on. I was rotating through commands on a wheel in the bottom left hand corner of the screen. Selecting one would prompt a little dude with a sword to attack his enemies. It's worth noting at this point that this little dude was not the lantern-nosed Shizuku, but something else. He was more bipedal; small and disgustingly cute with a huge smile plastered across his face. I've since heard him referred to as an 'Imagine Fighter', a being that has been summoned into existence by Oliver. It could well be that he is one of many vassals that can be drafted into battle, but I was unable to learn much more than this from the demo.
Pressing the L1 button changes the command wheel, presenting combat options for Oliver. Oliver will never get involved in combat directly, but isn't afraid to open up his spell book and cast a few spells here and there. The DS version will actually come with a hardbound book, with spells inside that can be referred to as you play. You won't get this accessory with the PS3 version, but magic will still play an instrumental role in battle. I have no idea what spells I was casting, but it was clear to me that none of them were attack based. All of the ones I saw appeared to be either healing moves or stat buffs, but this is only an educated guess.
In true JRPG style, the demo draws to an end with a hulking great big boss battle. The beast in question was clad in strange armour, with antlers sprouting from his head and a face like the apocalypse. The smile on my little warrior's face refused to wane, however, and he valiantly jumped into battle without fear for the consequences. After dealing enough damage to the brute, he ditched his shield, discarding it like an unwanted toy. Soon after, Shizuku appeared from the sidelines, lifting up the unwanted shield (which is about four times bigger than he is), and throwing it at the enemy like a Frisbee. After taking advantage of his dazed state, the beast is finally brought to its knees; my team whooping and cheering in celebration.
Ni no Kuni oozes with Ghibli charm, and boasts some of the best cel-shading in recent memory - perhaps ever, in fact. As with many titles I've played over TGS, the language barrier prevented me from fully appreciating what was going on, but this didn't stop me from falling head over heels in love with it. With any luck I'll get my hands on a localised version of the game in the near future, and many of the points I'm hazy on right now will become clear. It's day one of the show for me at time of writing, but I can say with all conviction that this is my game of TGS so far.
Ni no Kuni is scheduled for release in 2011.