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Animal Crossing: Wild World

            The tag-line “conceptual” is granted far too freely and habitually in this industry. “Original”, “innovative” and “intuitive” also find themselves being declared for at least nine-tenths of the industry’s produce. Electronic Theatre ImageThis could simply be the result of the videogames industry’s relative youth when compared to its entertainment sector brethren, or perhaps the fixation on genre development has been passed-on-through due to the major publishers feeling compelled to manoeuvre their way through an undiscovered market in the way that their peers have a well-proven track-record for them to follow and manipulate accordingly, as opposed to aspiring to chisel their own path and create a substantially different, if not superior, market. Or maybe, just maybe, the blame lies with the lazy British Press who seem to organise themselves at EA’s feet every-time that FIFA or BurnOut title comes around with a new affix.

            Animal Crossing: Wild World is one title which, with this industry analyst at least, resides well into all the above marketers-dreams. And while you may think these are bold claims to make while still simply introducing a game, one important fact should be bought into perspective; none of these tag-lines will necessarily relate to a game being good.

            The story of Animal Crossing is a rather long and twisted one, which doesn’t rely too heavily on provable fact. Having reportedly spawned from the infamous Shigeru Miyamoto’s brain-child for the Nintendo64; the series begun life known simply as Cabbage. Cabbage was an ideal which seems to have later been split into both hardware and software propositions. The idea was relatively simple: you begin with nothing, and through play must build your world, obtain a job and gather items. In addition, the title was to come with a Controller Add-On; a specialised Memory Pak with which players would be able to purchase further items at a small cost from Download Stations available at retailers, such as a Bike to travel to-and-fro quicker, or a new outfit, or even a new toy. The first off-shoot is pretty clear for those who didn’t wait for the UK release of the GameCube’s Animal Crossinge-Reader Cards. The e-Reader was a fantastic Electronic Theatre Image piece of hardware that never made it to UK shores, allowing data to be read by the device by simply swiping a playing card containing the code through the entry slot. Plugging into the Game Boy Advance, NES games amongst others could be stored and played on the Game Boy Advance’s internal RAM; clearly the inspiration for that with which we now see the PSP’s Game Sharing and the NintendoDS’s DS Download functionalities. This was the evolution of the idea of purchasing new items, as with specialised Animal Crossing-e e-Reader Cards and the use of the GameCube/Game Boy Advance connectivity, rare and exclusive items could be obtained. The was also reflected with another Nintendo device developed specifically for the untapped Chinese market.

            The I-Que Player was launched to a Chinese market – a market with the most prolific reputation for copyright infringement in the world – with a unique take on copy-protection. Being the first console launch in the country, Nintendo chose to use Nintendo64 technology as it was far and above anything the public had access to through more under-handed measures. The unit was not dissimilar in appearance to a cheap Plug-&-Play unit your mum would probably buy from the market for a tenner, but held a removable RAM Unit containing several encrypted codes over-layered onto the Game Data. Owners would take their Memory Unit down to the local Download Station in order to purchase new games. Unsurprisingly, the release was a success; and others are certainly looking interested in following suit.

            Obviously, the second portion of Cabbage is Animal Crossing itself; originally released only in Japan on the Nintendo64, and later ported to the GameCube for a second launch in Japan, the move stateside Electronic Theatre Imageand, eventually, to Europe. But Animal Crossing: Wild World is a first in many ways; first handheld version, first with Touch Screen technology, first online edition. But, having undergone such a strenuous verve, does the newest release have the endurance to fair the weather?

            The presentation of Animal Crossing: Wild World will be that of familiarity; yet as with the first will be comically informative. This time, Kapp’n will drive you into town, whilst you choose your name and town name. Upon arriving in town, you will still be subjected to Tom Nook’s errands before the game becomes freely playable – an introduction to the title that may annoy those already accustomed to the series but an innovative approach to a Training Arena.

            The basic commands become obvious here; with collecting items, changing clothes, planting flowers and writing messages all being introduced as part of your daily routine at this early stage. Once the title allows you the opportunity for open-play, freeing up it’s world in the process, things become a little more sedated. Never are you given a task unless you should ask for it. Upon speaking to the characters in your town, they may wish you to run an errand, but there’s always the opportunity to refuse.

            Objectives are limited, often non-existent, as Animal Crossing: Wild World invites you to create a structure, boundaries for your own play. Limited in nature as the title is, its open-ended play brings each activity to a whole; completing the title in a way that so many games simply seem to overlook. Everything within the title is characterised to suit Animal Crossing’s invariably bizarre world and the charm of the title is realised through your simple daily actions.

            With Animal Crossing being the world’s first, and still only videogame series to play within the confinements of that elusive fourth dimension – time – Animal Crossing: Wild World puts progression into characterisation more so than its predecessors. Seasons come and go and random visitors appear and leave. Town Electronic Theatre Imagefolk move-in and move-out and animal’s such as fish and insects become harder to find out of their season. Weather changes and town events also help the sense of age. This simple modification in progress is made by the game and not the player – in a similar sense to that of the Starwing and Lylat Wars titles, the player is “on-rails”, adhering to the title’s linear progression whilst making as much room for freedom of expression as possible at the same time.

            The most changes to the title come in that of its presentation and dual-player modifications. The Multi-Player the title now features is simply an incredible accomplishment for a series that has proved so isolated in the past. Players may live up to four characters on one Game Card, in one house. Should one of these players then get their own Game Card, they will be able to move their character (and whatever they can fit in their pockets) to the new Game Card and continue in their new town. Players operating from separate Game Cards can wirelessly-link to visit each other; be it through a local connection, or using Nintendo’s family-friendly online service. Entering a Friend Code – similar to that in Mario KartDS and Tony Hawk’s American Sk8land – will give you access to other towns and other player’s access to your town, allowing up to four guests at any one time. Another respectful idea in evidence here is that which is similar to Nintendo’s Bark Mode featured in 2005’s Nintendogs collective. While your NintendoDS is in Sleep Mode, having released a Note In A Bottle, should you pass any players doing the same you will exchange messages, items and, possibly, Friends Codes.

            Animal Crossing: Wild World’s presentation isn’t astounding, but comfortably ups the average of the NintendoDS’sElectronic Theatre Image output and places titles such as The Incredibles: Rise Of The UnderMiner and Pokemon Dash into a shadowy darkened corner. The title now features a rolling-log system for its world basis, in which you avatar remains central and the world revolves around your movements – executed by either the Touch Screen or the D-Pad. The effects in the game are competent and show-off many of the NintendoDS’s talents, but remain far from pushing the best out of the system. As remains the tradition, the sound is impeccable. The Babalese speech is almost coherent and K.K. Slider is simply magnificent, almost worthy of purchase simply for the seemingly insane-caterwauling.

            While Animal Crossing: Wild World may seem too many as a luke-warm The Sims venture, there simply isn’t room for comparison. The first foray into the world of Animal Crossing broke the boundaries of gaming as a convention, and with none of the expected me-too titles having appeared to disgrace the seemingly unformulaic formula Animal Crossing: Wild World simply insists that the traditions of gaming are as irrelevant as they are essential.Electronic Theatre Image

 

Kev J.                                                                                                                                       Reviews Score Table Interpretation.

31/03/06

 

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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