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Animal Crossing: Wild World review
Much like the inevitable wash of the ocean’s tide or the brilliant glow of the rising sun, there were few hearts that could resist Animal Crossing’s enduring charm. While the lack of any visual splendor immediately caused some gamers to turn their heads in disgust, those who endured its supposed simplicity were shocked by its complexity and touched by its eccentricity. It took Nintendo America a year to consider the title’s Gold status after being first released in Japan, and then a further two years to unshackle its chains over in PAL territories. Now, it seems, there is an air of confidence as Animal Crossing’s sequel (Wild World) is released across the globe merely months apart.

Like its prequel, Wild World begins within the eyes of our character whilst traveling to an unknown destination. Sitting in the back seat of a taxi the rain cascades heavily on the vehicle’s windscreen and sitting just in front is a driver called Kapp’n (someone who has a reputation for singing strangely likable tunes about cucumbers). The radio plays his familiar tune, which will certainly induce a smile on the faces of fans. As our green little amphibian friend talks in his quirky lingo, he queries your reasoning for traveling and asks several other more personalised questions. The player's answers determine the character’s gender, and very basically their appearance. When all is said and done, the underlying scene is set, and that is quite simply that our character is moving to a new village (populated by talking animals of course) in search of a new home and upon arrival will need to quickly discover ways to earn Bells (that’s the currency) to pay off various and often steep-loans for the purchase and re-modeling of your home.

This scenario is simply in place to provide a pinch of structure and purpose in an otherwise boundless world. Although it may take merely a couple of minutes to understand the basic fundamentals of WW’s formula, it will take several months to comprehend its sheer scope and scale.

Unlike other conventional titles there is no definite goal to achieve or any concluding scene to seek. There are potentially limited tasks to achieve, like, for instance, donating fossils and different species of fish and insects to the local museum (which is also home to The Roost, a disappointedly inactive and unpopulated café that sells coffee) and catalogues of items to collect, including a vastly varied selection of all-new hats and accessories to personalize your character. But because the game engine is built and boldly based around the handhold’s internal clock, the game experience itself has the potential to appear fresh and new throughout each passing day. The villagers live and (supposedly) breathe in their world at the same time as our world, or whenever the clock has been set.

The top-screen displays the heavens, where, just like in real-life, thick shades of red brighten the darkened sky as dawn approaches and sparkling silver stars illuminate the night after dusk. As every morning commences, Mr. Nook’s frequently expanding store (even eventually granting a beauty parlor where character’s can experiment with weird and wonderful hair styles) opens at 8:20am. His assortment of items changes and restocks each day, so it is easy to be taunted by the tantalizing prospect of that much-needed modern bed, exotic cabinet, or the greatly desired white piano. Decorating and organizing your home isn’t particularly important, but it is satisfying and highly addictive. There are literally hundreds of items to attain (either by purchasing in Nook’s Cranny, completing chores for villagers, or coincidentally being in the right place at the right time). And, so it is even harder to save those hard-earned bells, Mr. Nook has introduced an entirely new point tracking system where, quite simply, purchasing items earns points. More bells spent means more points, and points determine your character’s place on the membership hierarchy where rare gifts and special discounts await.

Day turning into night and night following day is simply a standard necessity within WW’s world; it is the special events throughout the year’s calendar that truly takes advantage of the internal clock. The villagers shiver in fear at the prospect of the haunting ghouls surrounding Halloween, they whistle cheerfully as snow flakes fall symbolizing the festive spirit of Christmas, and they run around excitedly with a sense of elation as the countdown for the New Year commences. That isn’t to say that Wild World is limited because it is based around our real-life celebrations, quite the opposite. There are numerous events that are specifically designed within WW’s universe so almost every day the town’s notice board is updated with upcoming festivals, challenges such as fishing tournaments, guest appearances, or locals’ birthdays (not to mention the occasional totally pointless but wittedly comical message). Whether the player is there or not, WW’s reality continues so there is no knowing what may be missed.

And yet, although these events are all unique and appealing in their own right, it is the sense of emotion expressed by the villagers that evokes a strangely alluring and addictive connection to this artificial world. They convey a varied selection of personalities and a seemingly endless wheel of dialogue that rarely repeats or becomes mundane. They even communicate with each other and sometimes pull your character into their debates, or excitedly want to share the latest gossip, or to arrange a time and day to visit your newly acquired home (and they get awfully disappointed if you forget). Also, if you keep them happy by patiently maintaining a weed-free and flower-flourishing village they will skip around, visually content with musical notes escaping from their lips or colourful swirls spiraling from their hearts. But if you fail to inspire happiness in their lives by cutting down too many trees, cluttering the environments with litter, or allowing the flowers to wither, they will either vent in rage or mope in sorrow. Sometimes even sickness will affect their moods, forcing them to seek refuge in their homes and it is only through frequent offerings of medicine (bought from crafty old Nook) that they are able to recover their health. Naturally such kindness and compassion does not go unnoticed and they will eagerly sing your praises and spread the good word. It all weaves together beautifully and absorbs you into their world.

One of the key procedures to determine the villagers' happiness is writing the little blighters letters, but unfortunately on the Gamecube this felt clumsy and unnecessarily time-consuming with the d-pad. Thankfully due to the DS’ inventive touch screen this can be achieved effortlessly with a mere poke and a prod from the handy stylus. What’s more, navigating and managing the many tools and items is achieved with the same level of simplicity and swiftness. It really is as simple as gently taping the item of choice and then smoothly gliding from one side of the screen to the next. Those with artistic tendencies will be pleased to learn it is possible to use the stylus when creating unique designs that can be applied to the village flag, clothes, umbrellas or even as flooring and wallpapers.

It is also possible to use the stylus to control your character, literally plotting a route for the little fellow to follow. Performing actions like swinging an axe to cut down trees, digging up fossils, hurling a fishing rod to catch fish (and the odd boot), or thrusting a net to catch bugs (or to inflict pain on passing villagers), can all be performed by tapping his or her body. Regrettably though, maneuvering with the touch screen doesn’t always feel as refined and natural as the standard d-pad, lacking its precision and control. Fortunately the developers have applied no controlling restraints and the player is left to decide what method feels the most comfortable for them. A simple press of a button or a tap on the screen will seamlessly convert the control into the preferred method.

Wild World is ideally suited so players can visit their village in the palm of their hands, with the option to save anywhere at anytime by simply pressing start (although, for a chuckle it is worth restarting without saving, if only the once). Whether you are sitting on the train heading towards work, or embracing the soothing sounds of the waves whilst resting by the beach, or comfortably snuggled within the warmth of your duvet, Wild World has the potential to never be further then an arm's reach away. This means that there is rarely an excuse to abandon your villagers or neglect those Red Turnips that require daily watering (they cost 1,000 bells and can only be bought on the occasional Sunday, but if provided with enough love and care until the following Saturday they can be sold to Mr. Nook for a handsome profit).

Animal Crossing has never attempted to dazzle or astound with pixel-perfect aesthetics and high production values, but Wild World appears rightfully at home on the small dual screens. Rather then aspiring to realism, the village’s inhabitants display anime characteristics, with their big bubbly eyes and their distinctive expressions. The village itself unrolls in a three-dimensional globe-like rotation where the horizon draws closer or disappears into the distance. The music score fits comfortably aside the cute and cuddly presentation with its experimental concoction of whistles, dings, dongs and jingles in-between.

When Animal Crossing was originally released it was dubbed as a “communicative experience,” and although it intrigued, captivated and entertained gamers on the Nintendo 64 and Gamecube, the one thing notably lacking was the actual communication. Four different players could interact in the same village but only indirectly when the others were nowhere to be seen or heard. Wild World, on the other hand, allows players to interact directly, appearing simultaneously in the same village at the same time, either wirelessly from DS to DS or using Nintendo Wi-Fi connection.

But similar to the deadly toxins that contaminate pure streams of water, or the sewage that pollutes the ocean, venturing online can vulgarly taint an otherwise harmless rating. In an attempt to prevent unpredictable iniquity, there are censors deleting various curse words and a system called Friend Code (where each player must have the other friends code in order to visit) to prohibit unwanted and uninvited strangers from mischievously sneaking into other villages and causing havoc. Unfortunately though, this means that it is necessary to know other fellow Wild World owners to delve online. For those fortunate enough to contribute to fan-base sites and Internet forums, such a constraint will undoubtedly prove trivial. But for those who are new to Animal Crossing’s charismatic universe, with little knowledge of other weed-picking enthusiasts, the online aspect will seem like a very lonely place. One wonders whether it would have been possible to permit players to take a plunge into the mysterious and unknown by providing an option to open the Town Gates to anonymous visitors. Potential devastation and fury may wait because of a stranger’s thoughtlessness, insensitivity or downright cruelness, but that would be the risk the players decide for themselves. The restrictive Wi-Fi options are likely to disappoint some, but if the online aspect was designed as the pinnacle attraction it could have potentially overshadowed those who weren’t able to take advantage of such features, largely limiting the intended audience. As it stands, Wild World’s focus isn’t solely based on the online feature, but purely as a means to enhance an already entertaining and engaging solo experience.

Animal Crossing: Wild World allows gamers’ senses to soar beyond the veil of reality into an alternative mystical realm of fiction. Whether you are a fan of the previous titles or not, the wonderfully incorporated real-time system combined with the villager’s emotional-pull creates a world that has the potential to alter your sleep patterns and actually intertwine and weave its presence into your daily lives.
Feedback via Forum or Email us ntsc-uk score 9/10
AnimalCrossingWildWorld Box Art
System: Nintendo DS
Genre: Adventure
Developer: Nintendo
Publisher: Nintendo
Players: 1-4
Version: United States
Reviewed: Mar 2006
Writer: Adam Stone
Pros:
- Stylus means tasks, like writing letters, become effortless
- Internal clock means seasons come & go just like in real-life
- Dialogue is comical, clever & charming
- Explore friends' villages anywhere in the world
Cons:
- Stylus control of character isn’t as efficient as d-pad
Animal Crossing: Wild World Video: 3.0MB AnimalCrossingWildWorld Video
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