| Consumer Advice |
ESRB Rating: Everyone
Parents
should not be concerned about letting their kids have access to this game. Like
most Nintendo titles, Animal Crossing is incredibly kid-friendly in
terms of mature content. Not only that, but Animal Crossing boasts a
world that rewards positive, socially outgoing and responsible behavior from
the player. Add in the possibility of child-parent interaction inside the game,
and this game is a winner for households with children. Hearing impaired gamers
have nothing to worry about. Although they will miss out on the game’s
music and burbling speech of the animals, all relevant information is conveyed
by text. (There is a significant amount of music to collect in the game, so
that may be an issue if you feel that you would be left out.) |
I wake up in
the morning, I check my mail to see if I’ve got any messages from my
friends, I see who’s been talking about what on the discussion board, I
head out into the world to see what people are going to say and how my world is
different today…
Animal
Crossing is one of
the latest games to come out for the Nintendo GameCube. Anyone expecting bosses
and bonus levels should be warned, as Animal Crossing is best described as a
simulation of life in a small rural village. But it has many aspects that
separate it from the simulation games that we are used to seeing and which make
the game a unique experience. Uniqueness is not a good enough reason to play a
game, however. Luckily, Animal Crossing is not merely unique, but also highly
addictive and entertaining. In this case, the unique experience is refreshingly
simple on the surface but surprisingly complex in its depths.
Interaction
in Animal Crossing takes the form of controlling a character moving into
a town and then settling down to create a life. The player works for and relates
to the animals that live in the town, while collecting items to use in their
ever-expanding house. The town also has a number of public areas, including a
police station, a shop, a museum, and a train station that the player can use
to travel to other towns.
Graphically,
Animal Crossing is simple and bright, involving lots of primary colors. The
simplistic style and bright visuals match the gameplay and overall feel of the
game very well. The general impression that is created is that of a
child’s fantasy village, a fantastic youth’s vision.
The official
Nintendo description of Animal Crossing labels it as a
‘Communication Game’. This refers to the interactions of your
character with the NPCs as well as other players who also might be living in
the same town. This communication is done through talking with the NPCs and
sending and receiving letters from both the NPCs and the other players. The
Animals will give you plenty of little jobs to do and will reward you upon
completion with various items. What’s more interesting is the ability to
send letters to the Animals and receive replies. It’s entirely possible to
start a correspondence with a villager that will span a dozen letter exchanges
or more. However, that doesn’t mean that it’s easy. The AI for the
animals’ letter-reading abilities is more than a little arcane, and it
seems often to be a shot in the dark as to whether the animal will even
understand what you’ve written. The most frustrating element of this
experience is ‘typing’ with the controller, where writing a simple
sentence can be quite a long process.
A
description of Animal Crossing as a ‘pointless game’ would
be, well, missing the point. What people mean when they say that is that there
is no ‘win state’. The concentration is on how the player interacts
with the system of the game world, and how that game world changes over the
course of time. Indeed, reviewing this title so soon after its release risks
missing many of the significant aspects of the gameplay, as they are deeply
intertwined with the concept of playing the game over a long period of time.
One aspect
that really helps enhance the experience is the multi-player. Although you
cannot be in town with another player at the same time, you can exchange
letters and gifts with the other players. Sometimes on a special day, it can be
quite important as to who gets to the game first, especially if rare items are
at stake. Another aspect of Animal Crossing allows you to travel to
other towns if you save traveling data onto a memory card, or have another town
in the other slot of your GameCube. Traveling to other towns allows you to
converse with other animals, import fruit that your town might not have and
allow animals from your town to move to the town you’re visiting.
Animal
Crossing can also
use several of Nintendo’s other peripherals to enhance the game. Although
none of these activities are essential to enjoying Animal Crossing, it
is nice to have a game that takes advantage of some of Nintendo’s neat
little toys. However, the line is sometimes crossed in terms of pandering, as
often villagers will come across as shills when the extol the virtues of
various Nintendo products.
The nature
of Animal Crossing’s gameplay has engendered a widespread
comparison with the most popular videogame of all time, The Sims. Both The
Sims and Animal Crossing are concerned with creating a simulated
world. Not necessarily a representation of the real world, but a system with
logical connections. The enjoyment that the players derive from the game is
based on their ability to interact with the system. Figuring out how the system
works satisfies the player’s curiosity. Developing the ability to
manipulate the system satisfies the creative urge of the player. This is
crucial for a simulation-style game. The aim is to present a system that is
simple enough to be initially understood, yet complex enough to challenge the
abilities of the player.
Animal
Crossing does a good
job in this area because the world is so accessible. Once the player gets used
to navigating their town and discovering where the various animals live,
there’s almost no way to become ‘stuck’ in the game. Once the
player has figured out how the game works, there is a lot of work still to be
done; the player must discover how interacting with the simulated world changes
it and what secrets remain to be discovered.
Animal
Crossing also
distinguishes itself from The Sims in how it presents itself to the
player, that is, who or what the player controls. In The Sims, multiple
characters are controlled, but in an abstract way. The beings are capable of
independent actions and will often not do exactly what is wanted. In Animal
Crossing, the player is in absolute control, but of only a single character;
the non-player characters (NPCs) are uncontrollable - and often unpredictable. Although
the game is still played from the traditional camera perspective of an eye in
the sky, the gameplay largely eschews aspects of the ‘god-game’
genre. The only method the player has of interacting with the game is through
the actions of a singular character, creating a more focused experience.
The
difference that most clearly separates Animal Crossing from just about
every simulation-minded game ever made, is that real-world time passes in the
game. In most simulations, time may pass, but only when the game is being
played. In Animal Crossing, the clock keeps ticking away no matter what.
This means that if you take 34 hours off from playing Animal Crossing,
34 hours have passed in the game world. Even as the game sits unused in its
case, the illusion is created of activity occurring within the game, unseen by
the player. This creates a higher level of immersion for the player. Because
the game is affected by events that occur without the player being present, an
illusion is created of an independent game world; like the real one, this world
hurtles on regardless of whether you decide to sleep in. Indeed, there are many
aspects of Animal Crossing that make it harder to use metagame techniques
to manipulate the game world, further cementing the illusion of a separate
existence.
Overall, the
game could be described as ‘simple’, or at least on the surface..
The gameplay is pretty basic. The A button does pretty much everything, with
spot duty for the other buttons on the controller. It is fairly easy to see
that the game was designed with the GameCube controller in mind, and the control
will never become an issue for a player. This is helped by the fact that the
game doesn’t require much in terms of motor skills in order to play it.
The only notable exception to this rule is when the character is fishing, which
is a fairly simple reaction test.
The
aesthetics of the game are well-designed and consistent. But there are some
minor flaws. Animal Crossing is an upgrade of a game originally designed
for the Nintendo 64, and it shows. The game is nominally 3D, but there is very
little in terms of camera control and rotation. The game plays basically like
an isometric title, and it’s easy at times to figure out how the grid
runs on the terrain. Too often are bit-maps easy to spot, especially on the
faces of the characters, and the texturing is a little blurry. However, the
graphics are very consistent. Nothing feels out of place and everything fits
together well. The music is consistently decent, with a couple great tunes.
Many of the pieces hark back to a simpler sound, and the MIDI-keyboard light
jazz that powers the soundtrack feels appropriate without being aggravating.
A complaint
has been that the game reveals too much of its secrets early on. It is possible
to maximize the size of your house within 2 weeks or less of starting to play,
and the speech of the animals does repeat at a fairly even rate, but there are
many aspects of the game that can only be unlocked through time. Even after
playing the game nonstop for weeks, the player will only have a small
percentage of the items that you can collect in the game. Many of the
collectible items are available only at certain times of the calendar year. Add
in the seasonal events, some of which only occur once a year, and Animal
Crossing becomes a game with serious legs in terms of replayability.
The deepest
and most complex aspect of the game is the feng shui rules that are applied to
how you arrange your house. Every couple of days, you receive a ranking of how
stylish your house is, and you’re encouraged to try and collect like
items and experiment in how you arrange your rooms. Although this may seem like
a fairly minor aspect of the game, it is the most involving and challenging
aspect, and something that you will be spending a lot of time with the longer
you play the game.
And as
I’ve stated above, playing the game is a unique experience. Not only
because of the new takes on simulation, but because the game is designed to be
played at a different pace than most video games. The game is intended to be
played every day, usually only for an hour or two, as opposed to the multi-hour
sessions that are usually devoted to videogames. Because of this, somebody
expecting to be able to play Animal Crossing for 5 hours straight will
probably get bored at some point. However, unlike other games, you can play the
game for 8 straight days and have a different experience every day.
The unusual
design of Animal Crossing means that there are going to be two basic
reactions to the game. There are going to be people who love it, and those who
hate it. It is true that the gameplay is often overly simplistic, and the
amount of repetition can be pretty daunting, especially in terms of dealing
with the NPCs. Some players will simply be unable to get into the collecting
and small discoveries that really drive this game. Others however, will find
the joyous nature of the game and surprisingly deep internal systems a constant
delight.
When the sun
goes down and everybody heads off to go to sleep, I either try and find fellow
night owls to talk to, or I head back to my house to relax and then fall
asleep, wondering what new things the next day will have in store for me…
- Published October 9, 2002
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