Tuesday, July 09, 2002

Animal Crossing: Wild World

Sim City, years ago, was the game where you built and created your own virtual city, a game where you made the decisions to make your city better. Imagine, though, instead of being the creator of a City, you lived in it; buildings, and people constantly changing, while you’re trying to make a living. Welcome to the world of Animal Crossing, the second installment of the series where one individual can make a difference in their community. While you don’t take as significant of a role in Animal Crossing: Wild World as you do in Sim City, it’s a much more charming and minimalist experience where you talk with locals, fish for money, partake in special events, etc. Although it’s not a game you’ll be playing for multiple hours in one sitting, you will find yourself playing it for months in about four 10 to 20 minutes bursts of quirky fun.

Unlike a lot of current generation games, this game doesn’t try to win you over with intense gameplay; it’s a rather rote game, but every new day is different enough to make yourself go on. In AC:WW, your primary objective is to get your house as large as possible, which means you have to generate a large sum of bells (the currency used in AC:WW). To do so, you must fish, do chores for townspeople, dig up some treasure, and some other secrets concealed throughout the entire game. Want to customize your house? Buy some furniture at Tom Nook’s store. There are tons of little side ‘missions’ in AC:WW that are completely optional (like the entire game). Dig up a fossil? Donate it to the local museum. You can even build relationships with townspeople!

Customization is the essential element to AC:WW, and it's also the major reason to why it’s so captivating. You decide what you want the interior of your house to look like, along with your clothes (hat, face, and shirt), hairstyle, outdoors, museum, constellations, and even the music playing in your house. Compared to the GameCube version of AC, there are more items and plainly more to do in this new DS version. “Why is customization so important?” you might ask, “It’s not like anyone else will see your town.” Oh how wrong you are. Utilizing Nintendo’s new Wi-Fi Connection for the Nintendo DS, you can now go to friend’s towns, or let your friend’s come to your town. When I say friends, though, I literally mean that.

To avoid random people coming to your town and cutting down all of your precious trees, you have to trade your friend code with other people you know, along with the name of your character and town’s name. People fortunate enough to be part of a popular video game message boards will make it easy to got to other peoples towns, which also becomes somewhat of a cheat. By going online, you can trade items, and buy items from people to complete a furniture set you’ve been trying to collect; it’s too easy to get all that you want out of AC:WW due to the online. It’s nice to chat to people while you’re in their/their in your town via a touch-screen keypad.

The catch to AC:WW is this: it’s still playing even though you’re not. For example, if you don’t play the game for a month, your town will have weeds scoured throughout, townspeople will forget your name, and sometimes move away…and well, that’s about it, which is unfortunate. Since there is no objective to AC:WW, there isn’t a whole lot of motivation to continue playing the game after a week or so. All one must do to regain their initial town’s status is to pick all the weeds, and talk to everyone in your town. There’s not much pushing you to play this game in the first place, and there isn’t quite enough of a punishment to make you continue playing it. This is quite unlike the real world, where things are constantly changing when you’re not there.

Animal Crossing on the GameCube was anything but graphically impressive, and this is also true with AC:WW, but just in different areas. AC:WW’s character models are quite good, along with the exterior for each building. Truth be told, though, these few ‘remarkable’ tidbits certainly do not make up for the surprisingly bad framerate. The original Animal Crossing ran at a silky smooth 60 fps, while AC:WW runs at a miserable 20 fps; it’s extremely choppy, and rather hard to get used to because there’s not much else to pay attention to besides the music.

Soft, mellow, and catchy are a few words that describe AC:WW’s background music. Every hour it changes, and all of the tunes sound unique, and get you into the feeling of what the game’s all about: nothing. It’s also nice to hear the music when you’re fiddling around with the menu-screen, which you do quite often.

While it’s not a game for everyone, it’s certainly a game where you can lose a good 50 hours of your life collecting items to suit your needs and customize your house, along with some other parts of your town. If you’re looking a for a major update to the GameCube version of Animal Crossing, you’ll be incredibly disappointed; it’s the subtle differences that matter, and it benefits from being on a handheld, without a doubt.

8.3
Extremely customizable and each day is different enough for you to continue playing for a long time. Once all the daily chores are done, though, there's not much to do.

7.0
Surprisingly nice character models and house exteriors mean nothing when the game runs at 20 fps; choppy.

9.0
You'll be playing this game for months, and the online portion adds for some decent replayvalue. The customizable aspect of Animal Crossing will have you trying to get exactly what you want for a long time.

8.1
A fun game to fiddle around with for a good 20 minutes, but soon after that it wears down and becomes repetitious.

-Cal-Cal
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