|
Picture the scene:
So my friend, you have a copy of Animal Crossing. Whats it all
about then?
Well, you are a young guy or girl who leaves home and moves to a small
town in a forest. You havent got any money to start with so you have to
take out a mortgage on a house from the local shopkeeper.
You start working for him doing small chores and then you have to find other
ways to pay off your mortgage. You can run errands for your neighbours or catch
bugs and fish to sell. In addition to this you can decorate your home by buying
furniture from the local shop. You can enter a competition which judges your
house on how nice it looks. There is also a museum where you can display things,
a post office where you can write letters to your neighbours and a design shop
where you can design patterns for your own clothes.
Riiiiiight. So what exactly is the aim of the game?
There isnt one. You just live your life in this forest. You cant
win the game and you cant die. You just enjoy a peaceful life there.
Hmmmm. So whats this game Starfox Adventures about then?
Animal Crossing is not an easy game to appreciate until you play it. The premise
is simple, live a pleasant life in your own personal town. Without a fixed goal
or defined plot the title may be mistakenly passed over as mundane. That it
is not is a testimony to the game design and proof that not every title requires
a fast pace to create an engaging experience.
The underlying rule of any reviewer who takes their writing seriously is that
a game should not be judged until the majority has been played through. For
Animal Crossing though, an exception has to be made. The game clock works in
real time and every minute of real life is represented by a minute in the game.
Stores open and close as they would in real life and the neighbours will go
to bed when they get tired. Changes also occur over the longer term. Seasons
change, the characters in the game celebrate holidays and life carries on even
when the machine is turned off. This is the closest representation yet of a
living, breathing world in a game. It may be inhabited by cartoon animals whose
only worry is their lost handkerchief, but in a way it shows a greater level
of maturity than many games marketed to an adult audience.
The elements that help bring it all together are not immediately apparent.
The Gamecube randomly creates every town so that no two are ever the same. Each
town will start with a population of animals who act as your friends and neighbours,
again randomly chosen from a huge list. Over time more animals will move in
and others will move out. If you borrow a friends memory card, you can
visit their town using the train. Only then do you realise how different each
town is. You may even find that one of your towns inhabitants moves to
your friends town or comes back on the train with you.
The game also takes unabashed advantage of players desire to collect.
A huge number of objects await to be collected including furniture, clothes,
in game music and even twenty NES classics to be played or downloaded to a Gameboy
Advance, but the game only makes them available very gradually. New items will
appear in the town shop every day and most days an event will occur that will
allow special objects to be obtained, whether it be a visit from a travelling
salesman or a fishing competition.
One should not take for granted the appeal of decorating your virtual home.
Initially filling the space with different furniture is just something to do,
but with time it becomes a compulsive obsession to create an interior designers
paradise. The desire to obtain that last piece of matching fruit style furniture
can be immense. Improvements can be made to the home such as extensions and
basements that allow even more room to be creative.
The key to the game is the creativity; the player gets out what they put in.
Although there is no specific goal, each player will find different objectives
that they wish to reach, whether it is winning the competition for the best
looking home, finding all of the NES games or tending to the forest to keep
the town looking perfect. Tools are made available to the player such as shovels,
axes, nets and fishing rods that can be used to change the landscape or capture
the local wildlife to be sold or displayed in the local museum. Like all things
in the game, the creatures change through the months and some will only make
an appearance on specific days of the year.
The game makes use of the Gameboy Advance link cable and the e-reader, although
only the latter has any real use beyond being a gimmick. A separate island is
available only if you have a GBA connected and the game makes no effort to hide
the fact from players who do not. The island is not essential to the game save
for a few unique objects and it is essentially no more than an unashamed sales
tool to sell more GBAs. The e-reader though is genuinely useful with new
music, clothing designs and NES games being released on a gradual basis on Animal
Crossing cards.
Ironically the most essential piece of extra hardware is not made by Nintendo.
Having access to the internet is imperative to get the most from Animal Crossing
due to the excellent trading tools Nintendo have written into the game. Visit
the shopkeeper, give him an object with the name and town of the person whom
you want to give the object to and he will give you a password in return. Give
the password to the other player and his shopkeeper will give him the object.
It is a brilliant system that has become immensely popular all over the net.
Trading threads have sprung up in most forums, including an NTSC-UK thread located
here. The trading is enhanced by the differences between every town. Taking
the initiative started with Pokemon, each town has some objects in abundance
whilst others are very rare. Likewise each towns trees will grow one kind
of fruit. Different fruit from other towns is more valuable and has other benefits.
Exchange fruit with other players and plant the new fruit to start growing your
own.
The game also benefits from a fantastic official website www.animal-crossing.com
which replicates a newspaper of events in the Animal Crossing kingdom. Amongst
the pages are passwords that reveal secret objects in the game. Nintendo plan
to release more passwords as the weeks go by.
Nintendo have branded Animal Crossing a communication game and it is a well-earned
title. The townsfolk have plenty to say just in general conversation and their
comments are often genuinely funny. It is heartening that Nintendo have taken
a great deal of care translating the Japanese script, especially considering
the number of conversations that go on. It is one of the most successful language
translations the company has ever done.
There is no doubt though that the game would have benefited from an online
universe and the direct interaction with other players, but what Nintendo have
achieved without use of a modem is admirable. It is the opposite of a game like
.Hack which works as an offline game pretending to be an online game. Animal
Crossing is an online game pretending to be offline and for the most part it
carries it off.
This is not a game that can be played though in one day. In fact play it for
too long in one session and the simplicity of the game becomes too apparent.
It wont grip in the same way as Ikaruga for example, but it might just
take over your life in the long term. Everyday something different happens,
the townsfolk will send presents on your birthday, dress up for Halloween and
you can even expect a surprise visitor on Christmas Eve. It is possible to see
every event before it happens by winding forward the Gamecube clock, but to
do so is totally missing the point. Like a fine wine, this is a game to be taken
slowly and in small quantities. Is it the future of gaming? No, but it is a
bright alternative to the standard fare and as such this unique and unusual
game deserves a place in everyones collection.
|