Showing posts with label Harvest Moon. Show all posts
Showing posts with label Harvest Moon. Show all posts

Sunday, December 22, 2013

Wild Season, Eh?


I've always been a little wary on most things where Kickstarter is concerned since the whole premise can lead to some real issues on a large scale.  It's more or less a house of cards where everyone brings their own cards to someone who says they can make an awesome castle with them, and then you just have to kind of wait and see if they do, indeed, make an awesome castle out of cards that you and everyone else gave to them.  Not everyone can build awesome card castles.  Many people will tell you they can do so, when in reality they cannot.  Some attempt to, but realize they need more cards because whoops, these cards will only make like one card rampart and okay, I'm losing the plot here.  Point is, it's hard to get excited for Kickstarters unless they're being made by people who can be held to a great amount of scrutiny (I.E. known quantities like Comcept and the like) because there's at least an idea of -something- coming from it, rather than that dude just taking the cards and going to play poker with them instead.

However, when I see a project that wants to be another type of Harvest Moon game, rather than a third-person/first-person shooter of some sort, I have to take note.  And when I see a project that aims to be on the Vita, well, I have to take note.  When those two aims intersect, that, my friends, is when I have to inform you about it, because it's something that requires a bit of attention.  I only regret that my attention was not drawn to this earlier, because I'm not sure what, if any impact my attention will offer at this point.

I say this because Wild Season only has five days left in the Kickstarter at this point, and it's probably the worst five days anyone could imagine having at this point, with Christmas rolling over and the like.  It's hard to say whether or not people -have- money to give at this point, and as we know, with Kickstarter if you don't get the funding goal by the deadline, you get nothing but a bit of exposure and goodwill.  It's also something like £4,000 short of its goal, which will be hard to make up in those few days.  They always say the bulk of funding surges happen at the start and at the end of a Kickstarter, so there's hope, and I definitely want to hope because I do want these guys to succeed.  If only so I can hope they go forward with bringing it to the Playstation Family so I finally have a damn Harvest Moon-like game on my Vita.

So why should you care about Wild Season?  Well, as stated, it's a Harvest Moon-like game, though it does quite a bit differently in the formula alone, and it does have some rather interesting elements to it.  For one, it promises something of a 'darker' underlying story, primarily about a 'Secret' the Town holds, and that's kind of neat on its own merits, provided it doesn't put the game on a 'timer'.  Relationships are also much different if just for the fact that you can accrue enemies now instead of being everyone's friend automatically.  Befriending others and getting into relationships (You can be in same-sex relationships, by the way, that's a big deal) takes a more delicate touch as well, as you can be branded 'Creepy' or 'a stalker' for doing things that are notoriously ungoverned in Harvest Moon and Rune Factory.  Bursting into a character's room without permission, for one - especially if you decide that's a great time to stumble over to that person and hand them a gift.  I would be a little weirded out myself.

Characters are also meant to be a little more three-dimensional than the standard HM characters who, while they have their issues, are generally built around one or two little things and thus feel a bit flat.  Wild Season's cast promises to have a little more depth, boasting actual issues and problems that aren't things you can deal with with one little chat or anything quite so easy.  You'll also be able to run for office and personally dictate parts of the town, though what extent of power you'll actually be granted is left to be seen.  You'll even be able to see technology slowly introduced into the town - HM games tend to be a little technology-adverse unless it's Innocent Life, but that barely counts.  All of those things, plus a wider selection of things to do when you have nothing pressing at the moment ensures that it'll be a very different game from what you might expect, and that's enticing.

I have a few misgivings however.  I'm not quite sure how much content can actually be present in the game considering iOS and Android are two of the confirmed platforms, but I suppose mobile games have been getting bigger and bigger (and contain large games now, like Final Fantasy Tactics: WotL and The World Ends With You) so it shouldn't be an issue.  I'm also a little....wary of them showing off the obtrusive mobile controls while the game version is clearly the PC one being played for the video.  Virtual Controllers are things that I'm not too enthused about and while I'll never have to use one, I just wish they could have shown the footage without it for now.  I'm also swinging back and forth on the art style and haven't quite decided which side of the fence I'm on with regards to that.  It's...honestly pretty good, but I'm just never up on Chibi characters.  However, I imagine I'll get over that.

So yeah.  As stated (and shown in the video), the game is being set or PC/Mac/Linux and Mobile platforms, but if they can, they would like to embrace Sony and Nintendo's indie strategies for Vita (and probs PS3/4) releases alongside the Wii U.  Harvest Moon-like games are, of course, better as portable titles since they're the type of game you'll want to be able to jump right into and play for a moment, especially when you've got a few minutes to kill between commutes or something along those lines.  Thus, I'm hoping for this to succeed and for a Vita version to materialize because it's...honestly probably the best fit of them all.  With any luck, they'll get that last push to fund them, but even if they don't, hopefully they'll have some sort of backup plan.  Hell, they can always try to contact Shahid Kamal, since he is without a doubt an awesome dude and definitely not titled "The Indie Guru" (among other titles) for nothing.

I'm personally curious as to just how weird the game is going to get, because the potential for weird, creepy shit is off the charts

Friday, October 18, 2013

I Haven't Talked About The New Harvest Moon Yet


No, no, I don't mean Rune Factory 4, but I haven't gone deep enough into that quite yet either.  Just last week, Harvest Moon: Connect to a New Land was announced for the 3DS, further solidifying my purchase of the system even if I would really just prefer them making Harvest Moon/Rune Factory games for the Vita.  It seems silly to be getting excited for a new game when I'm -still- excited for Rune Factory 4 and I haven't even really played A New Beginning just yet, but, well, we all know that I am excessively prone to silly things.  This is no exception.  However, there are some very big, very real reasons to be excited for Connect to a New Land just from what little information has been shared for now.

First off, they seem to be taking some of the improvements from A New Beginning and keeping them baked in going forward, which is always a good sign.  Specifically being able to pick a Male or Female protagonist at the beginning is still relatively new to the Harvest Moon series, strange as that seems, so to see the trend almost become 'standard' now is good.  I personally hold no interest in playing the female character of a Harvest Moon game simply because I play the games to woo virtual people and I'm just...well, I'm not interested in wooing the virtual dudes in Harvest Moon and Rune Factory games.  However, having that option baked in to the game's very design means that you're definitely set to get at least five characters, male and female, who are wholly interesting since their inclusion is partly being interesting enough to date.  Rune Factory never has a problem with having interesting characters, datable or not, but Harvest Moon games have had fairly small casts in the past which is helped some by ideas like this since, at the very least you get -more- characters.

Keeping with the 'More is better' theory, CtaNL will be featuring a "Safari" area which will hold a host of exotic animals that you will be able to tame and bring back home with you in case the animals you get in Harvest Moon proper just aren't enough for you.  Which...in all honesty, might be true.  There has been expansion in that field (heh) with the last few games, taking the potential roster a bit away from the traditional Cows, Sheep and Chickens, adding in Ducks, Alpacas (At least one game, if not more) and probably at least a few more things that I can't really think of right now since I haven't played ANB for more than twenty minutes.  All in all, the amount of animals that are tamable in Harvest Moon games is said to be doubled in New Land, but I'm hoping they're using a bit of an inflated figure to start, since double of five is just ten.  Which is...not a big enough number to tout as "double" or "twice as much" since you can just say ten.

Some other information from the Famitsu article that broke the news and details of the new game also mentioned what is very, very obvious from the name of the game itself - you'll be able to visit other people's ranches.  It's unclear as to how this'll be managed - the theories seem to be an Animal Crossing-esque Street Pass method where your Farm 'State' is saved and loaded elsewhere so that someone can visit it as it was in that state, ala the Dream Suite (for your town) and the Happy House Academy Showcase (for your house specifically) or just straight up Wi-Fi traveling to the other and co-habitating the same space, perhaps working side-by-side and whatnot.  That alone is rather amazing, since it's basically one of the big things Stardew Valley had on the Harvest Moon games it was clearly inspired by - multi-player farming, as inane as that might sound to you.  Which it shouldn't.  Because farming is serious business.

The game will also feature something called a "Trade Station" which will allow you to buy and sell particular things from and to other countries (unknown if this is in-game countries, or real-world countries) as a new little facet to the business numbers side of the game.  Because as we all know, you're not doing all this farming and animal rearing for your health and happiness - there's gotta be some cold, hard green involved, yo.  Farmer's gotta make bank so he can upgrade his house and get a few of the locals under their belt as a little pick-me-up between field chores.  And to buy new things like new animals and new barns and plants and tools and such, you know, responsibly growing what is generally accepted as a business to a very nice enterprise.  But also the opulence and the making it with the locals.  Mostly that.  Maybe.

The game likely won't be out in the states until late 2014, if not 2015 since it's still in development and will assuredly hit Japan months before a localization is even announced, but I think the series has expanded a niche enough in the states and elsewhere that it's a safe bet on coming out over here.  If nothing else, I'm sure a few particular people at XSEED would love to localize the game, and we would all absolutely love for those people to handle it as well.  Because XSEED does great work, you see.  And also @Hatsuu has the absolute best tweets about Rune Factory and Harvest Moon in general that I always just love reading.  So I want more of them.  As should everyone.

you'll be able to raise a friggin' reindeer in New Land, I don't even

Thursday, September 12, 2013

Rune Factory 4 Has a Release Date - October 1st


Rune Factory 4, the game that literally tipped me into getting a 3DS (even if not immediately) finally has a proper release date with which I will be able to throw money at some unsuspecting GameStop clerk in return for the game and presumably a case to go along with it.  Possibly a bag as well to carry it in.  They are usually nice about bagging things.  As you might be able to tell, I am positively ecstatic for this news because I have been craving a Harvest Moon game for a while, yet it seems that whenever I pick up my 3DS, it's to play Animal Crossing instead of Harvest Moon:  A New Beginning which, unfortunately, has a bit of a slow start into what I'm told is an amazing experience that rivals even the best Harvest Moons.  So it's a bit daunting to actually try to get into, and now I wonder if I should attempt it, given that there's...you know, less than a month between now and when I will have Rune Factory 4 in my hands.

Perhaps if I had a little more than what amounts to one or two hours of free time on a nightly basis (seeing as I still see Animal Crossing as 'mandatory' despite that being terrible and awful for me) and that I chose to spend most of that time watching a Star Wars: The Force Unleashed LP, which I'm going to talk about in another post, so it's kind of 'research', (also, protip: the first video at least was flagged by youtube, but the Vita youtube app cares not for copyright violations) then maybe I would consider playing it.  In fact, I would definitely play it if I hadn't bought and downloaded Dragon Fantasy Book II this past Tuesday, which I'm going to throw my entire Saturday and Sunday into because good lord, I have wanted that game so bad.  Not to mention that I have Killzone Mercenary which I haven't even thrown in to let it patch overnight...it's just really not a good time to be working every single day because it's seriously cutting into my personal time.  Which is totally rude and inconsiderate.  Even if it is funding the rest of my gaming purchases for the rest of the year.

The awkward thing about this all is that I have absolutely no knowledge of what's actually going to be in Rune Factory 4, except a lot of love and effort from XSEED's Brittany Avery who tweeted about the game so much while she was working on it and testing it and it made the wait all that more painful.  Though it'll make the end-product amazing, I'm sure.  It'll have all the trappings of a usual Rune Factory game, assuredly - a skill system to obsessively work on, crafting of all sorts, taming monsters for your farm and relationships - but there's new stuff that I mentioned in the post where I found out about the game that I just don't know if it's even true anymore.  Or in what fashion that it's true.  So it comes down to either obsessively searching the internet for information or going full black-out until I have the game and start playing it so that I simply discover things in it for myself.  Which...really isn't even a choice.

As a result, however, I don't really have a lot to say here other than the game is coming out a couple weeks after Grand Theft Auto V which is the day I get a brand-new PS3 as well to combat the backlog of PS3 games I have and fucking damnit, it would have to be around that time, wouldn't it.  Still, I want Rune Factory 4 so bad, so I'm -going- to play it for sure...it's just going to be a little juggling act going on between that and the PS3 and the Vita and oh my God what the hell is happening?  Suddenly, games!  And it's not going to get any easier with the PS4 launch...Maybe I should just discover a way to function on zero sleep.  That....that would be the easy solution here.  I may inadvertently find out with Rune Factory 4, though.  Wouldn't put it past me.

so many trips to GameStop, so many cashiers hit with money

Wednesday, March 6, 2013

Project Happiness Has a Title - "Hometown Story"


So, do you guys remember 'Project Happiness'?

...What?  You don't?  But I...the posts..I..

Fine

No, really, fine, whatever.  I get it.

Anyways, what was once Project Happiness is now known by the official name "Hometown Story" and has a shiny new updated trailer above.  The trailer shows what is decidedly more "3DS-looking" gameplay and models and such which is appropriate of course, but other than that, not a whole lot has changed from its initial inception and announcement.  It still looks to be a game focused on you making your character a shopkeep, but also forging your own personal story by involving yourself with the locals and the like.  We still don't quite know specifics, but at the same time, the specifics are just going to be a few key points, like what we already have.  The rest of the game is just exploring those in-depth, ala Harvest Moon and its ilk, and that'll definitely be engaging enough of an experience to stretch across quite a while.

Something funny I'm seeing though is a lot of people going "Oh, this is ripping off Recettear" and deriding it for that.  Which is something that sort of happens -any- time something comes out and looks like something else, but especially so when there's few other examples of the ilk.  But there is something inherently amusing about decrying a game is 'copying' another game that the public wouldn't know anything about without the efforts of a three-person localization team.  Seriously, Recettear in its original form was released in Japan at the end of 2007, and it's only because these folks took an interest that it got released to the West over two years later.  To 'smashing' success for an indie game that's more to do with the tale behind it than the actual sales numbers for it.  Which is unfortunate, because it looks like a fantastic game and the localization is stellar, but of course it's not going to sell millions of copies, nor did it need to to be a success.

My point, of course, is that I'm pretty sure the guy who created Harvest Moon doesn't really need to 'rip off' Recettear.  Maybe he did.  We will never know for sure.  I just think the idea of Yasuhiro Wada taking a look at an indie game that was only released as a stepping stone to localize -other- games and going "Man, I need to get in on that action" is a silly one.  Of course, if that -is- what happened, then Carpe Fulgur should be proud!  It's only because of Recettear's enjoyable translation and script, I imagine, that made the game so accessible and sought out.  If this whole Shopkeep Simulation genre starts expanding a little more, than I would say it -could- be safe to say it's partly due to their efforts, but whether or not anyone is trying to 'rip off' Recettear will always be up in the air.  Unless someone, you know, -says- they were trying to do that.  Which nobody would do.

The thing I take away from all this, however, is just how funny it is that my focus on a 3DS has been ever-narrow even in the almost year that it's been since Hometown Story's announcement.  And I quote:
[...] but I can see this being yet another game that push me into finally buying a 3DS.  Of which there is now four, if this is one of those games.  And they're -all- games like this:  Animal Crossing, Rune Factory 4, and Harvest Moon: Tale of Two Towns, so needless to say, the 3DS will be my simulation fix device.
My list has only grown by -one- since then with the addition of Harvest Moon:  A New Beginning.  Sure, I -might- also pick up Fire Emblem as well, in fact it might be a guarantee, but I am certainly not awaiting it while gnashing my teeth.  As I have been with Rune Factory 4, if -nothing- else.  Hopefully, there are some titles out there that I have just been missing completely that will blind-side me with awesome, but I really doubt it.  Nintendo's First-Party efforts do not sparkle and twinkle tantalizingly (aside from, again, Fire Emblem which has a tepid shine to it for me), nor can I think of anything off-hand that I simply must have in the same way that I must have these simulation games.  My purchase of a 3DS XL is only a matter of time, however, likely towards E3 where I will see if there is any surprise announcement that might be of concern.  And then, well, I'll have a better foothold to find out if there are, indeed, any gems I have missed out on.  Until then, however, I still have five games to anticipate which is nothing to scoff at.

Tuesday, February 12, 2013

Making a Better Clone - Harvest Moon


In realizing that I am actually going to pick up a 3DS XL this year thanks to Rune Factory 4 finally getting a localization window of 'this summer', I started thinking about the reasons why I want a 3DS in the first place.  Obviously Rune Factory 4 is the tipping point, but really, all things Harvest Moon and even tertiary to what Harvest Moon is about is pretty much what's drawing me to the system.  The other Harvest Moon game that came out towards the start of the 3DS' life, Animal Crossing, Project Wonderful, all just games that have the same little charm to them while being relatively similar in that you're just making a little life for a little avatar and working to better it in some way.  Of course, such a realization paints a pretty big light on the fact that such games are few and far in-between and while I get the why of that, it still bugs me a little.  Since these kinds of games are -fun- and I would happily buy more of them.

So, what is it, precisely, that makes Harvest Moon and its related games tick?  More or less, it seems to be the sort of free-form style of gameplay that generally allows you to do what you want.  In proper Harvest Moon, it's all in what you decide to grow, what you decide to raise animal-wise, who you decide to date, etc.  In the Rune Factory games, you have that still as well as fighting styles and skill development to consider.  In Animal Crossing (since it's honestly in the same thing), it's maintaining a day-to-day ritual and getting acquainted with the various townsfolk that breeze in and out of your lovely town.  It's all simple stuff and because of that simplicity, it's charming.  Even though things don't -stay- simple in a sense, it never becomes over-complicated and thus that charm only ever gets away from it because you simply get used to it as you're going to get used to -anything- with enough exposure.

Were I to make another iteration into this type of series, a little blend of everything that was mentioned previous is honestly the way to go, I think.  Harvest Moon's structure, Rune Factory's flexibility and Animal Crossing's importance on your avatar and its impact, as well as the transient nature of the town/city/what-have-you will all blend together to make for something rather wonderful, I should think.  A New Beginning's penchant for customization is well appreciated however, though perhaps not quite as ambitious as it could be.  Though what Harvest Moon does and does solidly is establish an area, a town, a valley or a city, what have you, and subtly guide you towards everything you'll ever need.  Rune Factory adds a lot of variety and longevity with skills and crafting, giving you tangible goals to work towards that aren't House Addition related.  And Animal Crossing makes sure you have something to do every time you play it.

Something that all three series suffer from, however, is the lack of real surprises after a while.  Eventually, you sort of get -everything- the game has to offer, in terms of understanding the characters, of figuring out the mechanics, and of really understanding just what you're going to do.  There's no real element of surprise or randomness and they could really do with that - the only example of that, really, in Animal Crossing is when folks breeze out and new ones come in to replace them.  Of course that gets stale when you realize that there's about twenty personalities for 50 or so characters, but it's a sound concept.  Something that I would honestly encourage in a proper 'clone' game and with things that we have now, namely internet connections, this type of thing would be -really- easy.

Have it so that the game can 'push' in new content at will without having to rely on DLC, since it's all...I don't want to say server-side, but something along those lines.  Take Spore, for example.  When you're playing around in Spore on, like, the Tribal stage, I think, you start running into other creatures and -some- of these creatures are actually created by people who have played the games themselves.  You are fighting or allying with the creatures of people who you don't know, who have simply played the same game.  You didn't download some DLC pack that put their creatures into your game, it was just 'pushed' in and that is what I'm getting at.  In much the same way as Animal Crossing denizens come and go, you could just as easily have randomly created people come in and leave your city/village/etc. unless you manage to convince them to stay permanently one way or another.

This all just gives you another level of control over the game and the environment while also giving you a long-term goal.  There's always the chance of that 'perfect' villager showing up, and, depending on how the game is set-up, you could do other things with that same set-up.  Perhaps have people come into town bearing exotic animals or things to grow.  With careful patching, you could coordinate new content with this type of thing as well, making everything new and exciting and surprising if only for the simple fact that that's fun to do.  Hell, you could even do events from that front, having Holiday-themed visitors coming in around whatever Holidays they're celebrating and sticking around for a few days for shenanigans before heading out.  There's honestly a lot of really neat little things you can do with something that simple.

Really, my 'big plan' would just be mixing three popular series and adding a new level of longevity through randomness and support, but, well, it's an idea.  Certainly Natsume, nor Nintendo, have really gotten that yet or just haven't implemented it in a proper enough way.  I very much hope that Animal Crossing:  Jumpin' Out (I think that's the name) will at -least- make somewhat nice use of the 3DS' online capabilities.  I'm not exactly expecting a full-blown version of what I suggested here, but adding a couple new animal villager types.....couple new personalities....new outfits, things like that, it would be really nice.  I'm not expecting it in the slightest, as I haven't heard anything like that for the Japanese version, but a man can hope.  I seem to be doing a whole lot of that lately.

Saturday, September 29, 2012

Well, This is Certainly a Reversal


In brief moments of pause when I haven't been obsessively playing LittleBigPlanet Vita, finding time to spend on playing the excellent Sleeping Dogs, watching something on YouTube or throwing hours of my life at a time into watching episodes of Burn Notice (which is sooooo good you guys) through Netflix, my free time has been devoted to very very slowly progressing through Hero of Leaf Valley still, as I would like to see at least an entire playthrough through before I call it done.  This has been difficult however, which I think is hilarious, since I have reached the point in the game where I have effectively streamlined everything and am set to earn a good few thousand Gs in a single day.  I have pretty much bought everything there is to offer, tool upgrades, appliance upgrades, house add-ons, farm add-ons, you name it and I have it, so long as it's available to me.  So I basically just have to play through the day dicking about however I wish to get through it so I can then do the next day.

I think that's where the issue is, however, as there's really nothing else to do except follow the routine to a T.  Leave the house and pick up the dog, put him down, go to the food bowl, whistle for him, tell him to sit with the ocarina and give him food in the dish.  Go to the chicken coop, fill the troughs, pick everybody up and get their eggs.  Head to the stables, fill the troughs, talk to the horse and cows, brush the horse and cows, milk the cows.  Harvest and rice that has grown, water it all, fill the watering can.  Go back in the house, make cheese with the milk (at this point, I get two large milks and three smalls which means three things of cheese), make egg and rice dish if there's any rice, otherwise throw eggs in the fridge.  Go to the woodcutter's, talk to Gwen and give her a Very Berry, wait for Woody to go outside and talk to him to see if I can cut lumber.  Afterwards, go to the mine and mine the available caves using reference pictures for single-strike mines because I am a dirty cheater.  Sell ore at woodcutters.  Sell Cheese (and rice dish if any) at Grocery Store.

That list of things to do is the exact routine I end up following to start every Hero of Leaf Valley day.  It is formulaic and it only manages to get me to about 1 PM Harvest Moon time which means the rest of my day is playtime, but....there's really nothing else to do besides talk to folks.  I've effectively cut out all the fat of the game, you could say, in that I am not wasting time collecting things to sell so I can buy food to restore part of my stress/fatigue bars, nor do I have to do a lot to get to where I -would- need to, aside from when I cut trees.  With my tools fully upgraded as well as almost all the Power Berries in the game, I can do...quite a lot before getting fatigued and the house add-on has a Bathroom that allows you to take a bath and get a free boost for both anyway!  About the only thing I can do when I'm done with my routine, again outside of just milling about and talking to everybody, is going off to fish which....serves no real purpose unless I want to feed my dog some fish, because I do believe I have all the Fish recipes already and if I don't, well, who cares?  Certainly not I.

If anything, I suppose it speaks to some pacing issues that the game might have, and, in truth, perhaps some content issues as well.  Most other Harvest Moon games tend to offer a broader range of things over a longer period of time (generally you can buy something to add-on to your house with once a week, and only one thing) which allows them to piecemeal out to you a kitchen and such.  Still, it just feels like there should be more by this point, and not what I have done which is basically seen and conquered most everything.  Doing some peeking in guides, I've learned that there is another slew of upgrades available in the third year, but that's....well, a year and a season away of nothing in between besides gathering and getting prepared, I suppose.  I already have 51 excess lumber, and I think one project maybe requires 100 pieces, but I doubt it.  My point being that I will probably have a good bit, if not all of the lumber stocked up for said upgrades well before time.  Though I'm not sure what else I could hope for, and I certainly would not have hoped for a sort of arbitrary restriction keeping me from getting what I have before now either.  Since that just would have been padding.

I'm not really sure what to think.  Certainly, I've been in this position before in Harvest Moon games, where I have everything streamlined, but it was always because there was just something else on the horizon.  While that technically holds true for Hero of Leaf Valley, in that all of Year 3's offerings await me (including being able to marry Gwen), it's....not quite enough.  I want something a little more immediate or close enough to it.  The closest goal I have is winning the Horse Race towards the end of Fall which I am pretty confident that I will be able to do, since I have my horse all the way up to max affection which means he can apparently 'run like the wind'.  I believe that has something to do with one of the many endings the game has to offer in which you have done something amazing to save the Valley that wasn't outright buying it, and that's fairly cool enough for me, but there's just the whole getting to that point (since I assume the endings come into play at the end of year 2 or 3) that has become difficult.  With any luck, I'll soldier through it, however, as I still do quite like the game, which I'm surprised by.

Thursday, September 6, 2012

More Postings About Hero of Leaf Valley


So I am beginning to think that I may, in fact, be a giant idiot and/or a poor judge of what I might enjoy as a thing when I play it.  People who follow my Twitter (or read it on the sidebar) know that I have tweeted obsessively about Hero of Leaf Valley whilst playing it (which is something that will not get old, thank you Twitter for making a fantastic app) and that is because I really like itA lot.  It has quickly ingrained itself to me as one of my more-liked Harvest Moon titles which blows my mind considering I was really teetering on whether or not I should buy it, even on sale for $7.50, and how close I was to leaning the other way simply because my games backlog is long enough, even though I desire more Harvest Moon in my life.  Like, constantly, always more Harvest Moon to sate my need for more Harvest Moon after I have completed the previous taste of Harvest Moon, because they are fairly hard games to just 'do-over' after you've played them and requires at least something of a change-up between one game and the next to keep it fresh.

Hero of Leaf Valley's simplistic approach is reminiscent of the earlier games, something the likes of being between Harvest Moon 64 and Friends of Mineral Town in terms of 'things to do overall' which is a pretty sweet spot to be in, really.  Friends of Mineral Town honestly has a surprising amount of depth to it, with the different tool upgrades you can have done (whereas in 64, your tools just upgrade as you use them more) as well as the mines and such beyond that.  Hero of Leaf Valley dabbles in things but doesn't fully commit to the degree that those elements have been expanded on in other iterations which is refreshing in itself somewhat.  Cooking, mining and tool upgrading are all present and accounted for, but the ways about them are all different than the standard fare, mostly in favor of being slightly more....stream-lined I could say.  Missing completely is crafting which is no surprise; unless you have a lot of need for things you could craft (like armor, weapons and such in the Rune Factory titles) there's no real place for it.

Mining is what really saw the biggest change from other titles in that Mining in Hero of Leaf Valley is less "Hit rocks, gain ore" and more "Look at rocks, move yellow ones to establish a chain and try to clear a room with a chain reaction.".  That's right, mining is a puzzle game in Hero of Leaf Valley, or at least has an attempt at it since you can, should you desire, completely ignore that aspect and just hit rocks.  However, stamina is not cheap and it's always best to exert as little as possible to keep enough open for other tasks that you might desire to do.  It's hard to detail this without a picture, and seeing as I am unable to provide one (can't take screencaps of PSP games, IGN has none showing it) I will do my best to invoke a mental picture.  When you walk into one of the mining areas (a new one opens at the start of each new season) it switches to an overhead mode that shows off all of the rocks available to be mined ranging in colors from red to blue to green to yellow.  Each color aside from yellow has its own shape - red ones are a dash basically, blues are a cross (or an X, depending on the orientation), and green are simple circles - with yellow being able to be any of those sizes as well as what amounts to a tear drop shape.

Whenever you shatter a rock, it launches out bits in the direction of its points (so green shoots all around, blue shoots from its four points and red from its two) and any rock of the same color in the range of those bits gets shattered in the same fashion.  Hence, chain reaction.  The rub is that the rocks can only destroy their own color....except for yellow rocks that can be moved and shatter anything it hits.  Do you see the strategy now?  From what I can tell, every room layout (there are only a handful or so for each room, so once you know the answer, it's just a matter of doing it right) is designed in such a way that you can configure it to be cleared with a single smack of the hammer which is really neat in itself.  I can't find a correlation between single-hit room-sweeping and getting better things, but I -did- find two Blue Rocks (items used for the initial tool upgrade) in a row on full-sweeps, so considering that you save stamina, maybe there's more than that reason so shoot for them.  Also it's pretty satisfying to see it run out the right way.

Upgrading your tools is a matter that is something of an exercise in frustration but the end-result, as always, makes up for it for the most part.  The issue at hand, basically is that to get your tools upgraded you have to track down the ore first of course (which is a pain in the ass since first-tier is a Blue Rock and it took me forever to find -one-) and then find a day when the Tool Shop owner, Louis, is actually working.  I say this with a little ire because his shop is closed Wednesdays and Sundays and guess which days I've found my Blue Rocks on.  Alongside the ore is a required cost which is likely in the lower 1,000 range at first and only grows with each upgrade.  1,000 'gold' is nothing to scoff at in this game, at least not yet, as I only have three chickens, two cows, and a field that contains 16 rice plants and 8 Corn which haven't produced a single harvest yet.  Perhaps when I get a greenhouse (which I assume prevents crops from seasonal wilting) I'll be able to go a little crazier with planting things which will bring in more dosh but until then, I've got to play a little more conservatively.  A twice-upgraded axe is basically all I need at the moment since it makes my lumber yield that much better since it takes less to use.  (As well as digging up a bunch of power berries.)

Cooking, now that I have finally gotten the house add-on (50 lumber seemed insane.  Then I harvested like 18 pieces in one go.  Love my super axe and big stamina bar.) is fairly bare-bones as it usually is.  You have utensils (start out with frying pan and a pot if nothing else) and you throw things in them and if you've done a recipe correctly, you get food.  If not, failed dish.  The odd thing I've found about Hero of Leaf Valley's implementation, however, is that you have to actually upgrade your kitchen tools.  The starter Frying Pan and Pot can only hold one ingredient each which...as you might think, limits just what you can make.  The local cook, if you work for her, has appliances that can hold three ingredients which I assume is the top-tier.  Upgrading these things is essentially the exact same as upgrading a tool - you get ore, take it to Louis and pay a fee.  Thankfully there's no "Okay, I'll get it to you in three days" like in other games, but it's still a bit odd that, of all things, I have to upgrade a frying pan to be able to cook two things in it.

If it's not obvious, I've really gotten into the position where I've hit my stride and started really going with Hero of Leaf Valley and it's -awesome-.  Increased Stamina and some better tools means that I can do more in a day instead of picking a single task that I wanted to make sure got done (like picking between mining and chopping lumber) and being able to do more, in the end, means more money for me.  My next outing in wood-cutting will likely net me enough lumber to pick out either my chicken coop or barn to upgrade which means I'll be able to get more animals which means more offerings for more money.  Eventually, I'll be able to earn in a single day what I was making in a week towards the start of the game, and that's really one of the most satisfying moments any Harvest Moon game can offer because it's real, tangible progress.  It's like going back to starting areas in RPGs and kicking the shit out of the enemies that were a challenge to start with.  Except you're earning lots of money in Harvest Moon as well as satisfaction versus just a smug sense of superiority and piddling experience.  Which....that's good too, but money.

Saturday, September 1, 2012

Okay, Hero of Leaf Valley is Pretty Good


I am legitimately surprised by the revelation that I've stumbled across these last couple days when I've been putting some work in on the ol' farm, as it were.  Hero of Leaf Valley, despite what it's connected to by virtue of being a remake of (more or less) seems like any other Harvest Moon game in its own right, which is a compliment mind you, and I find it a little hard to put down when I get going with it.  Truly the sign that there is a good Harvest Moon game in my hands, you see.  Always striving to get just one more day in, to keep the schedule tight, to get one goal done with before I stop playing.  I need my chickens to give me medium-sized eggs.  I need my cows to start producing milk.  I need to make more money so I can buy more things so that I can do more in a day.  More more more more more, I need to -play the friggin' game more to get this done-.

....Ahem.  I'm sure the general spirit of what I was trying to get across made it through all that.  My point is that a mark of a good Harvest Moon is that it has the freedom, the openness that it allows you to simply form your own goals as I clearly have and do whatever to meet them.  Granted, there's basically only a few ways to accomplish things unless they are generally vague, ala "make money, get paid", but it still ends up feeling like 'your' way, no matter how it gets done.  Whenever I manage to track down a friggin' blue rock to upgrade my hammer with, for instance, it'll be -my- accomplishment, not one the game has guided me towards.  When my stupid friggin' dog finally likes me enough that I can tell him to search for Power Berries and I find one - that's all me, that's mine.  It's entirely much more excitement to come from a farming simulation game than one would expect to ever occur, but it is there and it is glorious.

Something that I'm not quite sure about the game, that I'm deciding whether or not it's a double-edged sword is the simplicity the game seems to carry.  Not only the actual simplicity it carries, like all Harvest Moon games do, but the simplicity that I feel the game carries over the others.  You can only farm chickens and cows like previous games, you just have a tiny plot to farm on, and whatever you grow, you sell to villagers instead of shipping it to parts unknown for profit, and there's really only a handful of villagers around.  They are mostly utilitarian, as per normal, with there being six different 'store-fronts' with which you can deal your wares with (of course, everyone only buys certain things so you don't have a one-stop-shop) and little extra fluff.  Despite there being over twenty characters running around, it feels like considerably less since there is not a day where you are likely going to interact with all of them, and much less a chance of a week going by where you do that either.  Unless you are particularly social, there's no real reason to spend your valuable time running around and talking to everybody, so you tend to keep it cut down to who is necessary to speak with and more or less, those people don't really change.

For instance, my normal day (at least, what I'm trying to get into) consists of getting up, feeding the stupid dog who lost a heart for me because I brought him inside when it was raining hard because he's a stupid, stupid mutt and then going off to take care of my three chickens and two cows.  I go back to the farm proper and harvest/water the Rice crops I've got going (They apparently stay viable from Spring to Fall and give multiple harvests without mention of wilting.  Seems perfect.) and head off towards the woodcutter's.  I hand off a berry to Gwen, who my character will probably be marrying and then (depending on the day) wait for 9 where I can work for Woody to cut down trees.  Eventually doing this will allow me to actually keep lumber with which I can expand my farm with, something I am desperate to do.  Then I hit up Bob and/or Ronald to do side-work for them for quick money and by that time it's time to go to bed.  That is four characters only and unless somebody is directly in my path, I don't waste time.  The variation on this is when it rains, or if it's a day the Woodcutters is closed, I head off to the mines in hopes of getting Blue Rock so I can get a better, lighter hammer which costs lest energy to use which means I can do more in a day.

Moreso than in previous Harvest Moon games, I feel like I am fighting time instead of simply abiding it and that's something I'm really not too happy with.  Either my character moves too slowly or time simply passes too quickly and I start feeling like I could get more done, talk to more people, have a little down-time, but there's not a whole lot I can do about it.  I'm clearly enjoying the game, even if it's not unequivocal, so that's really all that matters at the end of the day.  Everything is sort of a "matter of time" process regardless, so schedules change rapidly based on what happens.  I didn't use to devote time to running off to the barns to tend to animals, after all, so that was factored in, and once I'm able to get more steady resources (better quality eggs, some friggin' milk, etc.) I'll get more money and won't have to rely on the side bits.  Hell, once I get some Blue Rocks, I'll probably never mine again, unless there's another tier of upgrades after that, which there honestly could be.  It's just all a matter of making sure everyday gets you a little closer to getting a little more tomorrow and I've got that balancing act down-pat.

I do wonder if this will be a case of the glow starting to fade eventually, as I'm clearly not -completely- enamored with the game, just....mostly.  I can't help but feel like I want more than the game can provide, and worry that it's only really a stop-gap between this and the next HM-related title I can get my hands on, but I'm only rounding the end of the first Spring so I've honestly barely dug into the game at all.  It just feels like it since I have really gotten quite a bit of progress out of it in such a short time.  Once the events really start presenting themselves, as I get to know the townsfolk more and more, I'm sure I'll start feeling the full breadth of what the game has to offer and start considering things for the 'long term', but that's off in a distance that I simply cannot get to yet.  Still, I am excited, which is still a surprise, to see how it goes from here.  And certainly, I've gotten my $7.50 out of it by now.

Sunday, August 26, 2012

I Bought Harvest Moon: Hero of Leaf Valley Today


I still don't know why.  I mean, I know why - it's because it's $7.50 in the Playstation Store for Plus Members instead of $30 and goddamned if I don't like a value.  Of course, Harvest Moon:  Hero of Leaf Valley's value was, before I purchased it, highly suspect, as it seemed to be a port of Save The Homeland, which I didn't care for at all, what with the year time limit the game has in place.  While I'm not sure if it's a hard time limit or not, I'll likely never find out as I'm not planning on playing Save The Homeland again anytime soon, and Hero of Leaf Valley is much more loose with it than previously indicated, I suspect.  This is for many reasons, but the important bit is that, when presented with the same scenario with slightly different end-goals the game did something that I suspected it was not capable of doing, being what it is:  It drew me in and made me want to play it.

I am not absolutely certain, but it seems that the time limit in this game, as opposed to Save the Homeland is two years, rather than one, which is certainly a lot easier to swallow when informed of that upfront.  I'm not sure if that's going to be correct, or if there's some sort of subtext that I missed, but the CEO of the place that is coming in to bulldoze the entirety of Leaf Valley told me that I was to have 50,000 G before two years had passed, so I'm just -saying-.  Or, rather, she said "I guess if you have that much money before we come to tear this dump down in two years, I'll sell you the deed" or something that amounted to it but semantics.  So right off the bat, you have twice the time that you have in Save the Homeland, or at least the game presents as much to you.  There is still an end-point and that's still a thing I'm not comfortable with, but I handled it with the Rune Factory games, so I believe I can handle it here.

Beyond that, after checking a few things that point out the differences between Save the Homeland and Hero of Leaf Valley, one of the big differences is that you can get married in Hero of Leaf Valley which is such a goddamn Harvest Moon standard that any game that doesn't include it is pretty permanently on my 'nope' list for this fact.  It's only a big deal because it's a goal to strive for, a meta-goal even, in a game that is built on its own meta-goals because, in most cases, it doesn't have a 'goal' itself, which is the inherent strength of the Harvest Moon series.  Learning (perhaps re-learning) that Save the Homeland doesn't include the feature while Hero of Leaf Valley does, it only served to push the former further down my list (Below Innocent Life, even because let's face it, Innocent Life at least has a goddamn dune buggy) and the latter higher up in prospective places.  Since I barely played it at that point, you see.  In all reality, I've -still- barely played it, as I'm only on Spring 8th in my save file, but I'm sure you see the distinction.

Beyond the fact that it was $7.50, I think the other reason that I bought the game is that I always, always crave having another Harvest Moon game, and one that is at least somewhat 'new' as Hero of Leaf Valley is.  Despite a quick play of Save The Homeland years ago, the place is basically a clean slate as the inhabitants of Leaf Valley are not featured in any other Harvest Moon game to my knowledge.  At least, no other game that I've played.  There is a such thing as being over-familiar with characters, you see, so any game in the Harvest Moon line that offers me an opportunity to romance women who are not Ann, Popuri and the other caste from Mineral Town is a game that I will happily attempt, if nothing else.  Even though I believe Friends of Mineral Town to be one of the better Harvest Moon games out there.  If they could just take about 90% of that game and just fill it with new characters, that would probably be the next best thing, really.

Seeing as I expect my days to be filled with Sleeping Dogs when available, having Hero of Leaf Valley serves as quite a fine counter-point.  An indulgence after another indulgence if you will.  I get to enjoy the violence, the visceral nature of Sleeping Dogs and then step into something that is wholly counter to that, yet entertaining on its own merits.  While jarring, it's a nice jarring, something that I don't think a lot of people get to experience or, if they do, enjoy, which is a little bit of a shame really.  Both are equally valuable, however, which is what I want to embed, so people who don't enjoy a good slow down with Harvest Moon or similar games are missing out I say, but not in a way that is detracting from what they're enjoying regardless.  Which sounds a little muddled now that I wrote it out, but whatever, it's late and took me like three hours to type this up because I am tired.  Off to bed, folks.

Monday, June 11, 2012

Harvest Moon: A New Beginning Sounds Suspiciously Wonderful


Adding yet another farming and/or relaxation game to get for 3DS when I finally pick one up is Harvest Moon: A New Beginning which takes a direction that....well, I hadn't expected, but boy do I like the sound of it.  Back before E3, Natsume began teasing this game (or rather, the localization of it) with clues that eventually ended with the phrase "Customization is King".  More 'in the know' folks understood this to be a nod to ANB, as that is the core mechanic to the game - Customization.  Not only can you customize what your farmer looks like, to a degree, but you're also put in a sort of Dark Cloud/White Knight Chronicles position wherein you can build your farm and even yet the surrounding town to your whims.  If you've been reading for a long time and/or have caught a few of my posts here and there where I talk about how I enjoy town/city/etc.-building, you understand that this concept practically has me salivating.

When you start the game, you'll be able to pick whether or not you want to play a Boy or a Girl, rather than having only one or the other (which had been a theme for Harvest Moon games up until Harvest Moon DS and the 'Cute' version of it at least) name them, presumably (as this is normal, as well as naming your farm and dog and cat if you get one) and then actually  customize them.  Face style, Hair style and color and clothing are all things you can change from the get-go which isn't super in-depth but it's far more than any other Harvest Moon game that I can think of.  Baby steps.  Regardless, you're not even stuck with that thereafter, as you can still change your hair style and clothing whilst you play the game, which I am assuming is through the use of stores and the like.  If I were a super hopeful man, I would suggest that perhaps more of those items will become available through StreetPass, but I am not, nor do I even really know how StreetPass works yet other than that sometimes you get free things from it.

This is all standard stuff of course, but it's welcome all the same as I eat this shit up and do so willingly because I just find it neat.  However, it opens up even more after that, though the exact way is a little unclear to me.  I mean, I don't really know -how- it works, but you just have supreme control over your own farm's layout and the contents of it, as well as the town that is adjacent to said farm.  The way it is described is very Dark Cloud/Dark Cloud 2 in design, as you apparently can simply place down buildings wherever even after you've placed them initially, and it's just...a thing that happens.  The NPCs do a little more by somewhat acknowledging it than the typical nothing in DC (well, other than telling you if they are where they want to be) by saying that they did move, but apparently that's just a power the main character has.  I'm quite curious as to the in-game reasoning, but regardless, it is tantalizing.

Also new to the game, though sort of a thing in Rune Factory, is crafting, which I think takes place on a slightly more elevated level than even Rune Factory's offerings.  Of particular note is a Fishing Trap that can be crafted that you simply place in water to let it do its thing.  You come back later for some free fish and enjoy the fact that you can sell them, cook them, whatever, without having to actually do the fishing -thing-, though you can still do that of course.  I would imagine other such world-interactive items are available as well, and they're not a one-and-done deal; they degrade and you have to replace them eventually which is good.  I imagine it more depends on what you make the item -with-, if most or all things have scaling materials, but even those break eventually.  As well as this, you can craft/upgrade your own tools, ala Rune Factory, and make clothes and equipment, which I imagine is how you'll get the bulk of your new threads.  Which is a-okay by me, as long as it's not like "T-Shirt" and the T-Shirt can only be one color or something like that.

Speaking of new things, the post at Siliconera also mentions a couple new animals as well as a new crop which sort of plays into this customization thing.  Well, the Yak doesn't, but it's cool because now you raise Yaks and harvest their milk for sale, recipes or the ability to turn it into butter for....again, the ability to sell it or use it in recipes.  That's fairly standard Harvest Moon, whereas the other new animal, the llama, is not.  At least....well it sort of is, because what you get from it is llama fur and while you get wool from sheep as well, you can make clothes with llama fur.  Also possibly sheep wool, but mostly llama fur.  The new crop, cotton, similarly allows you to make clothes as you would completely expect because it's -cotton-.  It's very curious indeed, but stays close to the theme at heart which is good by me.

I think it's kind of silly that I am looking into a 3DS for the sole reason of to -buy- these types of games exclusively, but, well, that's what happens when nothing else on the system appeals to me.  I'm likely going to pick up the natural things like Ocarina of Time 3D and, uh......uhm.....Well, I'm sure I'll be able to think of other things when I get the system.  But for now, it's just Animal Crossing and four different Harvest Moon or Harvest Moon-likes (Rune Factory 4 and Project Happiness) which I think is honestly a little absurd considering the variety with which my Vita is going to see.  I get my shooty fix with Resistance and Uncharted, the option of racing is there with MotorStorm RC, and my quirky, fun games is set up with LittleBigPlanet Vita and Gravity Rush, which is completely neglecting the other games I'm planning on getting, purely because I wanted a five and five comparison.  Still, I loves me some Harvest Moon and when a title for the Vita is announced, you know I'm jumping on that too.  Unless it's one of those games that has an endgame and/or is Innocent Life.  (I would like another Innocent Life game if they could make it more...Harvest Moon-like, however.)

Sunday, June 10, 2012

Creativity Is a Churnin'


So, for as much as this is "yet another LittleBigPlanet Vita" post, this will actually not be so much -about- LittleBigPlanet (Vita or otherwise), but rather creating something from nothing.  Partly because I'll be talking more about an idea I have and the way I could likely work it with the tools, which I plan on trying of course, and partly because I don't even mention it so much as making an LBP level/game, so much as it's just something conceptual that you could just repurpose for some other type of programming of the like.  Which is all a fancy way of saying that this is going to be another one of those posts where I nerd on for a bit and make less and less sense as I go along, but at least this time it's not with numbers.  Still, if this isn't your cup of tea, and I can understand why it might not be, then maybe move along for tonight and check back to see if I have something more interesting to talk about.

So, back before we knew what Project Happiness was going to be on I had high hopes of being able to play it on my Vita because for Harvest Moon-type dealies, I'm basically stuck with picking up Innocent Life which I already have played a bit, Harvest Moon:  Boy & Girl which I also own and played the hell out of when it was called Harvest Moon 64, or Harvest Moon:  Hero of Leaf Valley, which is one of the "you have an endgame" types that I don't particularly care for in my chill game.  It is not exactly the library I'm looking for, especially when playing one on the Vita would cost $15 where I've already bought and played the two that interest me.  And knowing that, I sighed and told myself, "Well, if only I could make my own Harvest Moon game.  But, ha, what's coming out that let's me make thi-Oh My God, LittleBigPlanet."

And on just that conceptual level, it sort of works, even, because you can shift the 'camera' to a top-down view, ala Harvest Moon games with a little wizardry, and you can certainly create a big, enjoyable area to explore, as well as make NPCs to hang about and do things.  Of course, when you get in a little deeper, you start to see where the overall idea at least wrinkles, if not completely folds.  Harvest Moon works on a day-to-day, Morning-to-Night cycle that actively -runs- the game, as there are things you can only do on certain days, as well as certain time-frames within which you have to work.  On top of that, the big thing is growing your own crops, raising your own animals, and befriending the locals, even to romance one of the ladies (or men if you're playing as a girl) to actually make a 'fulfilling' life for your character.  And just that on its own makes it rather difficult to envision even any one of those aspects working, much less all of them.


As you can see by my lovely bit of concept scribbled out on a couple post-its, I have put a little beyond basic thought into this which is 10x the amount of thought one -needs- to put into something like this.  Because it is likely a fool's errand, but regardless, there it is.  The first bit is me posing a question to myself that I don't really know the answer to/have been too lazy to look up, in wondering just if the Day-Night tool can be set to slowly cycle through Day and Night or if it's a switch that means it goes from one time to another and perhaps back at the flip of that switch.  Obviously, the idea there would be to time it out so that you have something resembling 'real-time' (in game terms at least) so that every pass from day to night to day takes X amount of time, maybe 12 minutes.  Then, when you have that figured out, and this is the bottom part of the first post-it, you have a wheel with seven sensors on it to roll at the particular rate/speed with which it will pass.  So 24 minutes pass and that's enough time to take the sensor from 'Monday' to 'Tuesday'.

Then, if you're working on a timeline that is constant, 'programming' your NPCs becomes that much easier, since you have a set time-frame with which each one of them works within.  I don't know the finer points of how you can set your NPC/Sackbots behaviors, but I know it involves Microchips and you can 'record' actions for them, not only as standard (say, a patrol route) but as well as reactionary (the player getting within a certain distance of them) and with a little remapping via those Microchips, you could technically set up something that is like "Press X to talk" for your character's sackbot that will only function within a certain vicinity of one of these Sackbots.  And on the opposite end of the spectrum, with microchips, you can make sure the Sackbot has something to say upon being talked to.  Potentially with triggers, you could make sure that they have -two- things a day to say and default to the second thing after the first has been said so you don't just stand there and hear "Oh hi, great day today!" again and again.

And as you can see, the second Post-it is me trying to think out just how you could potentially partition up a Microchip or perhaps even have Microchips within microchips that would govern behavior based on the day that the sensor reads.  Like, being able to make NPC 1 go from Point A to Point B on Monday, but making that same NPC go from Point A to Point C on Tuesday....but far more complex than that, of course.  That's proof-of-concept thinking at least.  The way it would work is simply by tying each Microchip to the day sensor which only trips when it's active.  Considering you can only have one day sensor active at a time, it would potentially work, I think.  At least, I can't conceive of a reason why it -wouldn't- work unless you simply can't do Microchipception with chips inside of chips inside of chips.  I guess I'll find out when I grab the game on Vita since the tools are more or less supposed to be the ones from 2 plus some Vita-specific ones to take advantage of the touch screens and the like.

Of course, the thing about a version of Harvest Moon on LittleBigPlanet that I didn't realize until I had thought about all of the above for -far too long-, is that it simply won't work on principle.  This is because the whole point of Harvest Moon is to have a persistent world/game which is something that LittleBigPlanet simply cannot offer in the creation of a level/game/what-have-you.  It starts and ends at definite points upon being opened and is not something that you can drop in/drop out of on a whim after a save.  The only thing I could imagine to combat that would be a password system but that would be....yet another level of complexity that I cannot even comprehend.  Because the most 'simple' version I could come up with would be having everything down to statistics and assigning a letter/number to everything depending on your progression.  As in, if you were getting cozy with this NPC, that's "X" level, whereas if you haven't even talked to this NPC, that's "Y" level.  With as many things in such a game (number of animals, crops, etc.) that would get quite lengthy and you just would get people who don't care enough to enter a password -that long-.

Still, it got the creative juices flowing and that is definitely a good thing.  LittleBigPlanet isn't the only thing in those terms that I've been thinking about, but I'll save those for another day.  Since I've rambled on and on enough about this and taken far too long to do so.  Still, it's nice to actually have -something- to present that makes me look like I actually think about things instead of parroting off information as well as my opinion.  I mean, obviously, I have more than just that type of post but sometimes I really just like....well, it's not like I'm teaching anything, but that I'm putting something out there.  With any luck, I'll be able to pull this off as a proof of concept for...perhaps not a Harvest Moon type of game, but -something- of that sort.  Because I'm figuring if my derpiness can create something like this, the geniuses out there can take the idea and make it shine.  We'll see!

Saturday, June 2, 2012

Yasuhiro Wada Working on "Project Happiness", Nobody Cares But Mogs


As you know, I am a man who enjoys a Harvest Moon game as others enjoy a vintage wine or a fine cigar, and as you might also know, I understand I am in the minority on this.  Granted, the games sell, which is why they keep getting made, but they don't sell a lot, nor do I suspect they're properly enjoyed or appreciated by the gaming 'mainstream' as a whole.  Sometimes I think they're looked upon with the same amount of scorn that is gazed upon the Dynasty Warriors games and similar titles (yet never on yearly Sports releases), and that's honestly a real shame because the games have a little bit of a magic to them if you give them a chance.  Well....most of them at least.  Okay, yeah, even Innocent Life, yes, I went there and you all know that I'm telling the truth.  At least, anybody who has spent at least a little bit of time with a Harvest Moon game can understand the pull it has, and that's something that you can't fake, nor industrialize; you have to just give it that little bit of a spark to let it come naturally.

I say all this because the man behind it all, the man who started Harvest Moon as an attempt to create the happiness and fulfillment of a good clean day of work in a video game, has announced that he's working on a new series appropriately codenamed "Project Happiness".  And....that's about all the information that there is on it.  No announcement of what consoles it'll be on, when to expect it or even what kind of game it'll actually be.  Just that it's coming out in Japan, Europe and North America thanks to a partnership between his new company, TOYBOX, Rising Star Games and Natsume.  And you know what?  (Wait for iiiit......wait for iiiiiiit....) That's all I need.  I won't have to worry about the localization, so that pretty much lays it down that there is a good chance that I will be able to pick up this game, no matter what it ends up being on.

And I am going to get it.  No matter if it's a friggin' Wii U launch title, no matter if it's about getting stuck in a traffic jam with -wacky hijinks- ensuing, no matter if it's download-only.  (Okay, this one might be a deal-breaker depending, but I'm just saying)  I think we all get excited for games for entirely different reasons, whether we're excited because it's going to pit this character in this situation and it's so different than the norm, or because it just looks like it's going to press all of your good buttons, and I am certainly excited for whatever this project will be, because I am almost guaranteed that it will be a wholly unique experience.  It's a dangerous thing to say, I realize, but with the amount of time I've spent on Harvest Moon games of all types, the enjoyment I've gotten from them, I think it's safe to say that Wada has enough clout to expect forty to sixty of my dollars for whatever he wants to put out there.

And that's what it comes down to here for anyone else, I imagine, is just what -type- of game it's going to be, and what we can expect going into it.  The press release simply states that it's "Filled with adventure, discovery, and wonder" which could mean any number of things in all honesty, especially when you consider how willing Wada is to create a completely non-traditional game.  The answer is 'very willing', if you haven't guessed by now, and I think that in itself should be applauded, even if you don't really 'get' the Harvest Moon games.  I just have to surmise that, when it guarantees "Project Happiness will warm the hearts of gamers both young and old!", I'm inclined to believe that such a thing is possible.  Though, I suppose that I might be biased because I might just think that Wada can make anything possible in a video game and that it'll be magical and wonderful and include rainbows and such.  I dunno, I kind of get that impression reading this back and I don't really mean to come off that way.

For my own part, I don't know if I 'expect' anything from Project Happiness in terms of just what it's going to be.  However, I do know what I would like it to be, though I'm not so sure how possible it'll be, nor if I'll even be close to what's going to happen here. I seem to recall that Harvest Moon was created because Wada simply wanted to make a video game that made the person playing it Happy, and he eventually came across the idea that a game that allowed a person to play out a day in the life of an everyman would do that.  In fact, if I'm recalling correctly, the farming aspect of the game didn't come into play until he realized that players would want something 'tangible' to attach to, and literally went with something that the players could cultivate, to 'rate' themselves after in the vegetables that grew and the animals they raised and, eventually, the profit they made from the tasks.  I have to wonder just what would've happened if he hadn't added that in, because I really doubt the game would've been nearly as successful without that.

With that said, the climate of gaming is much, much different nowadays, and it's that much harder to gauge just what can or can't be successful, considering that it takes more than a good idea, hell, a good game, to get that success.  But given that Wada's apparently going to try to recreate that feeling, that hope of instilling Happiness in a player (at least, that's what I gather from the codename), I'm hoping for another type of life simulator.  Maybe not a farming one, but perhaps something a little closer to The Sims, where you just pursue happiness for both yourself in playing the game how you want and your character who is directly affected by what you chose to do with them.  Something a little more modern than out-in-the-country-farming-things, but not futuristic, nor overly 'urban'.  I harbor no illusions that the game will intend to be 'action-packed' or anything like that and in fact hope it won't be.  Even Rune Factory levels of 'action' might dampen my excitement a bit.  But not too much.

Certainly, if I'm completely off-base, I don't think I'll be too disappointed because even just this, the anticipation I feel for whatever the game could be, is good enough for now.  More news will come during or after E3 (as it will be shown behind closed doors during), so hopefully we get a few nice tidbits of information for me to gorge upon.  I'm not even sure I'm 'hoping' for anything, though if I am, it's certainly my idea of a Life Simulator, as Harvest Moon is, alongside Farming mechanics, though hopefully without the farming mechanics...or without them being the focus on the game.  Really, something as open as life 'can be', where it's just "make money to get by" with all sorts of avenues to do that would be nice.  But I'm getting a little esoteric in my thoughts, so I'll just reign them in before I go a little too crazy.  We'll just have to see just what's coming from the mind of Wada next, and you know I'll probably be the first to tell you.  (Or the second, if Chance brings it up first, being in Super-E3 mode as he is.)

Tuesday, January 17, 2012

Ragequit - Harvest Moon DS


Now, I have been known to vocally enjoy the seemingly-droll games that encompass the Harvest Moon series and its spin-offs, so the fact that I'm playing one should never be a surprise.  The fact that I'm outright refusing to play one of the titles should be one, however, and that's just what I have to do with Harvest Moon DS for being one of the most buggy things I've ever had the misfortune of dumping dozens of hours into to only have it lost.  There's more bugs (or if not more, then at least more devastating) in this damn thing than a Bethesda game and that's -saying- something.  What makes it worse is the fact that the game offers quite a lot and it's not inherently bad, but for the fact that you most likely -will- lose your game in a way that makes it unrecoverable is damning in a way that most games won't ever be party to.

I'll break it down right now and let you know just how you can and will lose your Harvest Moon DS game:  The saving system.  That might be obvious, but it's the bug with the almost innocuous, everyday application of the system that other games have that makes it so dangerous.  At any time, provided you're not in conversation, event or Holiday, you can move to the data screen on the bottom screen and save it in one of the two files available.  It's just that simple, and that's what everyone loves, is a simple saving system.  However, you'll find guides for the game online, or even just advice pieces around online that tell you to save in areas that have no movement on-screen.  Why is that?  It's because if there's something moving on-screen while the game saves, that save will just become corrupt and any attempt to load it will return an unsuccessful message.

That's not the only problem, however, as there is a specific freezing glitch associated with another glitch that is very, very easily activated which makes absolutely no sense.  Apparently in the winter, if you hire the fishing team to fish at the beach and then go down and cast your own fishing rod for a couple seconds, there's a chance that, when the Mayor comes to take your shipments for the day that an exorbitant amount of money that tops out at A Billion Gold will be put into your account.  It seems almost 'perfect storm'-ish as a scenario but I assure you it's very easy to trigger it on accident.  And, in my experience, if you save when you have that Billion Gold in your account, you're not loading that game anymore.  When you try and load it, it just freezes up and the sound that plays stutters and such, and your only recourse is turning off the DS entirely.  So all that work, unless you've been using both slots to save (which you shouldn't be forced to do), is gone.  Unsurprisingly, that's what happened to me and it's the reason that Harvest Moon DS is getting shelved permanently.


It sucks a lot really, because Harvest Moon DS is sort of the last resort I've got when it comes to Harvest Moon games.  I have Rune Factory, and the lot of you know I've gone on and on about those, but they're spin-offs, pure and simple.  I could play Harvest Moon:  Boy & Girl on my PSP, which takes Back to Nature and the Girl version and puts them both together on a single UMD, but Back to Nature takes place in Mineral Town with all of Mineral Town's characters who I am, frankly, a little tired of.  In my playings of Harvest Moon 64, Back to Nature (via Boy & Girl) and Friends of Mineral Town, I've married Karen, Popuri, Ann and Mary more times than I care to remember, and developed more friendships with the same denizens of the Town over and over again than I've formed actual friendships in real life.  I have exhausted Mineral Town of all it has to offer and thus need to move along.

On top of that, Harvest Moon DS actually brings quite a few good, or at least decent, ideas to the table that vary things quite a bit.  With a few extra types of buildings available, not to mention the fact that you can decide their design (sort of) and their placement, that alone opens more doors and windows for variety, and variety is always a welcome thing for HM games as a whole to have.  Joining the usual roster of animals you can raise are ducks, which require you to have a Pond (a new 'building') put into your farm who give off eggs that sell for more than Chicken eggs on the whole, but they only produce them every other day.  Another new source of income (in theory, at least) is a Mushroom Shed that you can buy if you like having something around that won't start to pay for itself for like two or three seasons afterward.  Basically, it's a shed that comes with six slats, you put lumber on those slats, seed them with mushroom seeds and water them everyday for, again, months (In Havest Moon games, generally your 'months' are your seasons.  30 days of Summer, 30 Days of Spring, etc.) and eventually you'll be able to pick off a mushroom.  After the initial one, you'll be able to get one every few days, and if you leave them on and continue watering them, the mushrooms will go up to Medium or even Large size to, obviously, sell for more.

Alongside that, the new ways to up the affection that your animals have for you is welcome, if not executed well.  Using the "Touch Gloves", any action you would take with your animal (petting, brushing, milking or shearing basically) is turned into a scored mini-game and some of the mini-games lead to gaining up to three times the amount of affection you would normally gain.  Granted, that three times means three points over one and a single heart (the measure of affection, they can get up to 10, I believe) is 100 points, but like I said, it's a good idea in theory and not execution.  That the mini-game is entirely optional is the good point, of course, since any action taken without the Touch Gloves equipped is just as normal as it is in any other Harvest Moon game - same efforts, same results.  That the mini-games basically entail "Rub your stylus on the screen really really fast" is also a detracting factor from them, but it honestly would be mitigated easily if the gains weren't abysmal.


Also fairly interesting about HMDS is that there's literally three different casts of women that you can marry, as opposed to just the normal roster of five or so that you generally get.  That is one cast, obviously, and it features Celia, the fair farmhand with a fragile bill of health, Lumina, the rich girl with a curious streak, Muffy, the resident bar girl with a bit too much hot air in her head, Nami, the rough-and-tumble traveling girl, and Flora, the archaeologist's apprentice.  They're your normal group of varied girls who live and work in Forget-Me-Not Valley to cater to varied tastes of the players, and 90% of the time, you're likely going to go for one of them.  However, keen-eyed readers might notice the above picture of the Witch Princess features a little out-of-place black heart as well, and if you know that the Heart System features only with women you can marry, you might just wonder about this a bit.

The second cast of women that you can marry in the game is actually the more 'fantasy' themed ones that features the Above-Pictured Witch Princess, resident 'evil' character, the returning Harvest Goddess who is sent to another dimension at the start of the game and can only be brought back by unlocking 60 Harvest Sprites during the course of the game by performing various tasks, Keira, who is apparently a "Sleeping Beauty" reference that lives at the bottom of a 255-floor mine, and a Mermaid that's being kept in the resident Mad Scientist's basement.  No, I didn't make any of that up, yes it's a little crazy.  The common theme with those few is that if you want to get with them, you're going to have to put in a lot of extra effort.  The Mermaid is almost the exception to that, as you really only have to befriend the Mad Scientist Daryl so he'll let you go into his basement, and he is a fan of the wild colored grasses that grow about the valley regularly, but the Harvest Goddess' hand requires that you ship one of every single item in the game among other things.  It's not a pleasant thought.

And finally, the third cast is the returning cast from Mineral Town, which is apparently just a short walk away from Forget-Me-Not Valley.  Their inclusion is one of those 'neat' little things that you'll likely miss out on anymore, as it requires a copy of Friends of Mineral Town and a DS that has a GBA slot to keep it in.  All five women have their own schedules that take them into Forget-Me-Not Valley a day or two out of every week so that you can talk to them and give them gifts to win their affections.  That's not the only time they come around, of course, but I'm fairly certain you can't woo them without the linked method explained above, and if not then the alternative would be quite tedious.  There are obviously a few ticks against going after them, however, as you might be like me and simply be jaded with them, but even more importantly is the fact that marrying one of them means relocating to Mineral Town which will end the game right there.  I don't know why you necessarily have to move to Mineral Town, but that's how the game handles it and no there's not something that carries over into Friends of Mineral Town if you do so.


After reading this over once, I've realized that the tone is entirely too positive, so I think I need to throw down some of the other annoyances I have besides the few I've mentioned.  First off, saving the Harvest Sprites is a tedious, terrible, game-padding move that detracts from the game more than it adds, despite the obvious.  In previous games, you could hire the Harvest Sprites to do various jobs around your farm that you didn't want to do, or possibly couldn't do (like event days, the birth of a child, etc.) and they retain that role in HMDS....after you bring them back from the other dimension that the Witch Princess inadvertently sent them to directly after the Harvest Goddess. 

This is done by doing various things attached to their particular team, so for example, to bring back a member of the Fishing Team, you have to fish up a certain amount of fish before he comes back somehow, and for another sprite like a sprite from the Collection Team, you have to chop up a certain amount of logs found around the Valley or so.  It sounds simple, but the requirements get way over-the-top for many of them, of which one of the more egregious examples being a member of the TV Team won't unlock until you ship 100,000 of a single item.  Other sprites won't unlock until you acquire Mystic versions of tools which can only be gotten after upgrading every single tool to Mystrile level, unlocking the third mine (which requires getting to the bottom of the 255-floor second mine), finding the cursed version of the tools and then paying a Priest to remove the curse from it.  That's practically a quest in itself and that's only for a handful of Sprites.

Possibly the worst part of it is that half the game of any Harvest Moon game is interacting with the folks about town, so the fact that the denizens of Forget-Me-Not Valley are, in fact, quite forgettable is bothersome.  Characterization is not very strong here despite the fact that the character list includes an android Doctor (or at least a Doctor with a T-1000 eye replacement), the afore-mentioned Mad Scientist, a darling old married couple, and a hulking artist with a fondness for 'modern' interpretations that aren't commonly seen in the Harvest Moon vistas.  Still, even with those, none of them are interesting enough to warrant peeking at, especially when the timing system in the game seems a little sped up from previous iterations.  Less time to do more in a day doesn't bode well, after all, in life or a game simulating life.

Money is either entirely too hard or entirely too easy to get in the Valley, depending on whether or not you know the 'tricks' to making a quick buck.  Normal fare of grabbing up the stuff that grows in the wild and selling that next to crops you grow isn't going to get you very far, and when everything is as expensive as it is (building-wise, at least, which is basically all you need to spend money on), that can lead to not getting a whole lot of satisfaction out of the game.  Even going to the mines and mining a lot of ores doesn't quite pay the bills properly (at least, I don't think it did, or not proportionally to the amount of effort used) so you have to wonder just how in the hell you're supposed to get anywhere.  And while it's not 'the' method, there is 'a' method involving Van, a traveling merchant who wanders into the Valley on every day of the month that ends with a 3 or an 8.  Van sells quite a few things of interest, but the more interesting aspect of his usage is that he buys things -from- you, and apparently has a fondness for accessories.  A Red Cape that can be gotten from the Harvest Sprites for 65k or so medals can be sold to him for a price that fluctuates in the 400k-600k range and the slight pieces of jewelry that can be dug up in the main dig site that leads to the mines can be sold for a few thousand G a piece.  It doesn't feel right and it's fairly cumbersome, but it'll get you what you need.

I guess if I had to describe it in a few strokes or condense what I've already said here, it's that Harvest Moon DS obviously has a few good ideas, but the overall handling of not only them, but some core mechanics of the game (not mentioned so far is the fact that Stamina and Fatigue do not go long -at all-) is fairly poor.  Adding to that the game-crippling bugs and you don't exactly have a 'good' game by any measure.  It's the truth and an unfortunate one at that, but no game can be considered 'good' when your save data can get corrupted for little to no reason at all.  Or when you can get the maximum amount of money possible for no other reason than you went fishing during the winter and didn't keep your line out long enough to reel anything in.  And just the thought of all that progress that I lost just because the game wasn't properly tested...I can't call this anything else -but- a "Ragequit".  Avoid the game by all means unless you're not the type to get attached to your characters.

Sunday, January 8, 2012

Weekly Wrap-Up in Gaming - January 2 - January 8

Hey, I haven't done one of these in a while, mostly because I have barely had a week where I played more than one game for a reliably quantifiable amount of time, but that is not a concern for this week.  So let's get right into it, since I actually have a bounty of games to discuss!


First up is a game that hasn't gotten a lot of play since I decided I wanted to play games that didn't involve me walking around a given area and slaughtering things in the thousands with the greatest of ease.  I'll get back into Dynasty Warriors Gundam 3 eventually obviously, but for now, it's best to expand my gaming horizons into games that won't eat 100 hours of my life and yet demand more.  Still, I'm not quite sure as to where I stand on DWG3 since I want to love it and I think that, through that want, I will, but I worry whether or not that will be genuine or based on enough factors to be wholly founded.  Basically, the game wins by allowing me my choice between Epyon, DeathScythe Hell and Wing Zero alone, whereas the rest of the Gundams Mobile Suits are more or less Icing on the cake.  Unless they suck.  Like The O sucks.  Because IT STILL SUCKS harglebargle.

After playing a few more history missions (and being assured through the trophy list that there are several, several more) I'm a little more prepared to suggest they actually did remember how to meld story with DWG3 however fleetingly, and while I obviously would've preferred a larger footprint I'll take what I can get.  At the same time, for as much as I griped and whinged about them in DWG1/2, I miss the story missions that actually have goals and story elements in them.  Even if I have to save Kamille's useless ass from Yazan when they're on the friggin' other side of the map are you kidding me, it was -something- as opposed to the Blitzkreig DWG3 more or less imposes as its pace.  You capture fields and if you don't do that, you probably lose and that's all there is to that.  Sure, you might have to save one pilot from two pilots if that random objective pops up, but it's nothing beyond a forced flavor element that detracts more than it adds.

Regardless, I just like the way DWG3 handles, which is to say that I liked the way DWG2 handled, past-tense, and I really don't think a lot has been changed up for DWG3.  I'll have to check, but I'm fairly certain that the Qubeleys in DWG3 still don't have unique movesets which is patently ridiculous as there's four different models of them (which are basically recolors:  Haman Karn's is white, Puru's is blue, Puru Two's is red and the Mass-Produced is either black or the same color blue as Puru's) and I'd suspect that at least one of them would fight differently than the others.  Granted, the case could be made for Puru/Puru Two/Mass-Produced as they're likely based off one another (or the Mass-Produced is based off Haman), but Haman, at least, should have a friggin' different Qubeley moveset.  Again, I haven't tested, but I highly doubt it which is double-silly considering they added more Gundams Mobile Suits to the game and -they- have different movesets than others, s'far as I can tell.

I'd like to say I have enough integrity to consider giving DWG4 a peek before buying it, but that just won't happen.  I love me some giant robot carnage and will do whatever I can to support it in the (potentially vain) hopes that that support will actually ensure a quality product.  Which is not to say that DWG3 is -not- quality, but merely to suggest that DWG2 -was- a quality product and DWG3 is not its predecessor.  So take that as you will, but be assured that I do not dislike the game, even though I may vocally grudge it for not being as awesome as I could hope for.  Which, hey, this is a thing we all do for various games for various reasons, so this is nothing new of course.


Shadows of the Damned, for a while there on the day after I gave it such a glowing first impression, gave me pause in my thoughts and lead me to think that perhaps I had spoken too soon on its intuitiveness.  Pretty much directly after the section I passed in my initial playings, I ran into a section with a mid-boss (well, a few mid-bosses....that were the same mid-boss.  I'm sure people who have played it know what I mean) that literally stumped me on how I was supposed to kill it.  You know those times when you're playing a game and nothing seems to be working, so you say to yourself "Maybe I'm not supposed to win this" and give up, hoping to advance?  That almost happened because I gave this boss my all only to find nothing effective....until I tried a specific thing for a second time and it worked from there on out.  I suppose I simply missed my shot the first time, but it was no less frustrating.

What was doubly frustrating was that the game made the classic mistake of taking a bullshit boss like that and re-introducing it at a fairly beefed up pace.  Without giving too much away, let me just say that the thing that makes this boss fairly shit is its usage of the tried and true 'shadow clone' mechanic which means there are several of these things yet only one takes damage.  And if you take too long finding the real one because you're plugging away at the fake, it just respawns all the clones (which number up to about 7 or 9 in the second fight.  Or at least, that's what it seemed like)  As you can no doubt figure out for yourself, I was quite annoyed with that, but kept through it and I seem to have been rewarded for my efforts.  The section after that has been fairly enjoyable and, er....'visually entertaining', I'll say, so I suspect that was more a bump in the road rather than a foreboding omen of what's yet to come.  Still, I did stop playing the game a few days ago so I could jump into the next game I'm discussing.


Since bumps in the road is something I just brought up, I'm just going to start this off by saying this thusly:  The penultimate boss in Sonic Generations is awful.  Some of the challenge missions are just awful.  The good news is that that's about all that is awful, however, meaning they are merely bumps in the overall road of Sonic Generations.  I actually really liked the final boss despite it being literally set up as a moment seemingly ripped directly from Dragon Ball Z and no I'm not going to elaborate on that whatsoever.  It was a fun little jaunt through a world that had been little more than a laughing stock for far too long, and a beacon of hope that suggests, perhaps, future installments of the franchise could reach this level of goodness.  Or at least keep the good:bad ratio as far on the good side as Generations managed to do.

I guess 'fun little jaunt' is the best way to describe it as well, as it was quite short obviously.  There's still hours left in the game to squeeze out if I should so desire from challenge maps and Red Ring collection, but I'm really not up for that.  Not only are the Red Rings difficult to get, there's not really a 'do-over' for them; if you miss one, you have to do the whole level over again and get to that point once more and try again.  Collectible artwork is nice, of course, but I'm honestly not too fussed.  After all, I could always find the material on the internet like that.  Seeing as that is one of the few trophies that seem a little too much effort/frustration for me to even think about, I'm not planning on Platinuming the game which means that since I've beaten it, I can comfortably shelve it.  It was nice while it lasted and I'll remember it fondly, but I don't need to wring every single thing out of every single game I come across.  To do so woould mean that I simply wouldn't enjoy games anymore which is a prospect far too frightening to consider.


The last world I've returned to is that of Harvest Moon DS's, nestled in the valley near Mineral Town which will remain the best Harvest Moon town for quite some while I suspect.  My issues in Harvest Moon DS are numerous, but so are my praises so it kind of balances out in a way that leaves me grumbling while I compulsively play it for hours on end.  While I suspect my stay will be limited in that I won't even bother to get up to the inevitable marriage that is the goal of 98% of the people who play Harvest Moon games, it'll tide me over for my portable fix while I wait for the Vita with bated breath.  Unfortunately, my PSP hasn't gotten any better and it's just a chore to play on, so with any luck, we'll get the UMD passport system in America when the Vita launches and Squeenix will actually support the thing, meaning I can just buy a license for Final Fantasy Tactics:  War of the Lions and continue playing it on there.  (Possibly taking advantage of the screenshot feature if at all possible.)  If not, well, I can still buy it I guess, it's only $10 after all, but still.

My main problems with Harvest Moon DS lie within the characters and the way buildings are handled.  The characters in Forget-Me-Not Valley (I think that's what it's called) are rather largely dull and lifeless even though they might have visually interesting designs, though that's not necessarily true for all of them.  The marryable girls all have their own quirks that are wonderful or terrible depending on your position and have been the only thing to elicit more than a bored "Hmm" from me when talking to them.  I'm supposed to care that the resident Doctor is like a cyborg or something, but I really don't.  Or that there's a Mad Scientist in town with a mermaid in his basement, but I still don't.  I guess it might be an issue of underexposure, but I could put that on the game itself as well.

The other issue is that, for rather asinine reasons, you can choose to make the buildings you populate your farmland with out of different materials to ensure varying levels of structural integrity, meaning the threat of your buildings falling down is ever looming unless you build them all with Golden Lumber which is, you guessed it, ridiculously prohibitively expensive.  Even the 'best' option of Stone is prohibitively costly and while you have the option of providing the building materials yourself to reduce the cost, there's not exactly a store of rocks around for you to crush for the raw stone in something quantifiable.  There are three rocks that spawn every day near the mine that are worth a whopping three stone each (if you have the fourth tiered Hammer) and bigger rocks here and there that assuredly give you more stone for smashing them (perhaps, gasp, four or five), but they require the best Hammer in the game which requires you to go down to the bottom of a 255 level mine, clearing its entirety of monsters, initiating an event to unlock the third mine that's even deeper, finding the cursed version of the tool you want, and then getting it blessed by a priest over the phone for 10,000 money.  (It's G in the game, but screw that noise)  It's a rather....intensive process that I don't care to bother with.

So, as you can see, it's been a rather busy week for once, and I've been enjoying every moment of it aside from the moments that I very clearly stated I didn't enjoy.  Which were few and far between, of course, meaning that my assertion that it was a good week stands firm.  It feels good to be able to do one of these again, so here's hoping the next one isn't, y'know, months from now